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Everything posted by Kepler68
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[Whitelisted] [Modded] Forum Minecraft Group
Kepler68 replied to ZooNamedGames's topic in The Lounge
They spawn by chunk regardless of light level below a certain y coordinate. All we would need to do is find the edge of the chunk, make a flat room 4 blocks high near bedrock and put 3 block deep water around the edge with hoppers underneath. Alternatively we could have flowing water into 3 block deep holes with hoppers around the edge (water outside of slime chunk). They are really simple to farm -
[Whitelisted] [Modded] Forum Minecraft Group
Kepler68 replied to ZooNamedGames's topic in The Lounge
Does anyone know how to find slime chunks? -
[Whitelisted] [Modded] Forum Minecraft Group
Kepler68 replied to ZooNamedGames's topic in The Lounge
Me And someone who's username started with sparky (I'm bad with names) already cleaned up some of it. -
A reminder time wisecrack ok I'll stop now now trying to respect the reminder, do you guys have a list of popular mod threads to check after an update? I know you clean up the Kopernicus thread pretty fast.
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I win :)
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I alternate between minecraft and kerbal whenever I get burned out on one.
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What are the craters for?
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Here it is, my command v: (read after)
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Kepler68 replied to Thomas P.'s topic in KSP1 Mod Releases
I agree . -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Kepler68 replied to KillAshley's topic in KSP1 Mod Releases
Is ernus a chthonian planet? It seems very dense for its size and it is very close to the sun. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Kepler68 replied to Thomas P.'s topic in KSP1 Mod Releases
so i was finally trying to get random main menu body working and this happened http://images.akamai.steamusercontent.com/ugc/492403625758572792/F322C1F72A6CE330661315FCB0263F83B86C4648/ its not quite what i was going for . can someone tell me what i did wrong? cfg: It's just in a folder by itself in the game data folder. EDIT: 500th post on this thread yay -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Kepler68 replied to Thomas P.'s topic in KSP1 Mod Releases
How does one create and use custom models for groundscatter or pqscity? Also how complex can they get before causing significant lag? -
Some popular mods, Visual: EVE, scatterer, DOE, planetshine realism: RSS and realism overhaul Gameplay mechanics: remote tech, scansat, interstellar extended, TAC or USI life support infastructure: EPL, civilian population, MKS/OKS planets: Just search up ksp planet pack. Each one changes the game in a different way and its up to you to decide there are probably a ton I'm forgetting. And I agree with the post above mine but you can also look through spacedock and curse for things too
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The sweet spot is easier to get than it might sound, I have yet to run out of ablator or just plain burn off the heat shield and I am not a very good player. Good luck
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lol i just went through 3 different forum threads looking for the up to date version . thanks for working on this
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Project Ares: Alternate Earth History in Real Solar System
Kepler68 replied to Felbourn's topic in KSP1 Mission Reports
You might want to check out extra planetary launch pads for much later in the series, it is possible to make it a completely closed loop with MKS which you said you were using . Also if this is going to look at things we thought of but never did then does that mean lunar escape system (aka space rocket chair) will make an appearance? Great series so far btw -
just a heads up, you might want to add a compatibility patch for galaxy mods otherwise you might get a super bright black hole . also, i can get you some screenshots if you want some. even if you are just changing intensity, people will want to see it before installing it.
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Does ANYONE remember the old way to play KSP?
Kepler68 replied to Yobobhi's topic in KSP1 Discussion
i think I'm at about the midpoint between noob with 0.5 orbit and pro with grand tour missions in 5 minutes. i can barely get to and from duna or gilly and i have done a flyby of moho. i still feel relieved when i get those parachutes open returning from interplanetary space . -
i just found out it wasn't working too! it shouldn't need anything sorry. I'm trying to fix it right now sorry :/ its so strange too, nothing it uses has updated and i have been using it in my personal game EDIT: found out i installed my own mod wrong XD. theres a folder in the odysseyus planet pack folder called Gamedata. just copy everything out of that and get rid of the original one. sorry. changing the file structure as it even confused me .
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Kepler68 replied to Thomas P.'s topic in KSP1 Mod Releases
I think you put useOnDemand = false in the system.cfg. If it's a specific planet put it in there but I don't know what it goes under. EDIT: hey we posted at the same time also, as for @Jenyaza's question, try looking at new horizons or another pack that moves stock worlds around. It's a lot more helpful than you would think -
Project Ares: Alternate Earth History in Real Solar System
Kepler68 replied to Felbourn's topic in KSP1 Mission Reports
Do you have any plans for when the ISS is being worked on? Seeing as how big a mess it caused in gateway I wonder if something would happen. EDIT: I know the mess was bill's fault but it did still do something when it was finished -
(WIP) Traveller's Dream Planet Pack 0.2
Kepler68 replied to TheSealBrigade's topic in KSP1 Mod Development
You could add a comet like object. It is the same as a planet but with a high eccentricity. Also you can use the "it's captured" excuse if you don't want to have a tiny asteroid or minimus object. Good luck with this .