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Everything posted by SuppaTenko
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Thank you. I asked in Kopernicus thread. I'll try to find any mods with surface features and see what I can do. I want to fix some old-old-old planet packs with old PQS and I also want to try some new features in progress. Will share here in case of any progress. But still... My PC kills my enthusiasm slow and steady.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
SuppaTenko replied to Thomas P.'s topic in KSP1 Mod Releases
Is it possible to add surface features like cryo-volcano or crystals with Kopernicus? If so - can you link me to instructions, examples or mods which do it? -
How about adding some cool details? Breaking Grounds introduced surface features. Let's see... Phybi and Iszmi have relatively high gravity. You did it for fun, and personally I'm ok with it. You can exploit it here. You can add something like surface crystals from Kerbin (not the same model and color of course) in Phybi's lowlands here and there and make science definitions like "It seems that long time ago Phybi had very dense and hot mantle and core with lots of heavy metals in it. Now it is cold and solid. Meteorite bombardments revealed Phybi's mantle materials in lowlands. This particular crystal is very heavy and dense. It consists mostly of various Plumbides and Natrolite. Another pain in head for Lab boys." And do the same with Iszmi! Add another crystals - different shape and colour or something. The science definition can be like this: "Spectroscope tells that Iszmi's mantle crystals are alomost 25% lighter than Phybi's. The composition is almost the same. But there are also light additives characteristic of Dress Asteroids Belt bodies. It seems that Iszmi was born from massive disaster in distant past. Linus Kerman thinks that lower density Dress Belt asteroid crashed on Phybi and ejected both light and heavy materials that later formed Iszmi." It's lore-friendly way to explain why gravity is stronger then it should be (Phybi and Iszmi consist of heavy metals like Bismut, Lead and Barium) and to add some notable features. Another idea is to add small Mercury puddles - "We haven't found water and life on Phybi. But there's another liquid - Mercury! It becomes liquid on day-time and solidifies on night-time." Planet's gravity and heavy elements are not the only topic. You can play around Phybi's reddish color or something. The only problem is I don't know if Kopernicus makes it possible. I also want to do ResearchBodies patch for this mod and create science definitions for DMagic orbital science. I can do it myself, but I need to wait till my new KSP gaming rig is ready. My current pc can't have more than 8Gb of ram, and my mod-heavy KSP pack works like slideshow and boots way too long.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
SuppaTenko replied to JPLRepo's topic in KSP1 Mod Releases
Thank you for this example! OPM config looks very different. It adds another upgrade level to Telescope so it can find distant planets and stuff. Do you know what 'Ignore levels' are? -
Confirmed to work with: Atoren, DwarfPlanetsPlus, KerbolOrigins, OPM, Planet Cyran, The Plod System, The Varuta System , Trans-Keptunian, Moho Moons Mod and Miporia Planet Pack. All at the same time, no conflicts. I think, it will work with any mod that doesn't affect Kerbin and it's moons.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
SuppaTenko replied to JPLRepo's topic in KSP1 Mod Releases
Hi there! As far as I know, this mod works with OPM. But do I need to alter anything in this mod to make it support Kerbol Origins, Outer Kerbin, Dwarf Planets or any other Kopernicus mod? If so, is it possible to do so with simple MM patch or something? -
Iszmi 'The remains' biome doen't work. It turns to 'The frozen lakes' I think you need to change it's color to something else inside map and config file.
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I have same problem since I can't remember when. It can start after 15 minutes or after several hours. But it will happen anyway. I can't click on orbit, focus on any planet and can't see any marker params like altitude and speed. Game relaunch helps. My install is heavy-modded but I don't think it's the case. It happened when I used just KER, BetterBurntime and Landing Height Display - nothing special. I can't find any pattern which will lead to this bug. The only thing that can be related is 'time warp orbital drift'. Sometimes when i play orbits start to behave strange. They move slightly after time warp. Orbital Drift Compensation is enabled. AFAIK it's an old ksp bug. So, I noticed that if orbits go nuts - then Percise Maneuver almost 100% will hang orbital view interface sooner or later.
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[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
SuppaTenko replied to micha's topic in KSP1 Mod Releases
Will it work with 1.6.1? -
[1.3.X] Duna Restoration Project v2.0
SuppaTenko replied to Whirligig Girl's topic in KSP1 Mod Releases
Great mod. I really like old Duna. Also, thank you for biomes config and map.- 61 replies
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Hello everyone. For the sake of fun I installed both SCAN, OPM and Kerbol Origins. One day I took two SCAN missions on one of Sarvin's satellites - Shayle. I launched my scanner satellite 2 years ago in-game. ETA is 7 years and 81 days now. One mission deadline is 6 years or so. I won't make it in time any way. I never visited Sarvin before so I never knew that it can take so much time. Contract deadline is too optimistic. So my question is how can I edit deadline time in my save file? I need couple more years to bleed my speed down, rendezvous with Shayle and scan it. I found these two sections in my save file. First one is medium prestige mission. Deadline is 9 years and 90 days. I will be able to complete it in time. Second one is High prestige mission i was talking about. deadline is 6 years: Can I copy something from first contract to second contract to make it have same deadline? Thank you in advance.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
SuppaTenko replied to ferram4's topic in KSP1 Mod Releases
Well... Everything seems to be working fine for me. Loaded 1.1.3 save - all ships are OK, no wobbling on space stations. Will test rovers tomorrow. I don't know if it's KJR-related, but one certain relay-sat just can't stop ravin' and bounces to the beat when i shut down main engine. Just like pendulum or something. Looks scarry and Kraken-ish, but everything works fine.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
SuppaTenko replied to ferram4's topic in KSP1 Mod Releases
That's not the main problem for me. Struts are good when you launch single vehicle. But you can't use struts on orbit. Lots of people prefer to use giant aspargus rockets to launch heavy payloads to distant places. But i prefer orbital constructions. It's more interesting for me. Something like these interplanetary ships can be pretty wobbly. They are long, have many docking ports and pretty unbalanced overall. Yep. You can install mods and strut modules on orbit manualy. But it takes a lot of time and it's hard to stack everything together without KJR. Honestly though. Sometimes KJR is culprit behind wobble/krakens/instability. It happens. Sometimes docking ports glitch. Even after it was fixed. So take you time, ferram4! Do it right and awesome.- 2,647 replies
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