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Everything posted by GrandProtectorDark
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So, we had some kind of technical problem.
GrandProtectorDark replied to Vanamonde's topic in Announcements
"Some kind of technical problem" has the same Energy as that one space launch video where the commentators says "We have had an anomaly" while watching a delta 2 explode into a firework- 157 replies
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The Wormholes shouldn't conflict either. The Jool orbits we both choose for the Wormholes don't have any overlap.
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- totm april 2023
- kopernicus
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(and 3 more)
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[1.12.5] WIP: TweakScale Rescaled
GrandProtectorDark replied to JonnyOThan's topic in KSP1 Mod Development
Damm those are some good improvements. Quality work. -
Yes, The current iteration of this mod uses the Accretion disk feature supplied by Singularity. Thie current iteration if this mod is also not intended to be used without the gravitational lensing shader provided by Singularity. Instantiator alone will not do anything on its own. You would require a specific config that contains the information that tells the mod what to do. The first release of this mod had such a config. The current release does not. However just using the instantiator config from the old version with the new version of the mod, will not quite work. Old Murph was at the size limit of what instantiator could do without weird graphical glitches. Singularity supports a far far larger black hole, thus using the old instantiator config will result in a hilariously undersized Accretion disk (probably too small to poke out of the event Horizon). You will require further tweaks if you want to make it work anyway.
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I have now risen from the dead to provide the first ever update to this mod. Also the last ever update to this mod. It took this long to provide an update because I Initially had grand plans for updates, but ended up never having the focus or motivation to follow through. Pushing this mod on an eternal bench limbo: But I still think I owe this mod at least one last compatibility update. Primary focus of this update is changing outdated Instantiator implementation of Murph and instead using the Singularity mod, which provides proper Gravitational Lensing. Changes: Removed instantiator as a dependency. Gravitational lensing shader added to Murph and Wormholes, done via Singularity Due to no longer being Constrained by instatiator, Murph is now huge and massive. Orbital Adjustments for Klaus and Cooper and also all planets in the Murph System Izetta no longer exists, I just didn't like it. Added a new Gas Giant around Murph. Updated the Included Kopernicus Expansion mod. The Update can be found here. https://github.com/GrandProtectorDark/Event-Horizon/releases/tag/1.1
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Found Vexarp IVA on a fake online clothing shop
GrandProtectorDark replied to Vexmae's topic in KSP1 Mods Discussions
Wait what, how -
[WIP] Nert's Dev Thread - Current: various updates
GrandProtectorDark replied to Nertea's topic in KSP1 Mod Development
That's a station cabin from there -
[1.12.x] Far Future Technologies - October 9
GrandProtectorDark replied to Nertea's topic in KSP1 Mod Releases
For all intends and purposes, the NSWR is a fission torch engine. -
[1.12.x] Far Future Technologies - October 9
GrandProtectorDark replied to Nertea's topic in KSP1 Mod Releases
I wouldn't really think that this is gonna split apart like NFT -
[1.12.x] Far Future Technologies - October 9
GrandProtectorDark replied to Nertea's topic in KSP1 Mod Releases
Already loved this mod when I found the dev version all these years ago during KSP 1.3. Futurtech engines that don't have the unecassary complex gameplay baggage of KSPIE AND they are restock quality. Just the best. Seeing it be released is just awesome. -
Gotta make do with what I have then. Anything technical that makes that not possible or is it just not a feature intended to be added?
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It's not really the focus of this update, but I have a question about the Flag selection Menu. I see that it changed and now has 2 extra categories (Agencies and Organisations). Would it be possible to make custom Flag categories (assuming there is more necessary than just making another folder, which i already tried)or are we limited to the 3 we have now?
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
GrandProtectorDark replied to Angelo Kerman's topic in KSP1 Mod Releases
Nice -
[WIP] Nert's Dev Thread - Current: various updates
GrandProtectorDark replied to Nertea's topic in KSP1 Mod Development
Wooooooooo very cool! -
Technically Event Horizon "works" with RSS. The Part where Event Horizon does not support RSS, comes from me not having made a rescale config for RSS. Meaning Event Horizon would be hilariously undersized if used in RSS. As I understand, KSRSS is the real solar system but stock sized. So I don't see there being issues.
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[Min KSP 1.11] Mk-33: X-33-inspired parts for KSP!
GrandProtectorDark replied to Angelo Kerman's topic in KSP1 Mod Releases
Iiirc, there's already a patch that makes the mod work on hydrolox -
[1.12.x] Near Future Technologies (September 6)
GrandProtectorDark replied to Nertea's topic in KSP1 Mod Releases
Your first mistake was to assume that stock has any semblance of proper balance. Especially career mode costs. -
[1.12.x] Near Future Technologies (September 6)
GrandProtectorDark replied to Nertea's topic in KSP1 Mod Releases
NFLV isn't exactly made specifically to work with CE. It's made to synergise well together when both are installed. Restocks engine designs are based on an old concept from porkjet. Certain of those engines are modelled after hydrolox engines (and obviously the single/clustered SSME should consume hydrolox) https://github.com/ChrisAdderley/CryoEngines/tree/master/Extras Must be using an old version, cus there's 3 patches in the extras folder. What matters for rockets is mass, not size or cost. Hydrolox is perfect for upperstages or assisted first stages. While the same amount of deltaV will need more tank, the stage itself will end up way lighter than an equivalent lfo stage. -
[1.12.x] Near Future Technologies (September 6)
GrandProtectorDark replied to Nertea's topic in KSP1 Mod Releases
Iirc, these 2 having similar stats is because they (and most of NFLV) serve as a set of LFO engines for when you have the Cryoengines patch installed, that converts all stock/restock engines that should technically be hydrolox.