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Everything posted by Zombie_Striker
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So thats why loading the VAB/Tracking station takes soo long. I'm unsure if this is possible, but are modders able to create custom scenes from within the KSC? So, for example, recreating the VAB without having to go into the VAB scene fort parts? If so, you could use harmony to disable the base-game ship builder, implement your own, and that would reduce the amount of times the world needs to be reloaded. Same for tracking station: Implement your own tracking station ui from the KSC, and thats one less scene to reload.
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Hey everyone. I've been playing KSP since, like, 2013. It is such a good game with lots of replay ability, thanks to mods. I've always been a fan of realism, or near future science fiction, which is why most of the mods that I used to use revolved around managing real world phenomena, from radiation to food with kerbalism. When KSP2 was announced, I was excited to see what additions and more customizability they would add to this game. Sadly, it seems that game has died, and there won't be any new updates to KSP1. However, now that KSP1 is in its final state, I figured now would be the right time to figure out how to mod this game. I had an idea for an overhaul, focusing on the management of a space agency, working with kerbal governments, laws, social events, resource management for parts ect. Basically, realism with a larger scale. I'm currently using ChatGPT and articles I've found on modding to figure out how to do specific things, but I figure I should probably ask about this stuff, which I never seen done before in a mod. Here are my questions: 1) Is there a way to create my own menus, like the science/research tech tree menu, the contract menu, or the administrations menu? I would like to overhaul those visuals, but don't know how to do it, or if its possible. 2) Is there a way to add visual meshes to the world, like trees or those monuments, for the sake of buildings, infrastructure, ect? Basically, is there a way to show kerbal civilization in the world? 3) I know there are ways to move the KSC to other planets, but it always looks weird in the mods I've seen. Is there a way to either edit the KSC view, or create a new menu system for navigating buildings for multiple stations/ multiple planets? 4) For stats regarding individual kerbals, is there a way to store more data for each of them? For example, physiological traits, radiation exposure, psychological traits, social traits, ect? Would I need to build a custom wrapper that logs each kerbal's name and apply my own system to them to store that extra data, or is there a system in place for adding custom data/tags to kerbal profiles? 5) Is there a way to procedurally/dynamically change variables about planets? Atmospheric composition, height, density, ect? I know Kopernicus allows for editing plant stats at launch, but I don't know if you can edit it on the fly. This would be for terraforming. 6) Background automation, decision making, and planning? Is there an easy way to simulate vessels and what happens on them, allowing orbital dynamics and resource levels, to change while out of flight? Or would I also need to create a wrapper for each vehicle, and create my own code for simulating those things, and apply that data when the vessel loads again?
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True, but that doesn't mean kerbals can't have personality.
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KergerKing.
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No, Ekerci is right. The year is 2025. Ksp2 was delayed just hours before expected release date in 2023, and they kept delaying it several times till 2025.
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I know KSP2 won't have modding support on day-one, but that wont stop me (or others) from trying. Most likely, there will still be a dozen or so people who will try to mod the game however they can. I haven't seen a thread about modding yet, so I figured I'd make one. What is something you wish to be modded into the game, day-one?
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Why I don't want interstellar travel
Zombie_Striker replied to garwel's topic in Prelaunch KSP2 Discussion
Career mode could be better, sure (especially contracts), but the financial aspect of it is a good thing. If you have an unlimited budget, you can over engineer the rockets without worry of whether it is reasonable to do. As someone who plays with Kerbalism, resource management and radiation can be fun, and there are those of us out there who like it. It may not be for everyone, and having the ability to have a free-play mode might be beneficial (and what you're looking for), but I certainly would enjoy adding those things to the game. Back to the main topic, this is only a concern if you are playing in "free-play" mode. If there is some limitation like finance, or complex resource management, this wouldn't be an issue. If it would take several harvesting missions to get enough <sci-fi fuel source> to power an FTL drive, then the idea that every mission would be trivial is juts not true. -
23Yo here. The voice is not a big deal. Yes, it would have been better to have Neil Degrasse Tyson or Scott Manly do it, as it would drive the 'cool' factor of having them in the game. The voice really isn't annoying. The kids that will find it cringe or annoying most likely aren't the type to enjoy nerdy stuff. Let them enjoy the real gaming of CS:GO or whatever, and let the fans of nerdy science stuff enjoy ksp2.
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I'm excited for colonies, and potentially being able to have actual purpose for making bases on planets besides it looking cool.
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Is there a mod that makes Eve look more like Venus?
Zombie_Striker replied to Zombie_Striker's topic in KSP1 Mods Discussions
Gee, thassnks -
If you're going for solar system realism, I recommend using the OPM version, as that gives all the planets for a more realistic playthrough. However, No OPM is also fine. The only thing I noticed is that for the regular gameplay, without minmus there for easy science, the early game is a bit harder, and requires more Mun missions before Duna, and since Gilly and Bop are now both in Duna's SOI, that becomes a better target for science.
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Well, after reading your post, it made me realize I could make my own mod for it. Turns out it was simpler than I thought (Even if it did take 4 hours to learn ModuleManager) Thanks! I put it in the new update on spacedock. Lets see if that works. Fifth. I do now! Github now has a package specifically for non OPM users. The Non-OPM version also now has Minmus as Charon. Not entirely sure how to increase the science tho. You're right about the six degree Mun. I changed the both versions so its 6 degrees instead of 20.6. Looks a bit better too. I also moved the moon out to 29Mm, which should increase the time enough to be a bit closer to realism. Tested it, and it takes about 3 days to travel to the mun.
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Stock Realism Stock Realism is a collection of patches to make the Kerbol system reflect the real Solar System. More will be added in the future (Once I get the hang of modding KSP :p) Current Features: Moves Bop and Gilly to Duna, to simulate Phobos and Deimos Moved Ike to Jool to simulate Callisto Moved Minmus to Saturn to simulate Enceladus(Or moved to Eeloo to simulate Charon if using the No OPM version) Moved Pol to be closer to Jool to simulate Io, and rearanged the Jool system to be more stable (moved Laythe and Tylo further away) Recolored Eve to be more Yellowish like Venus Recolored Jool to be more Jupiter-like Recolored Tekto (*if you have OPM installed) to look more like Titan Recolored Neidon to be more blue Altered the Mun so it is at a 6 degree inclination, to simulate Moon. If you do not want a patch, you can delete the .cfg file for it in the StockRealism folder. DevLog: Dependencies: Imgur Album (Still WIP) https://imgur.com/a/Cvwvs7Z Dowload on SpaceDock: https://spacedock.info/mod/3125/StockRealism Github (The No OPM Version can be found there): https://github.com/ZombieStriker/StockRealism/releases To Professional Modders: This is my first mod for KSP, so if you have any advice or suggestions I can make to the config files, let me know so I can learn. Thanks.
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Some new experiments require scientists.
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I've found that when I first added Kerbalism it had closed all of the solar panels for my ship. This most likely happens because it needs to register the solar panels on all ships when it is first installed, and closes it so it can be registered when you extend it. However, after having extending it once, all solar panels should stay open on further playthroughs. As for EC, that most likely happened because of the solar panel bug. Either send more kerbals to manually open solar panels to charge the crafts again, or edit the config files to add EC.
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I feel as though Kerbalism reflects reality, in that there are a lot of minor mistakes can jeopardize a mission, and that manned missions require a lot of planning and redundancies. For example, I am also sending a mission to Duna. In it, I use TWO spacecrafts, and for each spacecraft, the habitation modules can separate from the booster stages so they can swap components if parts of both crafts both fail. If you're a casual player, who just wants to launch spacecrafts and simply travel to another planet, this is not for you. With this mod, you basically have to treat this as if it were real, and have contingency plans if something unexpected happens.
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Greenhouses need to be active at all times in order to work. Stopping it at any point stops the counter, so doing this may force you to way somewhere between 10-100 days depending on how long you turn them off for. As for realism, consider that greenhouses need temperature control, humility/ hydration regulation, along with light control (depending on if the plant grown is a "short day" or "long day" plant).
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Odd. Are you sure you have a CO2 tank? Scrubbers move the CO2 from the habitats into those tanks, and if you do not have any, the scrubbers do not do anything. Greenhouses should use sunlight over EC if they are in direct sunlight. Though you are right about the insane amount of EC it requires per second. Unless you are orbiting the planet, greenhouses are only really good once you have set up a massive base that already has large amounts of unused EC compared to the day/night lengths (I.e, not the Mun, or any other moon with night lengths longer than a couple of days).
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I have. Seems to work.
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You would need to add a planetary resouce for your planet. Heres an example for nitrogen for kerbin: PLANETARY_RESOURCE { ResourceName = Nitrogen ResourceType = 2 PlanetName = Kerbin Distribution { PresenceChance = 1000 MinAbundance = 78 MaxAbundance = 78 Variance = 0 } } Just create a new cfg file and copy and paste this into it, changing Kerbin to your planet's name. @lordcirth Kerbalism does not directly support remotetech. However, remote tech does still work if you disable the signal systems for kerbalism. In the settings.cfg, disable the signal variable to let remote tech handle connection.
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Although that is true just factoring in only the mass of the parts, ActiveShielding requires 2.5 EC per second each. Not only that, but atleast 7 are needed in order to fully remove all radiation for background radiation. That means, even for just a station orbiting close enough to the planet so that it is only in the shadow for 15 minutes (which is a circular obit at 70Km for kerbin, within the magnetopause, so it would not even be needed), it requires 4 of the largest batteries in order to power just the shields. If you are in the dark any longer than 30 minutes, It is better to use shielding than AS. For reference: Shielding weighs 0.213T per unit ActiveShielding weighs 2.5T per part Z-4K Battery (the largest battery with 4000 units of EC) weights 0.2T A cupola, hitchiker, and Sciencelab together require about 100 units of shielding for full protection.
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You do not need all those fuel connectors, as crossfeed should be enabled. Also, you don't actually need to include all that waste, CO2, or oxygen. The atmospheric analysis part can harvest those resources from the atmosphere (however, it requires 3-4 in order to match the amount needed for the converters). You can disable messages individually by going into the kerbalism tab for each vessel, and disabling the notifications under CFG. This is better than muting all notifications, as you could kill your kerbals if you ignore warnings for ships with crew. You really should shield everything. Unless you plan on returning your kerbals within 100 days, they will die of radiation sickness if you have no shielding. Full shielding almost entirely protects your kerbals from background radiation, and helps with solar flares. Also note that plants are sensitive to radiation, so those parts should be shielded if you plan having on doing any inter-planetary missions.
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I think the issue is not that there should be science. Re-adding science generation would just be a temporarily fix. The real issue is that that science labs don't really contribute anything to your ships. It doesn't matter if you have a lab around Kerbin, around the Mun, or on Duna, they all produce the same amount of science, and that is all they do. Not only that, but all you need, at most, is one per spaceship. In my save, I have already added seven to my kerbin station just because of contracts. @ShotgunNinja If I were to make a suggestion on what to do with labs, it would be to add new stats that labs could deal with. Injuries and sicknesses would be a real problem for long duration trips. Maybe one of the modes for labs could be as a medical bay. This mode can be separate from the current mode, so that there could be a reason to have more than one module.