

Fergrim
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[WIP]Escape Pod Mod - REKT development thread
Fergrim replied to steedcrugeon's topic in KSP1 Mod Development
I'm using your latest release, I found it via google while specifically looking for neat modular gadgets just like that. So far the best ones I've found have all been escape pods. And ohhh okay, I wasn't sure how much you supported TAC-LS I just remember it was mentioned on the REKT page so I think I just blindly assumed it'd be suited to it. TAC-LS uses food, but not kerbal snacks but also requires O2 and water. (the default a Kerbal can go without food for TAC is 360 hours or so, but without water is only 36 hours, and oxygen for 2 hours) Your other pods work for me because they seem to be meant for low-high orbiting space station. And I can attach the TAC hex cans to the outside of the pods, but since I can do that, I can't differentiate that Mk1D still. And I'm sure I can modify the antenna config with the proper remoteconfig calls no problem. I noticed on the MK1D a label on what looked like a pocket in the pod that said "Snacks", so that's what made me think of the hex can holes and even just not having them be external would be... OH WAIT. I JUST HAD A GOOD IDEA. If you include a recycler in the pod, most recyclers give bonuses to at least TAC LS AND USI LS. Usually by reducing overall consumption rate of a resource, or the timer on not having it. Like a Co2 scrubber for Tac gives you extra oxygen, while for USI LS iirc it gives you a percentage reduction in resource use. The FTL beacon would be a realllly cool feature and totally in line with the mods purpose And finally, this is a small nitpick and maybe I just don't understand, but just from what I remember looking at the hull stats I think you should make that Mk1D so weak in the hull area that without drastic (or impossible) modification, it can't be taken in atmosphere. I totally could be wrong, but I seem to remember it being possible with a steady and careful hand. And the weight not used on hull thickness, heat shielding and the like could go into the resource supply, FTL beacon, OR perhaps FTL Beacon PLUS a small suite of electricity exclusive engines (ion?) along with a solar panel animated pop out so you could steadily drift through space like an Obelisk waiting for someone to jump in or to get caught in an atmosphere. Just selfishly thinking of ways I could have that deep space guy differentiated since I use the other ones -so- much and that one not at all. I even use the aerobreak and the rocket one as halo style drop pods to get ground science and then use the hangar mod to drop a suborbital transport onto the surface when they're ready to come home -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Fergrim replied to RoverDude's topic in KSP1 Mod Releases
I'm sorry bud, I'm an insomniac, and not the kind that gets a lot done, but the kind that just becomes zombie-like until "oh i think i hear birds. crap" But I see now, yes, when you said everything I thought it meant what classes were offered too. Awesome I'm going to run and dig in to those files now then Thank you very much :DD I seriously can't tell you how much I appreciate your work, I know it takes serious time and your mods singlehandedly exponentially improve the fun factor of a game that was already great. -
[WIP]Escape Pod Mod - REKT development thread
Fergrim replied to steedcrugeon's topic in KSP1 Mod Development
@steedcrugeon just wanted to say i'm loving your mod, I have a real weakness for these cool little premade toys, especially with the accessories. I particularly enjoyed assembling the otav with all its moving parts. One thing I wanted to mention was from a TAC-LS perspective the one pod with a communications dish doesn't really make a ton of sense as it has no food, water or oxygen on board - is unfit for reentry and has no means of propulsion, or even of a relatively controlled fall. Also the antenna appears to be missing stats. Maybe it works, but when you right click the pod, all you see is what pressure it's rated for but no range/power indication (perhaps an issue with remotetech?) But i get the concept of it being a sort of deep space pod, with no nearby planets. ------------------------------- So aside from the getting the antenna working, I had a few ideas. From least crazy to most, if you had a few form factored indentations (or better yet a panel that opens up, revealing perfectly shaped slots) for the TAC LS hex-can life support containers, the cool factor combined with suiting the things intention would really go a long way. Next idea is along with those LS canister slots, maybe have panels that open revealing the best array of small thrusters of the bunch with enough monoprop to run them so the thing would basically be designed to at least be able to "do its best" to get as close as possible to coms range or all the way to a planet. Throw in an inflateable/deflateable heat shield and that particular model is still very unique. Next idea is to do that, but have it be the only pod with mechjeb built in, or some autopilot/navigation software of your choice. Extra points if the thing auto activates a path to the nearest planetary body whether it can make it or not, not allowing manual control by the player. You know, as if it'd assume anyone hopping into THAT pod must be too screwed to be driving. Finally, craziest ideas. Have it act as an FTL beacon when the antenna is deployed. I know the FTL mods I've seen require you've been there already and deposited a beacon. Bonus is FTL only works if not too close to any gravity well. And last and most crazy, give IT an FTL drive. But because it's a pod and it doesn't have room for a navigation suite, have its version just be basically an "anywhere but here" button, since this pod is clearly the pod for the most crappy and dire of circumstances, capable of only one jump to a random planetary body with some (low low) odds of it putting you on the wrong side of a star's habitable zone or inside a planet. Given space is mostly empty, though, at least it wouldn't be that likely. --------------- So that's all I have on that. Last but not least, I was really really excited by the idea of this deep freeze pod. What happened? Are you not doing it anymore? But yeah all in all, I love your concepts, this transformative in a form following function methodology is awesome. and I've found going through the pack to be very exciting. (which reminds me, check out @RoverDude 's escape pod too, I freakin love his. Transformative and crazy customizable.) i'm an escape pod junkie haha -
I was wondering if the addon itself copied it back. Have you uploaded an update to CKAN recently? An update is the only way I can imagine that happened. Although, trust me, I can easily imagine this being my mistake without me realizing it, I don't always look before I update, I tend to just jam on the button ;D But yes, I either use CKAN or I download the zip and extract it myself depending on the add-on and CKAN's tendency to be rather authoritarian.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Fergrim replied to RoverDude's topic in KSP1 Mod Releases
Well that's my issue and to be clear, I'd LOVE to be able to do this stuff on my own. I'm pretty handy at editing work that's already done, but I sort of draw the line at C#. I feel terrible asking, but the thing is, I LOVE being able to choose what profession they are and I think that feature is necessary. It's only the stats of that profession I was hoping to randomize - like courage/stupidity and fearless or not, basically. That way I both get what I absolutely -need- and get the thrill of gambling all at once There's a certain beauty to unforeseen circumstances, you end up finding yourself in awesome situations that you'd never have chosen logically -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Fergrim replied to RoverDude's topic in KSP1 Mod Releases
I have a request @RoverDude if you think it might be possible, regarding hiring new kerbal kolonists. I just feel so cheap when I'm setting every stat number for number in MKS and I was wondering if it'd be possible, too much of a pain, to include the ability to randomize the stats but still choose the class of kolonist. Choosing the class makes sense since there are too many and you need what you need, but I'd feel way better if the stats were random and I could cherish those times I happened across a bad@$$ Kerbal. If it's too much trouble, no big -
Ya know, I worked it all out and now I have more mods than before and everything is running and loading great. It was installed on a Samsung 850 pro SSD as it was, and I'm running a GTX1080, i5 6500, 16gb of RAM. So my processor, if anything, is where I'm most vulnerable and that's where KSP hits ya so what I did was start using this really handy little app that isolates your OS and then gives whatever software you insruct it to the highest priority. As a tech guy I thought it'd be a major ripoff when I saw it, but the loads of good reviews convinced me and it's really made a huge difference every time I run it. It's called CPUCores; I got it on steam.
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[WIP] Kerbal Science Innovation [1.3.1]
Fergrim replied to Ourshinigami's topic in KSP1 Mod Development
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[WIP] Kerbal Science Innovation [1.3.1]
Fergrim replied to Ourshinigami's topic in KSP1 Mod Development
Ohhhh it's supposed to be an experiment result? I see. Well I really like your mod otherwise, and the other equipment works great! Maybe I'll see about making it as infrequent as possible. Or I'll look to the config you mentioned above, and simply delete that one from the game. It gives the 3000 every time too, it doesn't even decrease each time haha So by the end of year one, using hyper time accel, I had like 30,000 science -
Is this possible? I have so many mods with functions I really enjoy, but many are so powerful that I feel like it'd make more sense if they were deeper behind the research wall, tied to a specific part. To be clear, I'm asking for something that would add an option like KerbalEngineer has, to restrict a modules functionality contingent on whether or not your ship contains a given part, any given part set by the user of said mod. So it'd look like Bind Module X to Part Y How's that sound? I know I'm free to just not use them until a chosen time, but it just doesn't feel as good and it breaks my immersion. Also, if someone could create this, other mod creators could use it too.
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Yeah I'm not asking for a specific mod, if it has an option to restrict itself, like how Mech Engineer does. What I'm asking is, is there a method I can use so that I can do this myself, with any given mods functionality?
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[WIP] Kerbal Science Innovation [1.3.1]
Fergrim replied to Ourshinigami's topic in KSP1 Mod Development
I'll get a screenshot for you. The thing is, gami, that it wasn't an experiment. It's a random event that happens with a frequency you can change in the difficulty options. "Gamma Ray Burst' When it occurs it says "Your scientists have observed a gamma ray burst and you have earned 100 science" And it pops open a window showing a graph with like "____/\__" At that point I get 3000 science awarded to me. Someone else has also posted about this, they were getting the exact same number, 3000. This guy posts about the same problem and the same exact number, 3000. Not due to an experiment. The only reason I know it's your mod is in difficulty settings under Science Innovations, the only option is to set the frequency of the Gamma Ray Burst -
No connection to send command on
Fergrim replied to Fergrim's topic in KSP1 Gameplay Questions and Tutorials
Hey guys thanks so much for helping me out. It turned out to be a problem with the remotetech config autoconfig .cfg that came packed with the planet pack I was using. Well it was a combination of that + because of 2.5x scale the normal, default remotetech cfg ground station location was far from my launch site. I still haven't been able to figure out what's wrong with the cfg that came with my planet pack, even after meticulous comparisons and copying any discrepancies. I think, essentially, that the modified location was actually embedded in some terrain and was preventing me from connecting due to being blocked. Thanks again for all your help, this was driving me absolutely nuts. And on a random side note, if anyone is ever trying to launch a probe that just stubbornly won't SAS even though it should, go to remotetech's flight computer and give Off a click or two. Even if you never manually activated it, it prevents SAS >_< And yes, my problem is due to constant, obsessive cfg tinkering on my part. @James Kerman Remotetech is fantastic and I highly recommend it. The only additional challenge it adds is of the purely fun sort and nothing less, it's highly rewarding and brings the remote connections up to a realism level you'd expect given the standard the rest of the game sets. -
[WIP] Kerbal Science Innovation [1.3.1]
Fergrim replied to Ourshinigami's topic in KSP1 Mod Development
@Ourshinigami Could you please explain the GRB intention? It's giving me 3000 science every time it pops up, but the message says 100 science. Is there anywhere I can edit the value to have it give a customizable amount of science? I see the option to make it happen far less frequently, but I'd rather keep the frequency and just have it give a smaller amount of science. -
Thanks swjr. And sorry @linuxgurugamer , I meant the one that SW linked that lets you switch the physical location of the KSC when you launch to better facilitate polar orbits and launch windows and the like. From what I can tell the creator walked away some time ago And really, at least 40, I love the work you've done. I swear I spend more time theorycrafting, downloading and tinkering with my mod list than actually playing haha
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I have the autopilot mod for planes and it's great, I love it, but I feel like it should be restricted (like mechjeb does) to a part. Maybe I'd throw it on a probecore or something, but I was just wondering if there was anyway I could set that restriction? I'd want to do the same for mods like Launch window planner, atrogator etc I really appreciate their usefulness but it doesn't make sense to me that they'd just be available from the get-go.
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No connection to send command on
Fergrim replied to Fergrim's topic in KSP1 Gameplay Questions and Tutorials
None of those are it, the probe has electricity directly out of the VAB and is not in hibernation. And the launchpad is sitting right on top of a red dot when I check the map. The red dot is the groundstation, correct? The red dot says "Kerbal Space Center" and reads Omni 200Mm -
What is this symbol, I can't figure out what add-on it is
Fergrim replied to Fergrim's topic in KSP1 Mods Discussions
I can get a screenshot if necessary but the symbol it literally a white square with !#? written on it. And okay I do have dangit -
I loaded up a popular map mod recently and noticed it automatically granted multiple ground stations with remote tech and I couldn't scramble fast enough to get rid of them. To me, the fun of remote tech is having to get enough well positioned sattelites in orbit so that you have constant connectivity, got me to wondering if anyone actually felt the opposite and why. And also, I'm looking for a KSCswitcher mod that works for 1.3.1, I found the github for it and installed the most recent, but it didn't seem to be working. I think I was looking for an eye icon in the tracker building? But I saw nothing. Maybe @linuxgurugamercould revive that one too? I must be using like 40 mods with your name on them haha
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@Sigma88Thanks sigma, I had the same exact problem trying to run SD with KSS if you have time to check either one. Should I expect it to work with that one? If so, I'll get back to trying. I appreciate the explanation. @Maelstrom Vortex , out of curiosity why are you running 1.3 instead of 1.3.1, is there some benefit to it I'm not aware of?
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[1.12.2] BARIS - Building A Rocket Isn't Simple
Fergrim replied to Angelo Kerman's topic in KSP1 Mod Releases
out of curiosity, why do you run 1.2.2?- 571 replies
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- baris
- part failures
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[1.12.2] BARIS - Building A Rocket Isn't Simple
Fergrim replied to Angelo Kerman's topic in KSP1 Mod Releases
You could always use containerconfigurer, tweakscale, tweakeverything. I know I have containers of all sizes, if those aren't what you're looking for, can you be more specific? Do you mean inventory storage or resource?- 571 replies
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- baris
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So I have a simple craft with an octocore and a communotron + double dipole antenna. they are both deployed. My world is scaled up at 2.5x Also using remotetech. No matter what I do, it keeps telling me there's no connection to send commands on despite the two antennas on the craft and I've scaled up the remote tech ranges by 5x on antennas and 2.5x on groundstations. What the heck is the deal here, I'm so confused.