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Everything posted by Nightside
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1.25 to 2.5 (and 2.5 to 3.75) cargo bays?
Nightside replied to Phelan's topic in KSP1 Mods Discussions
@Phelan, he made it! Check the link in his sig. -
@DoctorJony5, from the post above yours: and from the OP: Do you have those installed?
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@Talmor, do you want to change the stats of the existing parts or make a new part with new stats but the same model? Something to be careful with in the cfgs. name = name is used by the game to sort parts but is not visible to the player. It must be unique, if multiple parts share the same name there will be a problem. title = title is what shows in the game, these don't have to be unique. As Snark mentioned Module Manager is a very powerful tool for messing with configs. Once you look at a few parts and get comfortable with how parts and modules work, it is much easier to use Module Manager instead.
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IXS-Warpship-OS
Nightside replied to DoctorJony5's topic in KSP1 Technical Support (PC, modded installs)
I meant here: https://forum.kerbalspaceprogram.com/index.php?/topic/149873-ixs-warpship-original-series/ -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Nightside replied to Shadowmage's topic in KSP1 Mod Releases
Re: Balancing - For the load rating, I would err on the side of OP. Stock parts are heavy, the ground is weird, things tend to jump and fall so it would be nice if these were strong enough to withstand some the quirks of the game universe (Sorry for not providing any numbers to work with, just my opinion.) Re: Patch - I guess my preference would be a config file to be included but in a disabled state, but that is from the perspective someone who (perhaps too) comfortable altering config files. A second option might be more like Real Plumes - Stockalike configs, separate from the actual plugin. The advantage of this would be that the patch set could evolve from just the stock parts to also patch legs and wheels from other mods. Also, what is required to write these patches, is it just configs or do you need to get into the models? -
How can I get a clean copy of KSP?
Nightside replied to srsufofo's topic in KSP1 Technical Support (PC, unmodded installs)
Method of reinstall will differ based on where you bought the game, try googling "how to reinstall KSP with STEAM" or wherever you got it from. After you do that, lookup how to make a copy of your KSP install, and all your modding and playing in that copy. That way you keep a pristine copy, also your game won't get messed up when SQUAD ninja drops an update to the game that makes your mods obsolete. -
Missing Mod Component
Nightside replied to Dragon_Star's topic in KSP1 Technical Support (PC, modded installs)
Check the change log on recent releases, it could have been removed recently. otherwise it might be a bug, you could ask in that mod’s thread.- 3 replies
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- kerbal space program
- mods
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(and 3 more)
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Missing Mod Component
Nightside replied to Dragon_Star's topic in KSP1 Technical Support (PC, modded installs)
https://kerbalx.com/parts/19357 according to this source the pArt is from KSPI.- 3 replies
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- kerbal space program
- mods
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(and 3 more)
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IXS-Warpship-OS
Nightside replied to DoctorJony5's topic in KSP1 Technical Support (PC, modded installs)
Have you tried reporting your problem in the mod’s thread? -
How can I get a clean copy of KSP?
Nightside replied to srsufofo's topic in KSP1 Technical Support (PC, unmodded installs)
I’ve never heard of downloading from twitch before. One common reason for crashes is mod made for a different version of the game being incompatible. I would stick with reliable sources such as spacedock and github as these will typically mention what versions of the game they work with. When removing mods delete the folder from GameData, but be careful not to delete anything else, like the Squad folder or another mod’s dependency. if you did delete part of the game and you are using Steam you can repair your install with that. -
As long as it doesn’t blow up the pad, actually takes off, and successfully separates, yeah it will probably land. with only ~1 ton of cargo they shouldn’t need to go expendable. I do wonder how much further down range the core stage will travel.
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Great idea, I really like the perspective of space explorers. I loved Alpha Centauri, did you ever read the Frank Herbert books upon which that universe is based?
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[WIP] Deep Space Surface Habitat Unit Pack - 1.10.1
Nightside replied to bcink's topic in KSP1 Mod Development
TFW you're waiting for the airlock to the bathroom to decompress. -
[WIP] Deep Space Surface Habitat Unit Pack - 1.10.1
Nightside replied to bcink's topic in KSP1 Mod Development
I don't think the animation actually played when I looked at this before, it is much more interesting when it moves! Those handrails really have a nice spring to them when they pop out. Anyway sorry to double post, but I noticed you were soliciting suggestions, and this reminds me of some of the things I've seen @tater post on other threads. He might have some resources to help you on the details. -
[WIP] Deep Space Surface Habitat Unit Pack - 1.10.1
Nightside replied to bcink's topic in KSP1 Mod Development
Not quite sure what it’s going to be but keep it up, You are on roll! -
Near Future, and all of Nertea's mods have some of the best looking models and textures in the game. If looks are important to you, that is a big plus. KSPI goes much deeper into speculative tech, if you have read deeply on the Atomic Rockets website, it will probably be very interesting to you to try out the various propulsion systems. If you aren't familiar with that stuff you will most likely just be confused, I know I was. Of these two, Near Future will likely fit in better with stock and other mods whereas KSPI is more of an Overhaul. KSPI, Pathfinder, and USI all make so many changes to gameplay that cannot expect them to balance at all with each other or with some other mods. The authors of these mods have put in countless hours of work to make them interesting and challenging and balance - but it is impossible to balance to someone else's mod. Finally, each mod has a pretty steep learning curve, which will only be more confused if you are running these on top of each other. I've enjoyed playing KSPI but it changes too much in the base game for me to play it with other mods. So I would pick Near Future there. As for USI and Pathfinder, pick whichever one you are more curious about with the goal of learning how to do everything in it. Once you've mastered it, try the other one.
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Yeah I probably could have guessed it if I thought about it a bit. I thought it stood for Deep Space TLA.
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[WIP][1.3.1] Sufficiently Realistic Progression Zero
Nightside replied to NotTheRealRMS's topic in KSP1 Mod Development
@NotTheRealRMS, that ship pictured is awesome. If you can get it into orbit, you should put it up on the OP. Is it a pusher or a puller? Thanks for your work on this, I haven't had time to play with it lately because of school, but its finals time, so hopefully soon. Also, let me know if you'd like help with resizing any fictional/speculative parts mods like MKS (that might not need per part realistic sizing). I've recently figured out a patch that does a good job of resizing stock-alike parts . -
@_Augustus_, I've got a FAQ for your OP. I forgot what DST stands for is it the same things as DSG? For anyone, are any of these landers people are talking about even remotely on NASA's todo list, have they actually asked for proposals?
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I am generally opposed to littering but I am also a sucker for a grand and pointless gesture. Just as long as the darn thing doesn't crash into me while I'm on my way to Mars in a few years, I'm fine with it.
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The selection and high quality of mods is one of the best things about KSP, but it can also be a bit of a curse. Mod bloat is a definite problem. In addition to so many mods causing the game to load or run slowly, I eventually end up spending more time keeping mods up to date and trying to track down incompatibilities than actually playing the game. My advice would be to start fresh and come up with some specific goals for your game, don't try to replicate the entire past, present and future of rocketry in a single KSP install, break it out in to multiples and tune each game to the needs of the missions you will be playing in it. Figure out what the barebones utility/ quality-of-life mods you need to play happily, are then add a few mods on top. For example, if you want to play some of the early challenges of space flight, don't put late game parts such as Near future, USI/MKS, SpaceY in that install. You probably won't ever get far enough along to use all the insitu construction stuff anyway. If you do want to go planet hopping, then tune your install for that, and leave out early game stuff like airplanes and gemini and mercury capsules. That said the biggest redundancy you have is Wild Blue/Pathfinder and USI/MKS, both are huge mods that add a lot of parts but essentially do the same thing (provide tools to build bases), which do you want to keep?