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Everything posted by RobFalcon
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
Then I must be blind... I've looked all over the KSS folders with no success. Even did searches in their folders for 'Laythe' and 'Tropical'. I've got 0.7 Part 1, though I don't have the Kelnis system installed yet. (School has kept me QUITE busy.)- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
Honestly, I tend to use 'Trajectories" as a guideline vice a hard rule. (Though, truth be told, my landing accuracy's pretty terrible, as it is.)- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
Yeah, pretty much as I'd seen. I'll just need to practice. And/or, pack some 'maneuvering engines' to handle the last few dV. Once I can really delve into things, I'll see how well the strategy works.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
I've been working on how to turn it OFF quickly when I need to. ::Chuckles.:: So far my testing has gone well. I've thrown a lot of extra mods into the mix, mostly parts, and haven't run into any issues. Loving the new systems! The hype is still real!- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
Nice! I'll need to give some of these a shot!- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
I hadn't encountered that, even when launching big things with a bunch of mods... Maybe I got lucky?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
I had not intended to ask that of either mod team, as I'm sure you've got other things to worry about. I appreciate your efforts, but please don't let them be a detriment to your own work. If there's anything I can do to help, please let me know!- 4,170 replies
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Hello, folks! I've run into something of a mod compatability issue, and am hoping for some advice on how best to proceed. With the release of KSS 0.7, I've been building up my mod list for my next playthrough startup. KerbinSide was one the first big mods I installed. However, with the latest version of KSS, Kerbin has been slightly reworked. I checked several of the KerbinSide bases, only to find them either hovering a couple thousand meters in the air, or a couple hundred meters underground. My knowledge of mod making is pretty limited, so the only solution I could see off the top of my head was to go to each of the KerbinSide files and update the elevations to bring them back to the surface. However, I wanted to ask around the forum first. I am by no means pushing for either mod team to make a compatability patch. Any and all advice on how to move ahead would be appreciated!
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
That's what I figured, but I was hoping I might be wrong. They'd been compatible with a previous KSS version, but that was before reworking Kerbin for 0.7. I'll do some more poking around on this, see what might be possible.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
Umm.... Speaking of that... I gave a shot with KerbinSide with KSS, like I had before, and it seems something is... different. Several places I tried were either floating over the surface or buried underground. (Screenshots can be grabbed on request, but it's pretty much as described.) I haven't tried all of the locations, but all the ones I tried were off. (I had not installed the KSC upgrades part, so I don't know how that part sits, but I'd imagine it's much the same.) I have the most recent versions of both KerbinSide and KerbalKonstructs. (And KSS, of course.) I am not experienced with modding, so I'm not quite sure how to fix this other than going into the assorted KerbinSide files and adjust their elevations. Any thoughts? Additional Note: I recognize that the fix is likely on KerbinSide's side. I just wanted to ask here first before I poked them. Just noting it before someone else does.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
Sweet! I'll look you up and give it a watch! I've been strongly considering doing a Mission Report series based on KSS for quite a while now, and I think I'm going to actually do it. It'll be a bit before I can start; school and internship are needing a lot of my time, at the moment. But once some time frees up, I'll give it a whirl!- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
Woohoo!! Congrats on the release! Looking forward to checking it out!- 4,170 replies
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[RELEASED] After Kerbin [AfK] - Billions of Years after Stock
RobFalcon replied to Gameslinx's topic in KSP1 Mod Development
Random thought: Have you considered placing any ruins on Kerbin and/or Eve? Something to show where the KSC of old once sat? Loving how the mod looks so far! Before Kerbin, as well! -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
Perhaps if you have never reviewed or even seen the content, you shouldn't be attempting to criticize it. Food for thought. Also nice use of Urban Dictionary. Real mature. @Greatness101, spot on. @Voodoo8648, and to be clear I am saying all of this calmly (as text is notoriously bad a conveying tone), have you ever heard of the term "Perception is Reality"? The words you used, and the context in which you used them, give the strong appearance of being of a berating nature toward the mod makers. Even if you say that you like the concept of missions, simply referring to their work as "this story crap" is very degrading. That gives the impression of an attack against the folks making this mod, and people are responding in kind. No one is getting 'butthurt', as you suggested. The manner in which you wrote was perceived as a slap to the face. I would suggest a more careful selection of your words (or give additional info so people know the tone you're going for) to ensure this kind of misunderstanding does not happen again. I hadn't planned on responding to this event again, buy hey, you poked me for some reason so I figured I might as well say something.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
I, for one, am looking forward to the story elements. I'd like to see what you've come up with, whenever it's fully implemented. @TheSpacePotato shouldn't have to say this. From everything I've seen in this thread, the KSS team is putting together an incredible mod. It's one of the best implementations of multiple star systems I've seen, and is something I've been excited to try out for quite a while. Mods like this are made by people who love the game and want to bring something fun and unique to it. I understand that different people are looking forward to different parts of this mod, and that's just fine! However, that does not give anyone the right to berate the folks working on this mod because they, *le gasp*, want to work on another aspect of the game. Just because they're making a mod does not suddenly mean they're not allowed to have fun anymore. So, let's everyone cool their jets, and let this team do what they do best; bringing us amazing places to explore.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
Makes sense to me. ☺️ Just wanted to help make sure the question was understood. I'm looking forward to seeing the revised Kerbol System. It'll be a good blend of old and new, seeing as I'm just now getting around to exploring the full stock system.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
I think Scotskerb means allowing the Kerbol System's planets to be replaced with another planet pack, in this case replacing the Kerbol System with New Horizons, while still using the other star systems in the mod.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
I see what you mean! It's subtle, but yeah, going between I can see the changes. Thanks much! Again, very much looking forward to 0.7!- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
Any chance we can get a sneak-peak of the new and old Kerbin textures side-by-side? I can never be too hyped for this update! (It will absolutely be the subject of a future playthrough!)- 4,170 replies
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Jas0n: Not sure why that was the thing, but that was the thing. I deleted Play Your Way, launched the same mission (was already on the pad, so easy), and made it through with no issues whatsoever. I'll make my way to its thread to see if there's a fix. Thanks much! Update: So, it appears to have been a known issue for which there was an update. And it also appears that I had seen it, as I'd already downloaded the latest version. I simply failed to INSTALL it. ::Facepalm.:: Well, problem solved! New version of Play Your Way is in, and the problem did not resurface. Thanks again!
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I've run into a rather strange issue, and my troubleshooting plan has been fruitless. I'm hoping someone might be able to give some guidance. I've been trying to start a 1.3 career playthrough. Mod list will be placed in spoiler below. In my early career, first rocket to leave the atmosphere and start its burn for orbit, I start to experience lag spikes within the game. These get progressively worse until the game stops responding and I am forced to close it. Part makeup (stock or mod) makes no difference. I ended up having to reinstall the game (just recopying it into the game folder to preserve saves/mods/ships) at one point to get it to launch successfully for additional troubleshooting, and I will likely do so again in my next attempt. What is strange about this issue is that when I do the same mission profile in Sandbox mode, the lag spikes do not occur. I get to orbit, swing around the planet, and return to Kerbin with no problems. Admittedly I am not using the same rocket for both missions, but I do not believe that should be causing the issue. Still, this would rule out any of the graphics based mods as a problem, along with most of the gameplay ones. (Plus, this computer is a beast. I know it's not a hardware limitation.) The vast majority of the mods I am using should apply for either game mode, though as part of my troubleshooting plan I deleted [X] Science, which was the only gameplay mod I could pinpoint whose effects would be primarily felt in Career mode. This had no effect. I have not yet tested Science mode. Any and all advice and suggestions would be appreciated! I would like to be able to continue using this mod set, but can start removing any other potential conflicts.
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My plan for my 1.3 playthrough: Launch Vehicles: Stars, with roman numerals for variants. Kermanned Missions: Greek Titans + # Communications Satellites: Hermes + Destination and # Probes: Greek Winds ( Boreas, Notus, Eurus, Zephyrus ) and #, name depending on if its a flyby, orbiter, or lander. (Figuring out a fourth.... Impactor? ) Bases: .... Not sure yet. Haven't gotten far enough into a playthrough to figure that out. Will update once I've got something.
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
I realized after my last post that there was really nothing stopping me from testing my own question, so I went on a download spree. Results: With KSS 0.6, at least, Kerbin-Side is compatible! I've linked to a few images, to whose who would like to see. My installation was not perfect, as I did not have EVE functionality working, but I was mostly focused on the base 'will it work'. (Commenting for those who ask why Kerbin doesn't have any clouds. ) Link to imgur album.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
Kinda giving ideas from the sidelines, since I haven't been able to give this a try quite yet myself, but something came to mind after I read this. Previously you mentioned adding in compatibility for OPM, though suggested it to be in the form of an aging star which had consumed all its inner planets. Maybe, instead, use this revised Kerbin as a planet in that system, give it some inner planets to balance out the OPM ones? And a side question: With a 'stock' Kerbin in KSS, do you think Kerbin-Side would play nicely with KSS? If unsure, I could download a copy of KSS 0.6, give it a try, and report back.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
@Galileo, I've seen you mention that a couple times, having textures in dds form vice PNG and how dds files take less ram. Do PNG textures allow for more/better detail, or is there some other benefit to using them over dds? I'm not a modder, but I've become curious.- 4,170 replies
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