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KSP2 Release Notes
Everything posted by Pleb
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What have we seen in regards to planet modding possibilities?
Pleb replied to RayneCloud's topic in KSP2 Mod Discussions
In one of the bundle files there is an Lua file example of how solar system modding might be done. However until the Devs implement features to load and read Lua files into KSP2 we are a long way off yet!- 5 replies
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- discussion
- planets mod
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It's also likely the developers didn't include/finish the mod loader as they are anticipating making numerous changes to the code, thereby making modding somewhat difficult when things are going to be constantly in-flux.
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Check your save game files I remember seeing something in one of the JSON files about the flag. Sorry not on PC at present to provide more detailed instructions!
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The Mess Has Started - Two Different Mod Loaders
Pleb replied to linuxgurugamer's topic in KSP2 Mod Discussions
BepInEx is a great plugin that's been around for a while now and is used in lots of different Unity-based games for modding. Admittedly this is a very different approach than KSP1 modding had, as access to the game data files was much easier! -
Which version of KSP are you running? There seems to be some bugs with Kopernicus in 1.9.1 so I would recommend using 1.8.1 for now.
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Are you using Kronometer? I haven't played KSP for a while, but last time I played JNSQ came bundled with it and that in combination with KAC should work.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Pleb replied to Thomas P.'s topic in KSP1 Mod Releases
Different developer, so KSP 2.0 could exist as well as a KSP 2 1.0 -
You may be the first person who has complained that this mod is too small!
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Pleb replied to Thomas P.'s topic in KSP1 Mod Releases
It was more about how it was going to be handled rather than the general idea. However most modders will gladly accept donations so feel free to donate to those who you feel should receive something for their tireless efforts. -
As per the posts above, the downloads are currently unavailable but will hopefully be returning again soon.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Pleb replied to Galileo's topic in KSP1 Mod Releases
It hasn't been forgotten about it's just that Team Galileo have been hard at work on JNSQ instead. I agree that as far as 1.0x scale systems go this is my personal favourite. Now, if this was in 2.7x...- 7,371 replies
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- gpp
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So because my potato laptop can't run JNSQ (and I can't always get on my desktop) I usually play 1.8.1 on there, as it runs better than 1.7.3 did, allowing me to add in some mods. But the standard 1.0x scale solar system was annoying me. So I found another use for SMURFF - instead of using this mod to scale up the engines (or whatever hocus pocus witchcraft this mod does) I used negative values in the configs to nerf the engines (or again whatever sorcery this does), thereby simulating a larger system without needing Kopernicus. Not sure what side effects this will cause but so far so good!
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I think the memes... are the flare... *cue CSI Miami Theme (The Who - Won't Fooled Again)*
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[DEFUNCT] AD ASTRA --- Check the latest post and update!
Pleb replied to G'th's topic in KSP1 Mod Releases
That shuttle either has a secret hidden warp engine, more dV than all the boosters in KSP combined, or (most likely but I'd prefer one of the previous two) has been alt-12/hyperedit 'd into orbit of the pictured bodies around the JNSQ system! Great work though @G'th! -
10/10, would download again. Seriously though why?
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Whoop! Thread of the month! Justly deserved for an awesome mod made by a great team!
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[Minimum KSP: 1.12.2] Snacks! - Friendly, Simplified Life Support
Pleb replied to Angelo Kerman's topic in KSP1 Mod Releases
The question here would be how many manned ships/stations/bases/rovers do you have active and how many Kerbals are on these crafts/facilities? This window will be calculating the amount of time each Kerbal has to live (roughly) based on the amount of Snacks that are on each of these crafts/facilities. I have a quite a few active crafts and facilities in my 1.7.3 game and also in my 1.8.1 game. I don't see any lag in my 1.7.3 game (but that's played on my desktop which has an i7 4790K Quad Core 4.0 GHz CPU with 32 GB RAM and is installed on an SSD) but my 1.8.1 game does lag a bit when the UI is open (and that's played on my potato laptop which has an i5 3317U Dual Core 1.7 GHz CPU with 8 GB RAM and is installed on a HDD) so I think it depends on the number of Kerbals and crafts/facilities you have in your game and also the machine you are playing on.- 932 replies
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
Pleb replied to SpinkAkron's topic in KSP1 Mod Releases
Just create a patch file. For example, go into the GameData folder, create a folder called Patches then create a text file and rename it restock-changes.cfg then copy and paste the text from my other post. -
JNSQ. 'Nuff said. *drops the mic*
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The texture for default suits was changed in KSP some versions ago, so if you are running KSP from version 1.5 (I think?) onwards this is not possible. As far as I know no one has created any new suits using the new textures...
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I use snake names, like in Elite (Krait, Adder, Mamba, Cobra, etc...) for my craft names. Great missions reports @Cavscout74, keep up the good work!
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Yeah agreed I love(d) GPP and had OPM and GEP bundled with them, but I never visited all the bodies, not even close! I have yet to visit all the JNSQ ones either.