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Pkmniako

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Everything posted by Pkmniako

  1. To complete a bit more (For context, I'm the dev of the planet mod they linked), it was rumored that the last feature of KSP2, the one hidden in the roadmap, was to be some sort of story element in the game. This is something that Other Worlds also does, adding to a more complete "KSP2 in KSP1" package. Now that I'm here though, I might as well give my own two cents. Extraplanetary Launchpads is, at least for me, the best way to implement a progressive-friendly way of creating space centers on other planets. It requires kerbals working and resources, though if I recall correctly the resources it needed were not that complex. The parts for this mod are extremely ugly in my opinion though, but there are other mods like Kerbal Planetary Base System that are compatible with it, and that one is quite nice visually. Meanwhile, if this previous mod you think it's too complex, or kraken friendly, you might want to try Kerbal Konstructs, which allows people to place static buildings, even launchpads. This is far less progression-friendly and more artificial though, so I don't really recommend it much unless you know what you get into. For propulsion, Near and Far Future Technologies are very good part mod collections that give you all the tools to go interstellar in a reasonable timeframe (Funny fact, you can go interstellar with stock parts!) and are fairly beginner-friendly with very nice looking parts. For destinations, so I don't only mention my own mod, there's also Kcalbeloh, a solid planet pack with a (big) blackhole and a few stars and a wormhole that takes you from the Kerbol system to the new planets without needing to go through the loops of true interstellar travel. It's also compatible with Other Worlds if you were to happen to install both at the same time. Either way, whatever mods you install, I highly recommend KSPCommunityFixes. It greatly helps with the stability of the game, and tackles some bugs that can arise from the large distances to some interstellar destinations.
  2. As long as it gives you engines with high ISPs with which you can work around the challenges of this mod, it will be enough. I'm myself trying to get there stock, which is not the intended way, but even then it should be possible. The recommendation for FFT or similar mods is just so people don't have to engineer brutal ships to play the mod. I am anything but familiarized with Space Dust, so no, the mod has no support for it nor plans for it. Also yes, the mod's music is affected by the game's own music volume slider, so have fun listening to the songs! Same as Taco Salad, I have never used the mod, except I think for an hour or so when it first released, so I don't have any idea how I would give it support Thank you!
  3. New version 0.1.5 with some bugfixes: Story mode Some signals' ranges made bigger Fixes Applied new kopernicus settings for OnDemand loading and handling of far away colliders Fixed generated waypoints with the custom UI missing a space Rise range of sprite core antenna to reach the star (Between 2017 and now something happened) Fixed Vassa not having clouds when using newer version of the Volumetric Clouds mod It should be public on CKAN in a few minutes after posting this message
  4. Answer: Answer: You don't need KK. Though take in mind the game has a weird bug where, sometimes, if using Alt+F12 to teleport to the location, it can disappear. If this happens, reload the game.
  5. Oh dear kraken, people are going to make the shuttle but gilly-sized Congratulations on release!
  6. I will check it again and talk with the Kopernicus dev about this see if we can re-recreate it
  7. This bug is fixed on Kopernicus 159 onwards.
  8. No sorry, I accidentaly renamed it to ".cfgdisable" Yes, it is supposed to be disabled
  9. 1.0.4 Patch - Celestial Bodies - Started testing EVE Raymarched clouds in Vassa if that version of EVE is installed. - Fixes - Module Manager applying clouds to every single EVE_CLOUDS node, ending up duplicating clouds, has been fixed. - Added template to Ice Giant to add missing settings which lack were breaking the RnD science archive screen.
  10. Can't recreate this on my install. Will respond if I ever get an idea on what could be happening. This is not how it should look. I suspect this could be from either a cloud / planet pack that might be editing all clouds? I would remove those mods one at a time to try to pin-point down which could be causing it. Are other custom planets in your game affected by this?
  11. Been able to test this again. Your description matches the behaviour seen better.
  12. This small oversight should be very easy to fix. On mapview, the camera's speed when it rotates around a planet depends on Latitude. This means when the camera is closer to the poles of the planet, the horizontal speed of the camera drops drastically. Additional Information about the computer used:
  13. 1.0.3 Patch - Story Mode - One signal's range made bigger - Made a clue slightly better - Fixes - Fixed lights from vessels showing up when reading signals I'm going to honest with you. I don't know where to start, the log is 99% spam of the same sentence.
  14. 1.0.2 Patch - Story Mode - Added a pop-out window on new saves to indicate what to do to start the story - Added other pop-outs - Rephrased a clue due to imprecision - Fixes - Lowered the terrain quality of C4-2 to avoid some clipping. Now on new savefiles (Or savefiles that haven't been played with the mod), this little screen will pop out to guide a bit the journey of the players. You can read it now if you want. Don't worry, it's not a spoiler.
  15. The planets have Community Resource Pack resources, but I haven't checked the configurations in a long time
  16. 1.0.1 Patch - Fixes - Fixed (hopefuly) parallax configuration overriding other mod's configurations for the same mod - Made parallax configuration for C2-1 less laggy - Partly removed kopernicus debugging things
  17. You can get there without Warp Drives, in fact, you can get there with stock parts (Though KSP won't like the fact that it takes like 1000 years to get there). You can install high ISP mods like Far Future Technologies to ease the travel there. Laser sails are a early game method of exploring other stars, not the main way to go there. You can use mods like Far Future Technologies, which add engines with brutal ISP ranges, to properly explore them. Because JNSQ doesn't scale the planets, they are just bigger, if you use this mod with it, the new planets will still be stock sized. From what I've been told, JNSQ also uses an older version of scatterer, so be mindful of that!
  18. It's compatible with OPM, as they don't intersect any spheres of influence. Rescale it could work, I'm not very famirialized with it. Part of the code is set to scale with the scale of the universe. I know someone who is trying it in rescale and appears to work so far, but can't say anything more.
  19. Pass over the KSP.log file, but thanks for the heads up. The code that controls the lasers is from 2017, so things might have changed from then to now. I would be delighted if you made a playthrough, but I would recommend you to open with a spoiler warning more than anything. You can also open the video with the drawn part of the trailer if you want though, I think that would still fit. (And in fact, the drawn section originally I wanted to have it play ingame too, but ended up deciding it would be too annoying for people that just want planets) Drop the 3 folders of the .zip inside GameData Yes, you can join it here if you feel better talking through a chat than the forums No
  20. Thank you for those who have been curious about the mod's development through this months. A new forum post has been made for the mod, now including a story mode
  21. Yes, you heard that right! A story mode! Unlike previous planet mods, this doesn't limit itself to background lore that you might find in science descriptions, this is a full blown story with new gameplay mechanics to back it up. DOWNLOAD & source (Github) (Current version 1.0.2, Requires Kopernicus) Also on CKAN! Check the Webpage for a map of the planetary system! If you like this mod, you can also donate (Totally not a surprise in that link)! THE PLANETS All the new planets orbit the star of Cercani, an orange dwarf at the not-very far distance of 3.2 Tm away from Kerbin. It has 5 planets orbiting it, ranging from the deadly heat of Troni to the icy landscapes of Secunda But how do the planets loo... The whole Cercani system, with all the 5/6 planets and 8/9 moons In this mod, you will be able to explore all these bodies at your heart's content, but not only that, they hold a secret... Want to know more about the planets? Check this animated system map! THE STORY MODE The thing that makes this mod so special is the fact it has a full blown story mode! What's the story about? The only thing I will tell you is to look at the trailer. The rest, you will have to discover it yourself, we don't want any spoilers floating around after all. It does have ingame music though... The important thing you have to know is to look carefuly at the map view of the planets, one might have a marker to the start of it all... CONTRIBUTORS Though I've done most of the content for this mod, I've used help from some friends! - @Beale: Texturing help with a very specific model (spoilers?) - @DibzNr: Science Experiment Descriptions OTHER DETAILS VISUAL MODS These planets have comptability for Scatterer, EVE (Non Volumetric) & Parallax (Terrain Only). If you have them installed, you will be able to see the planets in far more beauty than before. TODO LIST - Parallax Scatterers comptability - Finish all science experiment descriptions BUNDLED MODS This mod bundles another 2 mods, those being VertexMitchellNetravaliHeightMap and CTTP CHANGELOG Other Worlds has been a mod that's been in development for many years now. This changelog has every single change that has happened to its reboot version, that started in 2017. KNOWN BUGS - Sometimes, walking kerbals might clip into the ground and die. This could be either the custom PQS mod being used or a bug relating to Kopernicus itself. Quicksaving is recommended - Main menu buttons are offsetted from the text. Unknown if this is due to the planet configuration files or Kopernicus, once again. - ScanSAT can be used to skip parts of the story. If you use this mode, please, disable anomaly detection. LICENSE This mod is licensed under two licenses, one specific for each part of the mod: - The C# code of the mod is licensed under MIT - Dialogue and everything else (This includes textures, models, music, etc.) falls under ARR
  22. Haven't said it here, but release is going to be tomorrow unless I find a big bug that has to be fixed. I will make a new forum post for it, finally in the addon releases section. Don't ask about the specific hour, I have no idea either.
  23. When the media is participating Jokes aside, pretty epic stuff!
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