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Everything posted by Yakvi
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
OMG this is amazing. Thanks for letting me know this thing exists!- 7,371 replies
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Yakvi replied to TriggerAu's topic in KSP1 Mod Releases
I've seen this asked around, but still didn't find a comprehensible solution. Sorry if I missed it. Any way to make KAC compatible with Kronometer? if not, what's the best way to add new "Calendars" to the dropdown selection? Thanks in advance! -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
Well, technically there will be space for storytelling Soon(tm) when Making History releases. Telling story through quest descriptions and Anomalies is an incredibly powerful tool.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
Hmm, there could be some lore around it of how the kerbals have made escape from dying Kerbal ages ago, and are now rebuilding their civilization... And by civilization, I mean Space Program.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
I've been digging a bit throught the wiki and found a few issues. Niven doesn't have the image map. "View directly" returns 404. Gratian description says that you need SVE in order to see the storms. Probably obsolete or you really need it? Tellumo page speaks about Kerbalkind. Not sure if the name of the gaelean species was changed, as well. Moons of Nero don't have description (all but Hadrian), only the image map. Maybe it's worth at least to copy the text from the image map for the sake of consistency. I mean, it's all small stuff, but I wanted to point it out- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
@JadeOfMaar how do you mod only one engine at a time? I think I'd like to start experimenting with aeronautics.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
You might be using SETI RemoteTech configs (they are installed by default in SETI mega-pack on CKAN): they overwrite everything back to Kerbal system. I've spent a LOT of time figuring this one out. Some suggestions: Inside GameData, search for "Remote". Ensure you don't only have one file "RemoteTech_Settings.cfg" and it resides in RemoteTech folder. Leave GPP file be (called "GPP_RemoteTech"). If you have CKAN, remove any mod related to RemoteTech which isn't RemoteTech itself. At the tracking station, check that you actually have SOME tracking stations. Check their names. If not, check on Icarus. So yeah, the bottom line is: if you don't have connection in GSC, that mean there's something overwriting GPP configs.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
Ok, so the update pushed all my landed Iota objects (a couple landers, flags, debris) to Thalia O_O so some clean-up was required. Interestingly though, all the relay network around Iota remained there. Other than that, seems that the install went smoothly! Thanks again!- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
Oh boy, it's finally out. Can't wait to come back home! Thanks team Galileo for your amazing work! (also, do you need help?)- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
Once you go Real Scale, it's hard to go back....- 7,371 replies
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@Galileo SETI contract pack repack for GPP updated to version 1.4 (download here). Changelog: Agent now uses GPP flag! Replaced Otho with Gratian in unmanned missions. We want no Gaeleans landing on our gas giants. Renamed cosmonauts and kosmonauts to cironauts Introduced unmanned Tellumo missions. No manned counterpart for now. Made another pass on kerbals and kerbol in descriptions. For additional references to anything kerbal, please give also the mission name/number.
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Will give it another look, thanks.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
wheeeeeeeeeeeeeeeeeeeen- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
"One small step for a whole bunch of missed snacks". These were the words that sounded through GSC, as Seanny Gaelan was making his first steps through Iota. Van Hellsing mark VI has finally reached its destination. Building a lifter capable of bringing up around 37 tons of payload to real-scale LGO revealed to be a truly titanic task. It took a lot of iterations, testing, explosions and, most of all, wasted delta V. At launch, Mark VI weighs 1,839t and stands 133,7 meters tall. Its first stage is pushed by Mammoth and 4 Czar engines from BDB, as well as by 4 Twin Boars as boosters. The three stages deliver 12,212 m/s dV to its 37t Alucard and Helsing Lander modules. There's enough supplies and habitation to sustain three gaelnauts for over a month. Yeah, it's a bit of overkill, especially with LS, but totally worth it. Some screenshots from various launches below, full project gallery here: http://imgur.com/a/bXvl8- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
Looking beautiful @MaxxQ! What pack are you using for green tanks?- 7,371 replies
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Moved DL to public folder. Hopefully it'll not expire. https://www.dropbox.com/s/ulc2e5vlf2j1rw2/SETIcontractsGPP_v1.3.zip?dl=0
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
So I have this balance issue which kinda breaks the early career progression. Strategia "Private industry" strategies give way too much science per contract. And while for stock tech tree 1,5 points per unresearched node might make sense (even if imo still feels a bit op for early game), for CTT the science reward quickly scales into hundreds. This is also connected to the fact that ANY commercial contract awards this amount of science: I can grab 4 "test at Launch site" contracts and immediately gain 600 science. As you might understand, this can completely break game progression. You can end up in sandbox mode after an afternoon of grinding. I still love the idea that commercial contracts reward science and stuff. So my suggestion is: instead of giving full reward for every contract, give a fraction of the full science "reward pool" based on the contract prestige and complexity. Like a world first contract would award 100%, while part testing at launch site, say 5-10%. For now, I've changed the multiplier from 1.5, 2 and 2,5 to 0.1, 0.2 and 0.3, respectively. Hope this is not too confusing Some screenshots for illustration:- 7,371 replies
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I'm playing GPP, 10.6x Rescale. The latest patch brought the whole space center underground (you could only see the tip of VAB). Had to roll back to previous version (0.8.2). Also it wasn't like scatterer issue, as the terrain clearly had camera collision. Didn't test it out more extensively. Not sure if this is Sigma or Rescale issue.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
Yeah, maybe I hang around his stream way too much- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
My first Gael-Iota-Gael probe, Bob Ross, departing Iota. 10.6x is hard, but achieving stuff feels sooo good.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yakvi replied to Galileo's topic in KSP1 Mod Releases
Nobody? Fine, I'll say it. This station is freaking NUTS! Congrats on the build and keep it up.- 7,371 replies
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Kaptain's Log Dev Thread - RC-2(9/12/2017) Now Available!!!!!
Yakvi replied to linuxgurugamer's topic in KSP1 Mod Development
Thanks @linuxgurugamer, will test it tonight -
I've tried PYW today, and it was throwing weird error delivered in "mail" ("Sorry to break your immersion, but something's broke. check out the config" or along these lines). So I put back queueLength in the settings config (found in a previous version), now it's working properly.
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Kaptain's Log Dev Thread - RC-2(9/12/2017) Now Available!!!!!
Yakvi replied to linuxgurugamer's topic in KSP1 Mod Development
I noticed that it happens most of all after the game loads. 3-4 vessel modified messages in an arc of a few seconds. Another thing which I've noticed (and this one is huge), somehow this mod has a HUGE impact on my FPS, even in KSC. Maybe related, there's a constant spam of error messages in the log when in flight. -
Another small patch for SETI contract pack. Renamed Kerbals to Gaeleans in descriptions. https://www.dropbox.com/s/42ypv3xrhf2t3zb/SETIcontractsGPP_v1.3.zip?dl=0 Just install it to GameData, overwrite if necessary.