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eberkain

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    All the mods!
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    Alabama

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  1. Sadly i have had a crashing issue i cant resolve. The system will hard lock and have to be rebooted, which prevents the logs from showing any crash info. It mostly happens on SOI transition and the last thing in the log is texture allocation from parallax. I know changing mods mid playthrough is a bad ideal, but i believe adjusting gfx mods should be ok. And since i removed something taxing i added some part mods that i really wanted. I will get the op updated with new modlist. I also want to get more detailed about the control layout. The TAILGATE Program is designed to collect surface science, So lets start with a simple lander, and I had enough science to jump ahead a tier and grab the laser surface sample. A few adjustments to the rocket used for building the relay networks and we can send three at a time. Took a few launches to cover them all. I used the laser scan as a checklist. I finished the 90 cost tier with those probes. I have a few new orbital science experiments unlocked so i think that will be the next order of business.
  2. Expanding the FIRESTAR program with some newly unlocked science experiments. The Launch Vehicle saw a small redesign to switch over to more efficient engines. 7 more launches in total. Lets take a look at the state of the local system. There are a few options for what to tackle next. I am thinking about some simple one way landers to collect surface science from the Mun and Minmus.
  3. The SOUNDWAVE Program is tasked with setting up relay networks throughout the solar system. Mk1 uses the first tier of relay avaliable so we can have full coverage over the far side of the Mun and Minmus. Launching them in groups of three required a bigger Launch Vehicle. The end result is two simple relays with the orbital period synced, and just so happens they were both 4h exactly. Next will be more probes as we collect science for the next tier.
  4. The FIRESTAR Program is designed to collect orbital science from the Kerbin-Mun-Minmus System. First up is our sattelites. The Launch Vehicle was scaled up but retains the same design from the Arcee program. After a series of launches, each target body was covered. And for fun here is a gameplay screenshot. Next time we will work on building a simple relay network through the Kerbal system.
  5. Read back the last couple pages here, there has been a discussion and fix.
  6. Hello there. I am a longtime player with a few thousand hours in KSP. Some time ago I injured my back, turns out I have multiple herniated discs in the L5 S1 region. Unable to sit at my computer for gaming sessions I decided to buy a Steam Deck, and wow, I have been amazed at what it can do with hardcore games that were designed excluively for keyboard and mouse. One of the first games i really sunk some hours into was Factorio. Anyway, i thought it might be interesring to document a playthrough and show off my experience with mods on the platform. My favorite way to play is Science Mode with Kerbalism and something that pushes manned tech deeper into the tree, so that is what we are going for here. I also want this thread to be a helpful resource for anyone else that wants to Modded KSP on Steam Deck, so how did I set this up? Install KSP via steam swith to compatibility mode using Proton 9 and add "-force-d3d11" launch param to force dx11 (this resolves gfx mod issues) setup CKAN using the official instructions. install another zip utility for manually installed mods, i used PeaZip. i had some corrupted file issues with the default unzipper. Important Path Info. /home/deck/.local/share/Steam/steamapps/compatdata/220200/pfx/drive_c/users/steamuser/AppData/LocalLow/Squad/Kerbal Space Program/Player.log /home/deck/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP.log I also developed my own control scheme, which is one of the most amazing parts of the steam deck. One of the biggest problems with running a heavily modded game is the hardware limitations. The GPU cant really handle volumetric clouds and all the other layers of gfx mods that are avaliable. The deck also only has 16 gb of shared ram for system and video, going too far over thar seems to cause a hard crash of the system. One of the biggest things you can do to help conserve memory is lower the texture scaling, i am using 1/4, you could probably trade Parallax for some part mods, but i really prefer the scatter. Here is the mod testing i did when trying to evaluate what mods to use for this playthrough. https://docs.google.com/spreadsheets/d/1F5lVOVSxbMk_3-SZM9NJg72Q5TLdQfHf4YzFTG64PTQ/edit?usp=sharing MODLIST The first order of business is to knock out the first couple tiers of research and get to where we can launch sattelites, enter the Arcee Program for exploratory rocket development, named after my favorite cybertronian. Mk1 starts at the beginning. Mk2 Added more science. Mk3 = bigger rocket for more altitude. Mk4 gained a parachute for more data recovery Mk5 added more science collection. Mk6 added multiple stages Mk7 redesigned the probe to be more compact. Mk8 Collected the last avaliable science Mk9 added a fairing and stripped the probe of excess weight. Just for fun here are some more random pics from the program. See you next time when we start sending probes to the Mun. P.S. All of this was typed/posted on the steam deck.
  7. Been playing on my Steam Deck and I finally had to reduce texture quality to 1/4 to make it stable with mods. The hardware only has 16gb of shared ram for system/video. The only real complaint I have is that the flags are really pixelated now, it would be nice to have a mod that made it so flags would ignore that gfx setting.
  8. I was curious too and found this in the patch notes for KSPCF
  9. Does kerbalism support depend on any other props or mods? I tried it and the greenhouse has no interior
  10. Sadly steam does not agree and would not give me a refund based on this line of reasoning.
  11. Typically when you recreate something complex like a physics simulation, you would identify the biggest issues with the current system and build the new system in a way that resolves those issues.
  12. with wobbly rockets, overcorrecting stabilization, even that jerk when you transition from surface to orbit frame reference. Pretty sure its the same engine with a new paintjob.
  13. I did manage this, but I think that will be it until there is a 0.2 version.
  14. I played for a few hours and every couple minutes I encountered a new bug that I had not seen before. It was honestly quite impressive. reddit post for context.
  15. I've started to play RO again, any plans to tackle the conflict with citylights from eve?
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