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Everything posted by Quoniam Kerman
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Quoniam Kerman replied to Nereid's topic in KSP1 Mod Releases
BTW, how to create new ribbons? -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Quoniam Kerman replied to Poodmund's topic in KSP1 Mod Releases
Those existed but I can't find them anywhere on the forums. I got them from a past version still, so they definitely existed. If they are in the OPM folder, just move them into the Final Frontier folder. Other planet mods don't need that little maneuver such as Extrasolar for example, but If I remember OPM does. -
[1.12.x] KEI - Kerbin Environmental Institute
Quoniam Kerman replied to linuxgurugamer's topic in KSP1 Mod Releases
Where is the output log btw? KEI seems not compatible with Breaking Ground DLC. It works perfectly until I unlock the first BG surface experiments and then when I click on KEI icon, it pops a Null Ref Exp... -
Quel est la différence entre les modes de jeu ?
Quoniam Kerman replied to DNKKING's topic in French (Français)
Le Sandbox, ou Bac à sable est le mode qui permet de tout tester sans contraintes, l'arbre tech est déjà débloqué. Cependant, les néophytes peuvent se perdre dans le nombre ahurissant de pièces et ne sauront pas quelles seront les meilleures combinaisons à utiliser. Et ça risque de se transformer en Kerbal sans tuto façon JDG... Le mode science est le meilleur pour les débutants. On commence avec rien, mais l'argent n'est pas un problème, il ne compte pas malgré le prix des pièces donné à titre purement indicatif. Et comme on commence avec rien, on apprend comment jouer avec peu de pièces pour apprendre les fondamentaux. Le but du mode science est d'accumuler de la science pour progresser dans l'arbre tech. Le mode carrière est un peu comme un mode campagne. On a des contrats avec des conditions précises à remplir, parfois un peu tordus d'ailleurs. L'argent compte désormais et il les contrats permettent surtout d'en gagner. La science se fait surtout sur le tas, sauf que les spécialités des kerbals entrent en jeu. Les pilotes ne peuvent récupérer les données de certaines expériences, les scientifiques peuvent restaurer certaines expériences et eux seuls peuvent le faire. Les ingénieurs peuvent réparer des pièces ou aider à installer des bases scientifiques (pour le DLC Breaking Ground, ces spécialités deviennent encore plus importantes, les ingénieurs installent l'équipement et les scientifiques les calibrent). Pour les débutants, le mode Science est le meilleur. Enmode carrière, des options de difficultés peuvent rendre le jeu plus complexe. Viennent ensuite les mods de la communauté qui peuvent enrichir considérablement (et rendre d'autant plus difficile) l'expérience de jeu... comme la gestion de la bouffe, l'oxygène, l'eau, l'espace vital, les radiations, le système solaire à échelle réelle, les communications décalées avec la distance... -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
Quoniam Kerman replied to Galileo's topic in KSP1 Mod Releases
Ok, thanks. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
Quoniam Kerman replied to Galileo's topic in KSP1 Mod Releases
After saves misshaps (my mistakes) making my 1.7 OPM game a nightmare, I decided to screw it and put JNSQ instead (I have 3 other versions of KSP with OPM to play with). It's beautiful. Yet it lacks something, Lindor's moons are not as varied as were Sarnus' and secondly, will you add Final Frontier achievement ribbons for JNSQ new planets? Also, why adding an atmosphere on Tylo? Because it would become too hard to land on with 2.7x scale? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Quoniam Kerman replied to Thomas P.'s topic in KSP1 Mod Releases
Giung towards a more simple code can only do good on the long run, it'll make the mod run more smoothly and have less bugs overall. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Quoniam Kerman replied to Thomas P.'s topic in KSP1 Mod Releases
To be honest I was expecting the update to go along the BG DLC to be 1.8... It might be that there could be a 1.8 update in a few weeks and thus, Thomas P. prediction could still come true and not as a joke. My question is which mods will be affected by the change of codes (as I don't know how each mods work, I'm no programmer) so when the new version of Kopernicus is out I wish to know which mod I have to delete or put in stand by in an other folder pending an update. With all these changes due to BG, I was thinking about changing my mod list quite a bit to diverse my game experience. Will your changes affect planet packs only or vessel parts as well such as solar panels, solar sails, RTGs, drills ISRUs, breathing engines, etc? I just don't know if any part mod would have to update to adapt to your configuration or if your changes will work on their own in that matter (by rewriting the configs). I'll keep 4 previous versions of KSP with my current mod list to play with anyway. I was thinking to replace my OPM+Extrasolar planet packs by JNSQ planet pack. I wonder if the planet pack modders will add features similar to Breaking Ground surface features for their own planets though. That would be quite detrimental if they didn't since stock planets would still be more interesting to visit than moded ones. Don't worry about your the time you take, I have 1.3.1, 1.4.5, 1.6.1 and 1.7 versions to play with... -
True, Hermes was more inspired by the Dynasoar than the Space Shuttle to begin with.
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Oh a halfway between the Dynasoar and ESA Hermes space shuttle. Neat.
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
Quoniam Kerman replied to Galileo's topic in KSP1 Mod Releases
Are you sure it is the Mun? and not the Moon? Good looking surface we've got here. If I understand correctly, this planet pack is somewhat halfway between Stock solar system and RSS in terms of scale. Interesting step for those who want to gradually progess towards the RSS/RO configuration. -
Do you have the respawn kerbals active in your settings? If you do, you can dismiss the ship from the tracking station and your kerbals will respawn in the astronaut complex sometimes afterwards by magic. Of course, you'll have lost any progression on their XP and the science data collected but not transmitted. What you do afterwards is to put the kerbals into a new ship, cheat teleport it to Dres and continue your mission as if nothing happened. I might have had the problem once and I don't remember how I solved it or if I solved it at all. Might just be that I deleted the spacecraft altogether from the tracking station, and I was fortunate enough for it to be space probe and not a crewed vessel. The solution is quite radical and might make you lose some time on your mission calendar but it is the safest way I can imagine for you to continue with your space program. The only other solution is to let the mission proceed with time accel but you won't be able to touche anything else obviously which might not be acceptable...
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Or just do what you have to do on the Dres spacecraft and then change spacecraft, save and then get back on the Dres spacecraft to continue your mission. I have roughly the same errors than you and it never prevented me to save a game. If you can do it, switching crafts to save a game couls allow you to take back your kerbals home and then dispose of the vessel once it is back on Kerbin. I guess there is a corruption on this specific spacecraft file. Once the craft disapears from the map, the problem should resolve itself. If the problem comes from the craft file, check by cheating another ship from the same craft file around Dres just to be sure. Do you have other ships made from the same craft file currently in service in your space program? May be you modified te design after launch and the save file does not recognise it properly?
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[1.12.x] Near Future Technologies (September 6)
Quoniam Kerman replied to Nertea's topic in KSP1 Mod Releases
You're married and still have time to make those awesome mods? Congrats, you must live into M87's black hole or something... -
totm nov 2023 SpaceX Discussion Thread
Quoniam Kerman replied to Skylon's topic in Science & Spaceflight
Going full Kerbal here, going higher for less fuel spent for inclination change... And Nasa says KSP is bad for learning... Did they know that mods can make the game more accurate to reality? -
totm nov 2023 SpaceX Discussion Thread
Quoniam Kerman replied to Skylon's topic in Science & Spaceflight
The only shadow is that Mr Stevens, the boat did have some technical problems, so no fairing recovery attempt, this time. -
Vu le sens du cercle visé, (le sombre allant vers la droite en haut), il semblerait que l'orbite à atteindre soit en rétrograde, soit à l'envers de l'orbite habituelle. Il faut donc s'insérer de l'autre côté de ce qu'on fait d'ordinaire. Pour cela quand on accélère, il faut bruler un peu plus longtemps, le temps que la trajectoire passe de l'autre côté de l'astre de destination. Ou faire une correction de trajectoire à mi chemin ou encore à l'entrée dans la sphère d'influence. En gros, il faut passer à par la gauche et pas par la droite et tourner dans le sens des aiguilles d'une montre et non en sens inverse. C'est pour ça que les orbites cibles de même que les orbites du vaisseau sont représentées par un cercle en dégradé d'une couleur, du clair au sombre, comme les cercles de chargement d'une vidéo sur une application. Le plus clair replace le plus sombre. En voyant l'mage, même en statique, on peut voir que l'orbite cible est rétrograde.
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That Vicking cpasule sis so small... why does it have to that high into the tech tree? Is it lighter than the stock Mk1 capsule and could well fit inside it in fact... One could think that your Vicking capsule coule even come at the same tier, aka tier 1... It is cute nonetheless. It can make a small and cheap capsule to get stranded astronauts in orbit back to Kerbin or very small landers for tiny moons to spend less fuel overall. It also can be used as escape pods for big ships or orbital stations around Kerbin, Duna, Eve or Laythe. I like that the parachute is a retextured stock Mk16. It doesn't feature the inside bug texture as the stock Mk16 does. As for puting a Hermes inside a Fairing, Soyouz is inside a fairing and it works well for safety. Apollo as inside a fairing as well as Orion. And contrary to early fairings that have many defects upon separation, current fairings deploy well (IRL I mean, of course KSP keeps some shenanigans in play, because... Kraken)
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I've been using the cosmocat capsule ever since you released it. I bring it with my space ships even if they go further than LKO ( for inhabitated ships only, the cat on a solo trip is for the LKO only) and especially If I have room in a cargo bay, like for example the new Mk2 lander can that has cargo bays on the sides. The Cosmocat brings a lot of science, along with your own instruments. Cumulated with stock instruments and DMagic orbital science, the science gains have become slightly OP. Fortunately I have so many part mods that the tech tree is gigantic now. I haven't used a lab for this save yet, oh Boy, how much science it'd bring is properly astronomical... Fortunately you can change science and money gain settings in the game options to lower the gains... Poor cat though. I've been trying to imagine what a cat or dog life would be like in a spacecraft or on Mars these days and I don't see anyone bringing one since it doesn't seem really convenient, it'd be a chore to take care of an animal, so many things to attend to when astronauts already have so much work to do during space travel... The absence of "outside" or gravity would be quite stressful for animals. For a few days it could be fun, for a three years mission, I can't imagine... Tintin's dog spacewalking on the Moon is not likely to become a reality anytime soon I'm afraid. Viking capsule looks cute. Looking foreward for the old Arianes family ! @Zorg I know that Hermes was supposed to fly uncovered. But I really hate big wings on the bottom of my rockets. I'd prefer to put Hermes inside a fairing, although IRL, having the shuttle uncovered is much better for abort separation indeed...
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Sorry no plans to install realplume, I can wait for 1.7. Just a thing, will your new version be compatible also with 1.6.1 I f I decide to keep that version onto my hard drive?
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I have the same but my save files and logs are way too heavy to send to damon. If you don't have too many mmods installed pls send your logs tohim, because this problem was supposed to solved on the last update. And Make sure you delete the mod file before replacing it by the new. Note that there are small nozzles on the base ring of the rocket, and we don't know whate they are, docking clamps for refueling? RCS ports? For those who want to build a Starhopper, take the base of the Gojira, put landing legs on it. Then put a fairing to make thhe dome and put a probe core and a reaction wheel inside the fairing. Add one or three raptors to the base and you are good to go. For original Starhopper, replace the fairing and what it contains by the cargo variant of Gojira and you're good to go.
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You most players getting docking maneuver problems is no joke, Gemini astronauts just had the same after all, they just were drifting alongside the target without being able to dock to it fo a while.