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Everything posted by Spraki
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Spraki replied to Gameslinx's topic in KSP1 Mod Releases
Oh sure, I know :). Wasn't expecting any miracle working. Don't worry. It does seem so that Kopernicus' exceptions were indeed the source of issues. I also noticed that there was a Kopernicus in the CommunityTechTree folder... Must've dragged dropped Kopernicus there by accident, and thought it to be updated. Need to watch out more in the future. It was just so that I recall the mentioning of BoulderCo, but could not quite pin it down where I had read it as I was skimming through BH addon dev and release threads. In the other news, got BH to run. Obviously no surprise to say this, but it looks damn sexy. Seems like I can use my recent new career start file as well. Might consider a bit of a "career start bonus" cheat, so I can get to the fun in space a bit faster. Anyways. Thanks for help, nonetheless :).- 1,650 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Spraki replied to Gameslinx's topic in KSP1 Mod Releases
Yeah, let me kill off those mods, for the better. Ok, I will remove BoulderCo. Speaking of KSP.LOG (and for future error searches), do I just look for anything that says "error", or are there particular terms to search via text editor?- 1,650 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Spraki replied to Gameslinx's topic in KSP1 Mod Releases
Just had other issues. I did not notice KSP patched to 1.7.1. I just opted-out back to 1.7.0. Hmm. I just saw a line in the log regarding Kopernicus. It said something along the lines of Kopernicus version incompatible for 1.7.0 - only up to 1.4.5. Need to learn how to interpret errors. Seems like a lot is still popping up. Mhh. Enough backseat admin. Here is the log.- 1,650 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Spraki replied to Gameslinx's topic in KSP1 Mod Releases
Hi. @Gameslinx I want to play your planet pack, but I'm having troubles launching it. Now, I take full blame for that due to several other mods. I am only getting vanilla planets despite all the instructions given. I also got confused now if we were to patch Scatterer or better leave it at the version you had mentioned in the instructions. Regardless of that - I'm not sure if my mind is playing games on me, but could've sworn that you mentioned something about "BoulderCo" mod maybe also interfering? I tried to find the post but maybe I am confusing that with another mod thread. (I read a lot of mod threads...heh) edit: I currently have KSP 1.7, MH dlc is installed, but I also put on Making Less History mod too. Might as well uninstall MH, but I read the Making Less History mod would do the job.- 1,650 replies
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*edit* Never mind. Didn't see mod's post till now.
- 1,121 replies
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- announcement
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Planet packs for 1.7.x? Also what up KSP community!
Spraki replied to SPACE-MAN's topic in KSP1 Mods Discussions
Hi =) Planet packs: Didn't play any v1.7 packs. Lately, I've been doing a lot of airplane-related and especially the airport mods require a vanilla Kerbin, rather than an edited one usually found in planet packs. I'm not so modsavvy though, so don't take my word for it. It probably takes a fair amount of headbanging to have airports be placed in such altered-Kerbin mods. I just saw that there are new ones I hadn't tried out, so you might not get around googling "kerbal planet pack 1.7". Here are a few I can tell you about: With ~1.4, I played Galileo Planet Pack, which introduces a lot of neat-o planets and moons. I also liked the placement of KSC. It is on an island just off a rocky coast line (with two peaks that act great as a reference point for airplanes, imo). I will be getting back to that mod, but am currently enjoying vanilla Kerbin. Ironically, I've been to a few other planets in other mods, but never really managed to visit the vanilla ones, so I need to do some catching-up lul. Other mods (whose names I forgot ) had the main planet orbiting a blue gas giant. Another one had an altered Kerbin, with the KSC being high up in the mountains, which was cool; This mod also had a polar-orbiting small moon as the closest neighbor, if my memory serves correctly. I think one of those also had a wacky "impossible planet" that spun like 6 times per earth day or so. That one creepy planet lol. Lastly, there is another mod, I think it had "Alien" in the name. Maybe Alien Space Center or something. This one places KSC on Minmus, Duna and Laythe, based on the name you type in it's .cfg. I think it is also a fun thing, since you can act like you are operating from some remote colony base. This saves you time "bringing all the damn things in place". If you know what I mean. Personally, I kinda like building airplanes and landing with flaps and all, so I'm kinda always stuck on the main planet these days. Regardless, KSP is where you do what is fun. I will be getting back to planet pack playing. Hopefully also to recording my gameplay adventures with my terrible voice and experience. But that's me. Maybe you can help the community by just making a quick "List of 1.7 planet pack mods" forum post? I don't know if there is a list somewhere. Let alone an updated 1.7 one. I recall seeing one way, way back in the 2015s ♪. Screenshots: Might not be able to get around imgur. Another idea would be to use google drive or any other cloud service, but imgur is quite the standard(?) people use these days. -
Don't look at me. I didn't dig it up. XD
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Just bought a Thrustmaster HOTAS (joystick with a separate thruster lever) for some 60eur. Love it. The cable between the joystick and thruster is a bit short though, making it difficult to place apart from each other. It is fun though. Only used airplanes and ground vehicles. Still have to train a bit to get things like flaps working. Although I need to use FAR. Setup was tricky at first. Almost fooled me for not working.
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I can't quite remember the naming policy for my vacuum-related crafts. But standard kerbin (space)planes go by two letters, then numbers (no system behind that one really) and some kerby name: ~IIRC, that is xD Sizes goes from A, B, C, D and J "A" being small cute ones to "J" being very big planes. Purpose goes A or F, B, C and J "A or F"ighter as being small for taxi flights, C and J being long range and/or utility (like cargo transport). I think I had a letter specifically for supersonic vs long range capabilities. (Like, if dV is below 30k or above, as hi-bypass turbofans easily can stack some +70k "of range") I had a CJ transport plane (left) a fuel truck to another airfield: Numbers have no purpose really, which for sure would serve more for space-related stuff. I can't remember since the last time I did true career plays was in 2016 . Been wanting to upload the recordings and do more career stuff, but ehh, RL is annoying :v. Lastly, I just add a kerby name if possible. Rovers get "R". Landers, I can't remember. Although I do tie in the mission name. Like EKOO - Expeditionary Kerbin Orbital, regarding Kerbin's orbit. or such like Expeditionary Mun Orbital/Surface. Can't remember much, but it was kinda like that. So far, I only had done flybys/orbits to Dres (who?) and Mojo. So the naming stuff was quite limited from then on. Was 1.0.5 with mods back then. Need to do a mostly-stock one and get back into career shennanigans! I also wanted to use a bit of those classifications as in the real world with airplanes. IIRC, some digits meant the number of engines and whatnots.
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I have nothing to say really. Just 'cool thread and comments'. Good to know these things. I started playing at 1.0.5. So I don't know that much about the history (or much of what is going on today). So thanks!
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Spraki replied to Boris-Barboris's topic in KSP1 Mod Releases
Oh, I didn't know. Stock aero did get better and I kinda was hoping for a middle ground between stock and FAR. I used FAR a lot back in 1.0.5 - or 1.2, when 64bit hit, I don't remember. However, that was back when I was trying to make bizarre SSTOs from the KSC runway. Maybe I have no choice, but to go FAR from here on out. I had already watch the youtube vid (from ferram, I think) and have this on my wall (excuses the sloppy handwriting, I prefer cursive actually xD): My only gripes was that sometimes, I wanted to just build and fly planes without having to do too much of aerodynamics math (I know, that is the pinnacle of a real flight simulator). I also lost interest when I simply was unable to get sweep wings to work in either stock/FAR settings. Ferram also for sure had a lot to do, so the mod's updates per patch took a long while, which I fully respect. Nonetheless, one should not give up, and try to make all the FAR numbers green. My minor gripe was that I always had some value going red all the time in the simulation-diagnostics. Yes, I've also been using NavUtilities. However, as explained above, since I still suck at getting a bit of a positive AoA, I'm basically just chasing the prograde with my nose down until I flare up just on time (usually). -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Spraki replied to Boris-Barboris's topic in KSP1 Mod Releases
Thanks for the advice. I forgot about stock Pitch Trim with Alt-WASD. I will try to do landings again, preferably without AA's vertical speed. Yesterday, I performed a landing craft-speed locked to 95m/s. It sorta worked, but I was till pointing my nose below the horizon and at the runway. I think I'm still above my stall speed. Maybe I need to find a mod that can give a rough number on stall speed? I saw a formula once, but I don't know if it applies to this game as well. I guess I'll have to just stall manually and hope I get an accurate number. (dials Jeb's number) Speaking of which. I must note that I still haven't managed to deal with flaps. I've read in this thread more about flaps and all in stock areo. I've tried to also put "upwards" flaps on the trailing edge, along with keeping it both around a 7deg deflection (or some 3° fore, °aft°), as any more was said to make it become an airbrake :/. I'm asusming stock aero is not appropriate, to begin with. I'd like to use NEAR mode (FAR-lite) but I don't recall seeing any further developments. -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Spraki replied to Boris-Barboris's topic in KSP1 Mod Releases
Thanks for the fast response :). -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Spraki replied to Boris-Barboris's topic in KSP1 Mod Releases
Hi. First off, great work with this mod. Extremely useful. Unfortunately, I must ask a noob question despite having read most of the readme. I am probably using some things wrong obviously, as I lack all the aerodynamics understandings. My intention was to use AA as a landing tool after having landed many times manually. I tossed a few beacons to ensure I am aligned to the 90/270 runway. StockAero, using flaps minimally (as I had read that 7deg the max). I don't know how to figure my stall speeds either. Other than manually? Anyways. My issue: I have speed, (neg) vertical speed control and level/heading. Cruise control. However, adjusting the vertical speed control with W/S causes the nose to pitch down. I assume that is the purpose. I still can land by turning everything off and doing a final adjustment before touchdown. But it would be cool to keep my nose above the horizon. Is there some way to 'lock pitch angle' to a value? So I have a slightly positive AoA (hope I am using the term correctly)? Or would be better to put some 90m/s and turn off vertical speed control? And just pitch on my own? I checked pitch ang/vel controllers but I think I am not good at understanding this. I am probably using this mod for the wrong task. -
[QoL Request - SPH/VAB] Folder support for saved .craft files?
Spraki replied to Spraki's topic in KSP1 Mods Discussions
Thank you! -
Hi. I'm not sure if this is already available somehow. If not, here's my quality of life mod request: Is there any chance of implementing folder support for saved .craft files in the SPH/VAB editors? So if you put a folder in your Saves/savegamename/Ships/SPH/ called such like: airplanes, fighters, spaceplanes (with all the .craft files dropped there, respectively). ksp game would recognize those folders and you could select them per basic dropdown menu. Currently, and IIRC, you can only toss all your accumulated .craft into your savegame ship's folder and things can get messy fast unless you name them appropriately, and it can get annoying the more purposes you develop. Last I tried to put a folder, it didn't detect it. So I assume nothing had been implemented yet. Though I am usually the one to miss out on things. Anyways. Does this seem like a useful mod to request?
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Hi. Great mod! I still have to tweak stuff. But one that I've noticed is an extreme flicker laser show on specular lights, it seems. Especially when a kerbal is on an EVA, their suit becomes a disco ball. I assume I have to lower the intensity values? I am also not sure if I should turn off some of the options in the .cfg. I'll dig through the pages here. For sure somebody had this issue already xD
- 1,022 replies
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- beautify
- visualoverhaul
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Got some screenshots ? The sky must've looked awesome :3!
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The others who posted here are far more experienced than I am. One thing I do have to note is not to go overboard with parachutes on Eve. I thought I was gonna come in like a damn rock due to it's gravity... Only to figure out that the air was so dense that my myriads of chutes made the final descent take years ,_, This was with a probe along with that being my first time ever at Eve. I also had the issue of things burning up until I settled for skimming the upper atmosphere several times until I could dive in without becoming soup.
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Hi guys Long time ago, I had tons of mods and one of them had this type of heatshield part that you could attact to any area. Unlike the typical Capt America shield or another mod's Ablative Airbrakes, this one had these small parts you could attach anywhere. Does anybody remember the name of this mod? Thanks
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TIL that I was not using aircraft gear steering correctly. I always thought YAW/ROLL would change heading while dashing over the runway... But due to having remapped the ROVER controls to the Numpad, I never came to idea of fiddling with these keys. :DOH: So basically, you can taxi your aircraft, correct your path if you have the good ol' "I'M VEERING OFF THE RUNWAY!" moments by using the ROVER controls instead of YAW. Been playing so long, but didn't know this worked over rover keys. Fair warning though, do not press and hold rover steering key, or else you will tokyo drift and you'll be doing a barrel roll. Do short taps.
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What mods only add moons to kerbin?
Spraki replied to The Minmus Derp's topic in KSP1 Mods Discussions
I could've sworn the Hyperedit mod could let you move whole celestial bodies around. Check out the Hyperedit mod spotlights out. Not sure if it was Kottabus(spelling) or this other 2min spotlight one. -
[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Spraki replied to Gameslinx's topic in KSP1 Mod Releases
Hi. @Gameslinx Sorry if this may had been asked before. I haven't installed the mod yet (gotta finish my university stuff before getting hooked to ksp again). I was wondering if there was an option to keep stockKerbin? I mean. I LOVE the new mountain spot, but I wanted to kinda play a bit more with kerbinside runways. Or, hmm. If we are allowed to make a request. Hope I am not asking much as a mortal: Could you add some runways or maybe even get some GPO-kerbinside compatability? Sorry if this asking too much If none is possible, i guess I will have to drop kerbinside and GAPside which gave some purpose to planes, along with commercial airline contracts to other runways.- 2,453 replies
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- kopernicus
- gpo
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Alternative sugg. to stock dV readout debate
Spraki replied to Spraki's topic in KSP1 Suggestions & Development Discussion
The popup kerbal should not be that vague, unless you drew the error margin slider too far. It should just give a very good assumption of things just to get to orbits. Say if you'd have some 4k dV, you should definitely get some places. Either way, right now, it is way too ambiguous to just launch into the sky. This idea is merely to have a tool that doesn't give accurate numbers, while at the same time giving you some pointers. Perhaps there should also be some separate mission control section where you can plan the mission. You do a simple from/to/aerobrake?/etc selection buttons and lineup for missions you can name and you get some advice from the fellow kerbs. Don't get me wrong. KER is fine and I use it too. But as long as Squad won't do anything in that fashion, I would rather stick to suggesting alternatives in the meantime. At least we still have modders working on KER. -
Stock Game not very fun without Delta-V & TWR readout
Spraki replied to Kobymaru's topic in KSP1 Discussion
Suppose one could have the accuracy entirely adjusted, with "error margin +-%" to keep stuff interesting. And, all can be optional. I've also had my fair shares of assuming dV maps and readouts would be spot-on, but it also required being the best pilot in the galaxy, which I for sure am not. Either way, I just wanted to see more interactions by the kerbal while at the same time giving not too much away. I have to disagree with your opinion as the point of the suggestion was to not get a super accurate value in the first place. Just something "for starters" to save people like the OP of doing math, stopping and doing math again etc.