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Everything posted by evileye.x
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Hello everyone! Especially @magico13 and @linuxgurugamer ! KCT is essential career gameplay mod for me for a long time, it's really great improvement for "Space Program" part in KSP. Recently I started to play (again) with JNSQ. And JNSQ has great inbuilt Kerbal Konstructs config, utilizing Omega's Stockalike Structures. Altogether it makes quite unique Kerbin experience. I know that KCT has KK integration, however it's not quite perfect and sometimes awkward. Let me elaborate on it furthermore below: KK (JNSQ config in particular) has several launchpads, runways, helipads, water launches (docks, boat sheds?...), but also VABs, SPHs, even CommNet masts, antennas, fuel storages, vehicle storage hangers. Would be extremely cool (and, I suppose, extremely complicated to implement?...) to have more advanced integration between KCT and KK. What we have now: 1) KK integrates multiple launch sites from Making History (launch site selector in VAB). Pressing them in the VAB bypasses KCT build order completely, so I disabled this option in game settings - not a big deal really, but still worth to note it. 2) With disabled MH launch site selector: pressing launch button from VAB/SPH KCT adds craft to VAB or SPH build queue - those are physically located at KSC, obviously. If you've purchased (let's call it -) "virtual production line" you can have several craft built in the same VAB / SPH simultaneously. 3) When you craft is ready and in KCT list, you can choose launch site by pressing the button to the left of list and then craft will be launched / rolled to selected site. Which means KCT teleports craft to KK building all over the globe. Also, KCT have "virtual launchpads" (that can be purchased) selector below craft list, but unfortunately it cannot select KK runways / launchpads. What we actually will be happy to have. 1) Instead of "virtual production lines" KCT handles VABs and SPHs from opened KK bases. One VAB or SPH can produce 1 craft at time, but you can have several all over the world. When you press "build" KCT asks where you want it to be built at. 2) When the craft is ready, it's not in the common list, but tied to actual location and can be rolled out only to launchpads / runways / helipads / boat sheds (can be several of those) that belong to particular KK base. When you press "launch", KCT asks which launchpad (for VAB built crafts) or which runway/helipad/boatshed/rover parking lot 3) When recovered to SPH / rolled back to VAB, craft gets tied to VAB/SPH within base. 4) If no craft modification needed, simple vehicle storage or refuel can be handled by KK itself - it has hangars and fuel depots. Or even better, refueling from proper KK fuel depot also integrated in KCT (refueling not instant, etc.) Launch from proper KK vehicle storage also integrated in KCT for runway/helipad/boatshed/rover parking lot selection when craft removed from storage. Please note, I'm talking about Omega's Stockalike Structures specifically, because it utilizes stock textures (low memory impact) and modelled building are extremely stockalike (means highest, B9 (!) quality.) Few screenshots to illustrate and inspire: Just think about all the gameplay fun - making decisions, what you actually what to build where, in what locations to put upgrade points, may be even what kerbals operate what bases, where to land and recover your crafts, etc. All of it utilizing multiple base infrastructure, built using @Omega482 beautiful works. Thank you for your attention!
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Really great to hear all that you've done to KSP, so great and immersive! Have you thought about Breaking Ground rotors and turboshafts? Now those are silent and it completely sucks...
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Let’s talk about KSP 3
evileye.x replied to T-20000's topic in KSP1 Suggestions & Development Discussion
Kerbal Citizen -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
evileye.x replied to IgorZ's topic in KSP1 Mod Releases
Yes, totally agree. SQUAD can make all kind of things wrong with this system. Like unable to attach while in seat, on ladder, limited number of parts will be attachable, limited weight (not enhanced by additional kerbals), etc. And may be no fun pack?.. -
AFAIR, pressmat barometer does. It is in you VAB filtered selection. That US2 part also does the job. And top left part too, but you need to configure science experiments in it, first.
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[1.12.x] Cacteye 2 Refocused Full Release
evileye.x replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer, thank you very much for taking over this mod (in addition to hundreds you already have ) The shuttle in the picture is actually from KSO Another quite "dead" but nice mod. -
@Boyster, you should try Freespace Open. It's whole new world if you like mission based "old school" space combat sims. It has dozens (even hundreds) campaigns, lots of voiced over ones (and of course , Freespace 1, Freespace 2) Also, true masterpieces like Blue Planet. And total conversions like Battlestar Galactica and Wing Commander. Graphics are modernized with PBR, soft shadow, etc. https://www.hard-light.net/
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
evileye.x replied to hemeac's topic in KSP1 Mod Releases
Great job done here! I really tempted to start new JNSQ/Kerbalism + Engine Ignitor career with this overhaul. I voted for B9 (and B9 legacy) itself. However I guess it should be ok to use anyways? Also I guess PBC contract pack can be used with your tree as well? -
This is some awesome work! So immersive sound...
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Please make sure you had a look at Because unfortunately Smokescreen / RealPlumes make so much perfomance hit...
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Does it work nice with planet rescale?
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@Sir Mortimer, I guess Kerbalism is not compatible (yet?) with SCANsat 20.0 - looks like changes made are quite significant (haven't tried myself though). But those part reworks look amazing , just look at this post
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@Sir Mortimer, CLS is updated Does it mean - CLS will be supported in Kerbalism? Or at least, nothing wrong will happen if I add it to install?
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Right click on Geiger in editor - and you'll see all situation it can be used in (like inner belt, outer belt, etc.). Then just make a rocket with geiger and launch it straight up and see the geiger measurement while traveling through the belts. It's way better to see by yourself. But basically, radiation is deflected by and condensed in belts.
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You can see all of them at once if press numpad 0 You can figure exact numbers for radiation levels by launching probe with Geiger sensor (even integrated to probe body). You know, to do the real rocket science. Also, if you read the science description for Geiger, you'll figure it out what are those. @Sir Mortimer, by the way, is there's any way to rebind or at least unbind numpad 1/2/3 keys, as those are used in Precise Maneuver mode to adjust maneuver node time?
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Tested KAC and Haystack - when jumping to vessel right from KSC scene, EVE get borked. Guess it is on EVE side then....
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@Sir Mortimer, thank you very much for continuing development of such great mod. I started a new career with core mods : Kerbalism, JNCQ with KK addons, ResearchBodies, Bureaucracy, KCT, Crew R&R, ProbesBeforeCrew, Restock +, Universal Storage 2, Grounded, Persistent Rotation with RW nerf (torque *=0.01; cost *=5; consumption *=10; all in-built RW removed from capsules and probe cores) -- and I'm having a total blast. This is my great return to KSP. At some point I'll add KAS/KIS, B9 or OPT and Interstellar and maybe DeepFreeze?.. One of main reasons to feel like it's KSP Renaissance is Kerbalism Kerbalism adds so many things to consider, and I really love science rework and background processing. This is what I actually wanted from KSP. Even if I don't feel I praised this mod enough, I've noticed 2 bug you may consider look into: 1) when I use Kerbalism go to vessel in orbit button from the Kerbalism list, it breaks EVE/Scatterer. May be some event not fired properly.... 2) Kerbalism allows EVA samples at level 2 of Research facility, even if EVA samples moved to higher tiers of building level (Custom Barn Kit does this in my case, config comes from Bureaucracy), maybe it is worth to do additional checks.
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@severedsolo, thank you for this great mod and all of your KSP modding efforts in general. If you let me to do so, I would like to throw in some suggestions: Would be nice to have: 1) some Indication of estimated $ leftovers for research and construction 2) indication of research/construction rate per day (I know it's budget/30, but lazy to do the math) 3) indication for ETA in days/hours/minutes for particular upgrades plus a button to add KAC alarm manually 4) position indication of research/construction item in queue plus buttons to move up/down in queue I realise that "plus" things are harder to implement, but all other stuff will be really nice to have to figure what's going on with monthly budget.
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Eliminating station docking port lag
evileye.x replied to Fraktal's topic in KSP1 Gameplay Questions and Tutorials
There's mod for disabling magnet I beleive -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
evileye.x replied to Ger_space's topic in KSP1 Mod Releases
First of all I want to say thank you for the great progress this mod made under @Ger_space development. I'm trying to use KK ground stations feature for commnet, but I cannot figure out how to remove stock (free) ground stations and use only ground stations added by KK. Option "Leave stock DSN" is off, but I still have Harvester Massif, etc. If it matters, I use JNSQ with it's inbuilt KK config. If anybody knows how to disable stock ground stations, but have KK ground stations enabled, please help. -
Do you have "remove helmet / neck ring by default" option in the setting set?
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Hello everyone, and especially JNSQ team! I just want to thank you for your great work. I haven't followed development of planet packs and overhauls, preferring stock solar system with beautification and lots of gameplay/limited realism mods and parts packs. Eventually I became rescale player (x6.4 with SMURFF 0,5 setting for feasibility of stock parts) and now I really don't want go back to stock scale. However 6.4 rescale caused problems with quite dull terrain (too flat or too huge mountains, etc.), expansion additional facilities floating in the air, some weird glitches with scatterer, problems with KK Kerbin Side, overstretched terrain textures... And .... now I realised that perfect rescaled planet pack exists. It is JNSQ ! I'm quite inspired to go back to play KSP. I had a real problem with classic modded KSP gamer cycle of pain: 1) start a game with 1.3 version + 100 mods. 2) play for some time 3) 1.3.1 drops. just coping over gamedata makes numerous glitches -> gettin tired of troubleshooting ->next update drops -> decide to wait for next major release -> continue to play 1.3 4) repeat step 3 several times, drop the game completely. Now JNSQ is giving me opportunity and reason to start all over, having almost everything in 1 neat package. Just throw Kerbalism, Restock/+, SCANSat, Dmagic Orbital Science, Research bodies and Tarsier in the mix and stop my modding creep urges (and then may be B9/OPT, Airplanes Plus, Interstellar and Deep Freeze) By the way, what do you think of 1.9 Kerbin overhaul and ultra shader?
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Stellardrone