Rik
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Everything posted by Rik
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The OP says JNSQ compatibility coming soon. In a slightly outdated vernacular, Mad Props Dude - skimming the GEP config it looks like a brutal undertaking. Watching with interest and drooling like a Saint Bernard.
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[1.12.x] IXS Warpship & Spacedock Redocked
Rik replied to linuxgurugamer's topic in KSP1 Mod Releases
Holy crap, I've completely lost track of the number of mods you're currently maintaining - somewhere over 200 would be my estimate. Thanks for saving two more excellent mods from the trash heap of yesterkerb. -
It's the IT department - Did you try turning it off then turning it back on? We're happy to have assisted you today.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Rik replied to Thomas P.'s topic in KSP1 Mod Releases
Just stopped by for my regularly scheduled obsessive checking and saw 1.73-2 in the header. I shall now step away from the computer, cry just a little bit, and continue my waiting. It's cool, totally manly crying. A little shoulder heave as I wipe a way the single tear of pure Louisiana Red Dot Tabasco sauce running down my cheek. On a more serious note, thank you to the whole team for the dedication you show to this community and the mods that take KSP to the next level; after reading the Discord I'm really looking forward to the hostile body mechanics and (potentially) roasting or freezing several of our intrepid Kerbal explorers on hostile planets and/or muns. -
@Rodger Nice catch, gonna go make a little update.
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The second post on page 146 contains the texture fix (quoted from the third from the bottom on 145) it's a DDS conversion just overwrite the files in the AirplanePlus folder and the parts will be textured. Blackheart612 is already planning to include them in the next update but they're available there if you want the fix sooner. I've already tried and everything works perfectly.
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Sorry, you already caught them.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Rik replied to Thomas P.'s topic in KSP1 Mod Releases
If 1.9 comes out I play on my 1.81 install and wait for everything to catch up. Well, that is unless the devs announce they're stopping 1.81 development and moving to 1.9 in which case I play 1.73 till everything catches up. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Rik replied to Thomas P.'s topic in KSP1 Mod Releases
@Dr. Omicron Or do like I do and obsessively check several times per day while building out a 1.81 install with your favorite mods and writing a Sigma dimensions config to leave the JNSQ planets alone and rescale Real Exo Planets to 2.7 while trying to get Kerbalism to play nice with TAC LS for an awesomely, sucktasticly painful play through when the update drops and planet packs get updated. According to my wife I suffer from "Kerbal Masochism" and only really enjoy the game when I'm angry at it. -
@Nertea @CDSlice Just tested on a 1.81 build with the same results as Nertea,, no connection with the default range but as soon as I boost the value in difficulty I get a connection to Kerbin. This was a new sandbox with no other probes or relays in orbit anywhere. First attempt failed but that was because I didn't have the feeder aligned properly 'cause sometimes I'm just not as bright as I think I am, the red line not turning green probably should have been my first clue.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Rik replied to Thomas P.'s topic in KSP1 Mod Releases
They say patience is it's own reward. . . they're liars. But, I suppose I can suck it up for another day or so . -
So @Nertea I get off work a little early today and decide to check the status of Kopernicus, maybe a few of my other favorite mods and settle in to play on my 1.73 install for a little while - perfectly content for Kopernicus to take as long as needed and not even remotely tempted to display the horribly bad manners of bugging the devs about the status. Then, I find a whole new suite of Nertea level sexy parts which will require me to play on a boring stock size Kerbol system this evening. Damn it, I was this close to a manned "kerbbed?" landing on JNSQ Duna and now. . . Well, now I guess I'll squash the urge to bug busy devs and go build and test fly probes in a 1.81 sandbox game so I can import the craft files when everything else catches up. Amazing work as always, your skill and attention to detail never fail to impress the hell out of me.
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More effects, Chatterer and Ship Effects add a lot to the ambiance of the game and I'd like to see that become stock. We've also heard Saturn's rings singing and the sounds of Mars, these seem like valid additions to an outstanding game. Singing rings may get really irritating if constant ubt the general concept remains sound. Stock Final Frontier, those little medals for the Kerbals when they accomplish something are an addition with a surprising level of impact. I was very proud of Lamdry when he received his medal as the first Kerbal to walk on Eve, unfortunately do to a subsequent katastrophe during his team's departure it was awarded at his memorial service.
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One thing I'd like to see is integrated scaling on a grand/controlled level. 1. parts with sanity, you can only make an engine smaller if you've unlocked the next level in that engine's family. An I can only shrink the 30 once I've unlocked the 45 kind of deal. You can only reduce the size of electronic components when you're two level up - logical miniaturization. 2. The grand part is planets and orbits. A set of sliders in difficulty to change the size of planets and/or their orbits so I can take it all the way to a one-to-one ratio with Earth or larger if desired. Auto-adjust atmo and planetary features to fit. 3. The same option with Kerbal ship parts. If I can bump the world to our size I'd like to be able to do the same with rockets/planes. I think for that particular option Kerbals and buildings should follow to keep it all relatively the same, tiny Kerbals and buildings with full sized rockets would be a little odd looking. My other item would be a reduced need for KJR or it's future offspring, the rocket in the demo didn't look large enough to be that noodley. How do I build a ginormous colony ship if tat little thing is going to fly apart a few hundred meters into flight?
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[1.5] KOOSE mini reentry pod aka escape pod
Rik replied to TiktaalikDreaming's topic in KSP1 Mod Releases
I kind of like the idea of my Kerbals escaping death in something that vaguely resembles a baked potato. -
Thanks @taniwha, this is one of the few mods that make my brain itch to ask about updates. Thanks you for giving back all the will power it takes to keep my "mouth" shut, off to build something in orbit of someplace.
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@ShotgunNinja I came here to ask a question then got distracted by shiny objects options, blasted ADD. When adjusting the ranges can we use hard numbers or are we restricted to scientific notation? If we need to use SN, is it restricted to integers or will decimals work just as well? i.e. can I put in 125000 or 1e5.1? While I could just plug in numbers and see if it blows up I'm stuck at the job a lot for he next two days and curiosity can be really distracting (again, blasted ADD).
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RescaleZ - 365 days Kerbin x3.2 Proper Orbital Resonance - 365Kx32PR
Rik replied to ZobrAA's topic in KSP1 Mod Releases
This sounds pretty interesting, stock-ish but more enjoyably difficult. I guess I need to go spend some time trying my hand at patching OPM to approximate something reasonably close 'cause extra planets = extra fun. -
Hey @ShotgunNinja The sleep option could be a pretty nice addition to the gameplay mechanic and reduce background processing. Sleep inactive probes or ships to avoid malfunctions and add an initial check on wake-up, NASA had more than a few probes that where fine when they left but had issues once they tried to initialize systems once they arrived on station. You can remove them from background processing in transit but that doesn't guarantee everything is perfect when you wake it up. The sleep option could extend to other processes, put pre-staged equipment on Duna to sleep to take it out of the background processing while your crewed ship is in transit or you put your mapping satellite to sleep after it's mission is complete taking it out of processing but leaving the option to turn it back on later if you need to use it as a relay. Orbital stations or ships could be placed in sleep mode when empty or all Kerbals are frozen to simulate a caretaker status, the crew may need to fix stuff when they get to the ship/station wake up but it reduces the necessary tracking in the interim. Probably a little more complicated since it may need to check for Kerbals and disable the sleep option when they're present. The only loss to Kerbalism gameplay impacted by pulling sleeping craft from background processing is EC consumption, that could probably be explained away as reduced requirements while in caretaker mode or some other purely made up rationalization. Just a thought born from the last few entries.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Rik replied to Nertea's topic in KSP1 Mod Releases
I guess I'm going to go learn one of the auto-pilot mods so I can try to build a heli-carrier to launch and recover space planes; the cable arrest system may be a little problematic. Purely my own idea of course, no relation to any comic/movie heli-carriers. -
Before I embrace the pain that is Apex. Continuous accumulation implies interesting implications for the Civilian Population mod. Would the Inkerbable Hulk turn pink and take up more space? Could a four armed Kerbal get a buff to his/her Engineer start level? Would extra eyes improve Kerbal piloting skills by enhancing depth perception? Obviously none of the preceding where serious requests or ideas, I was really just avoiding work for ten more minutes which I now have to go make up... blast it.
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Thanks, that will make it much faster. Now I have to go build a functional form using impossible processes in an end users' imaginary world while attending unnecessary meetings. They skipped this part back when I was in school or I may have considered a different major.
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@ShotgunNinja Just a quick note to say thanks for all the work going into this mod. I got to reduce mod volume/maintenance while adding radiation and solar storms so I have additional planning considerations like the Van Halen belt leaving LKO (I know wrong name but in my universe Kerbals are huge 80's hair band fans). If I can break away a little free time I'll build mm patches for some of my favorites like Dr. Jet's dual-axis tracking solar panels and Blue Dog's probes and antennae and send those your way. This week my Jira look a little like "Of course I can do that, I'm the expert", so it isn't likely before the weekend. Quick questions. If I'm reading things correctly radiation isn't permanently cumulative. Is it reset on any planet with a magnetosphere or just Kerbin? Just curious, still early in a new career game but Jeb's been through the Van Halen built a few times and I'd like to let him know it's safe before he and Mrs. Jeb try to have Kerbalkins. Back on track. Thanks for a pretty amazing consolidation of processes, the only thing I would change is shortened radio ranges to force more relays and that should be doable with an mm patch on my end.