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Everything posted by Nightside
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GregroxMun's Miscellaneous Development Thread
Nightside replied to Whirligig Girl's topic in KSP1 Mod Development
Great ideas! I love those Martian valleys. -
[1.0.5]AutoRove - autonomous rovermovement in the background
Nightside replied to Wotano's topic in KSP1 Mod Releases
Hmm good to know, Maybe it would be best to have the Autorove model be a small separate part like the mechjeb case instead.- 139 replies
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- rover
- automation
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[Old Thread] KRE - Kerbal Reusability Expansion
Nightside replied to EmbersArc's topic in KSP1 Mod Releases
The latest version was released 7 hours ago, so yes its good to go. The changelog tab on the Spacedock page has version compatibility for each release. -
[1.1.3] KSP Craft Organizer (VAB/SPH tags + craft searching)
Nightside replied to Ker_nale's topic in KSP1 Mod Development
Brilliant! -
I just learned an expensive lesson.
Nightside replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
You can extract the "data" from your experiments by sending a kerbal on EVA and right clicking each part. Then you can store the data in any command pod. Data gets stored automatically in any command pod the kerbal enters. Also you can move stored science from pod to pod in this way. Additionally, a skilled scientist can reset experiments, so they can be run again, however you can't have more than one experiment of each type stored in the command pod. -
Reentry Effects and Plasma
Nightside replied to AlamoVampire's topic in KSP1 Suggestions & Development Discussion
Take a look at some videos and pictures in the thread. Real life plasma trails can occur at sea level in something is going fast enough. If you are creating plasma trails on the UP, you are probably going too fast! (not that kerbals are much for efficiency) Would love this effect to be stock -
I haven't done much comparison, but I can say that performance is massively improved overall on my laptop (8GB RAM, but with virtual graphics). Ships that would have had the clock running the timer on the low end of yellow are now mostly green in launch. In orbit, it mostly depends if I'm looking at the planet or not. If not its usually green. For me the biggest benefit of your modular parts is saving time in attaching all the fussy little parts like RCS and making sure to have tanks for every resource, instead of one tank part that holds it all. Also having a unified look and texture across a vessel. The "expensive" part of building stations isn't really in the station modules themselves but in the connectors and adapters, especially if you are actually constructing it in space. If you don't want your station to look like a 2.5m paper towel roll, then you need to put an adapter with 1.25m docking port between each 2.5m section. To me the most useful modular stuff might be hubs that can change number and size of connection and can switch textures. Built in docking ports would be useful, but I understand those have some special complications. Yeah, if you have too many modules/functions in a single part you start run into the limits of the stock right click menu. For those of us on small screens/lower resolution, it doesn't take much the menu to be too big. Anyway, thanks for all your work, looking forward to what you create!
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Nightside replied to Galileo's topic in KSP1 Mod Releases
For the planet textures: Does this pack include only the surface texture or as seen from space too? Doe I need to get the Endraxials and Texture Replacer separately?- 1,019 replies
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- kopernicus
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[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
Nightside replied to pizzaoverhead's topic in KSP1 Mod Releases
Great video, I would exchange the stock effect for a white hot fireball around the reentering parts. Also, the cockpit audio sounds like they are munching on some snacks on the way down! -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Nightside replied to Galileo's topic in KSP1 Mod Releases
Does anyone have a link for the planet textures and skybox used in the previous version? -
[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
Nightside replied to pizzaoverhead's topic in KSP1 Mod Releases
Thanks for this @pizzaoverhead, I'm really enjoying it. So based on the above, it is a pretty accurate portrayal. Why does the effect start so far behind the pod? Is that also accurate? I think I'd like to see the fireball start on or immediately behind the vessel. Also, is there anyway to use something like @sarbian's Smokescreen mod to alter the effects? -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Nightside replied to Galileo's topic in KSP1 Mod Releases
Whoa!!! Congratulations @Berlin, your mods have outgrown your signature block!- 1,019 replies
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[1.0.5]FancyMouse's modlet (v0.3) (2016/2/29)
Nightside replied to FancyMouse's topic in KSP1 Mod Releases
Is the ksc lockup fix still needed? -
[1.2.0] Newbier Newb's Revamp of Civilian Population
Nightside replied to Tralfagar's topic in KSP1 Mod Development
Looking forward to trying this!- 99 replies
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[Old Thread] KRE - Kerbal Reusability Expansion
Nightside replied to EmbersArc's topic in KSP1 Mod Releases
Wow the 1-2 pod is actually cool looking with those Super Dracos on there! -
Thanks for keeping this going!
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an alternate alternate history (ETS-inspired)
Nightside replied to mcdouble's topic in KSP1 Mission Reports
Excellent presentation @mcdouble! -
[1.4+/-] Tanks, But No Tanks - Hide stock tanks in editor
Nightside replied to Nightside's topic in KSP1 Mod Releases
Tank you for your sympaty! I wasn't really planning on sharing this but then I thought of the name and couldn't resist the pun. I hope folks find it useful. -
Performance on my laptop was massively improved in 1.1. I get even better performance by turning off Anti-Aliasing in Graphics Settings. I stay mostly in the green now, and can use Real Plume. Haven't dared install any more visual enhancements since they made the game unplayable. I have Intel virtual graphics though, so it might work differently.
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TANKS, BUT NO TANKS Download: Spacedock No clutter! Clean out your parts list in the editor so you can find the parts you want! A Module Manager config to hide stock tanks when you have other options available. In flight craft should not be affected. Does not prevent textures from loading, so other parts that rely on the textures will not be affected. Removes 1.25m, 2.5m, 3.75m LF/O tanks and inline monopropellant tanks. Does not affect radial, spaceplane, or other "fancy" tanks. Dependency Module Manager (Not included) Recommended These mods add more versatile parts to replace the stock tanks. SSTU Procedural Parts Kerbal Stock Launcher Overhaul Future Plans Add support for mods such as Lack's SXT which add lots of great parts but also have fuel tanks that are not needed. Please suggest other mods to add. License: Unlicense
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Civilian Population patch for 1.4
Nightside replied to michaelhester07's topic in KSP1 Mod Development
Thanks! -
Is an Imgur account required to post pictures? I seem to remember just copy/pasting in the past, but its been a while. Thanks!
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Welcome to the forums @Blind_Side Double check you are on the latest version. From the last change log: CHANGE - NRV patch to only disable stock NRV rather than delete it. This should leave the part active, but hidden in both research and editor screens. Try downloading from Github, it is easier to tell what version you are getting. Hope that helps.