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Posts posted by Pleb
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1 hour ago, munix said:
I feel like the original intention was to get the mod loader finished by the time the game releases into EA, since it's just sitting there in the code half-baked, but they were rushed and didn't consider it a priority to finish it before the deadline.
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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1 hour ago, MARL_Mk1 said:
Can a current save's flag be changed at the moment? I'd love to use this mod to change my current save
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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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!
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5 hours ago, TaintedLion said:
Yeah I have it installed but KAC keeps thinking that the game is in 6-hour stock time, and it's just messing up my ability to create date alarms.
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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15 minutes ago, TaintedLion said:
How do you get Kerbal Alarm Clock to work properly with this? Every time I try to set a time for an alarm that is past 6 hours it just skips to the next day since it still thinks it's using stock Kerbin time.
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 hour ago, Seere said:
It seems to me that there will not be any KSP 2. It will be just an upgrade to version 2.0.0
Different developer, so KSP 2.0 could exist as well as a KSP 2 1.0
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10 minutes ago, ArXen42 said:
the only problem for me that it's still quite small
You may be the first person who has complained that this mod is too small!
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48 minutes ago, Milvus said:
some years ago, steam wanted to give the possibility, to pay modders. it would have been a way to finance modders and have a professional work. but the community was against it..
I would like to thank the modders for the work they do for free
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.
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50 minutes ago, FreeThinker said:
Where to find the DeltaV map of JNSQ? It used to be on the OP
btw, the download links are also broken
As per the posts above, the downloads are currently unavailable but will hopefully be returning again soon.
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@amarillo114 If you are trying to scan whole planet, put your probe/satellite on a polar orbit. That way it will slowly end up scanning the entire surface as it orbits the planet and the planet spins around. It will take a few in-game days to complete.
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I prefer the buttons (as in the ones in the UI not keyboard ones) myself. The example you've provided above looks to be the best option here.
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15 hours ago, Nicky21 said:
Galileo, please don't burry this mod.
I find it superior to everythign else in ksp, including JNSQ.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...
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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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30 minutes ago, Jognt said:
I can’t see the actual flare though the memes..
I think the memes... are the flare...
*cue CSI Miami Theme (The Who - Won't Fooled Again)*
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3 hours ago, biohazard15 said:
Also, what's that teensy-weensy shuttle?
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!
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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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On 10/29/2019 at 1:51 AM, StormxWolf said:
Just posting here to chime in that I'm also having the 100% cpu issue, if I open the vessel status window the game crawls. There's some sort of mod incompatibility because as soon as I delete the snacks plugin (or just don't open the UI ever) the game does not lag. My logs don't seem to say anything specific unfortunately.
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.
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1 hour ago, lokee81 said:
Where should we make this change ? In witch file ?
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.
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JNSQ. 'Nuff said. *drops the mic*
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16 hours ago, alberro+ said:
So I want to install Araym's Stock-alike Advanced Suits along with Texture Replacer, but I don’t know where to put the texture pack. I’m not very dextrous with KSP modding. Any help is very much appreciated!
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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2 hours ago, oniontrain said:
Has anybody tried this in 1.8 yet? I'm sick of having to EVA to transfer science
I'm assuming this will need a recompile in order to work on 1.8.X but going by the posts above it can be done already but the mod author hasn't recompiled it themselves yet, so there isn't a supported version on 1.8.X yet.
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3 hours ago, Galileo said:
But also consider this, most people want more bodies, but will never visit them.
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.
What have we seen in regards to planet modding possibilities?
in KSP2 Mod Discussions
Posted
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!