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Everything posted by MARL_Mk1
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
MARL_Mk1 replied to Gameslinx's topic in KSP1 Mod Releases
Was the latest one, don't remember messing with Parallax's configs too much. Given that KSRSS Reborn is here already and has proper configs for Prallax, and having it being the same size as JNSQ on it's default scale, it's a better alternative than JNSQ nowadays- 2,841 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
MARL_Mk1 replied to Gameslinx's topic in KSP1 Mod Releases
It did load yes, but didn't have the chance to see it they worked properly. For starters, kerbin was an awful vibrant greenish color, after that terrain detail reset itself to some "New Text" or whatever name the option had, and a few more after which I just said "screw it".- 2,841 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
MARL_Mk1 replied to Gameslinx's topic in KSP1 Mod Releases
Ended up dropping my attempt at rebuilding a JNSQ install in 1.12.3, so couldn't even test it. Many other stuff was completely broken and needed to look around for alternative patches for them all over the forum. Got tired and ran back to stock instead. Shame, cause I really liked JNSQ back then.- 2,841 replies
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Reduce reaction wheels to more realistic values
MARL_Mk1 replied to stk2008's topic in KSP1 Mods Discussions
I wish stock KSP already had this kind of manual config set up on the Difficulty settings. Hoping KSP2 will look at these aswell. Same way Hard mode in Career reduces your profit and science yield, it should also set a lower value for reaction wheels. -
[1.12.x] TAC Self Destruct Continued
MARL_Mk1 replied to linuxgurugamer's topic in KSP1 Mod Releases
If anyone uses this and happens to read this message... Considering this mod is fairly old, is it possible to add the Self Destruct bomb to cargo inventories? Would be super useful to do EVA cleanup nearby bases and the like. -
Can anyone confirm if it works correctly on 1.12.x?
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What are, to this day, the BEST Contract Pack combinations?
MARL_Mk1 replied to MARL_Mk1's topic in KSP1 Mods Discussions
I'm using Bases and Stations, Tourism Plus and stock GAP already. Wish they were stock. That said, I'd love to play with BDB, but I personally only see it as a part pack to be played exclusively on RSS/RO for best results, but that's just me -
Insight on Mod Development Expectations
MARL_Mk1 replied to REDACT3D's topic in Prelaunch KSP2 Discussion
When a developer says they'll support modding officially, I'd expect at least some tools (even if it's later on) to be released publicly. A planet builder would do wonders for modded planet packs, and we've seen some small clips of them using their own on the vlogs already. -
What are, to this day, the BEST Contract Pack combinations?
MARL_Mk1 replied to MARL_Mk1's topic in KSP1 Mods Discussions
I didn't know about Anomaly Surveyor and Interplanetary Mountainer, thanks! -
[1.11] RemoteTech v1.9.9 [2020-12-19]
MARL_Mk1 replied to tomek.piotrowski's topic in KSP1 Mod Releases
Came here looking exactly for this. as only extra antennas I'm using are Near Future's. Hopefully they work fine -
I'm on a constant conflict when it comes to the way I want to play KSP. I love the idea of Career, yet the stock career contract system is a steaming hot pile of s#$*%, and I know there are a bunch of good Contrack Packs around, but many of them are outdated, or do not play well with eachother, or are unbalanced... you name it. What is, in your opinion, the best and definitive Contract Pack combination for an definitive Career Mode?
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
MARL_Mk1 replied to Gameslinx's topic in KSP1 Mod Releases
:O No way! Thanks!- 2,841 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
MARL_Mk1 replied to Gameslinx's topic in KSP1 Mod Releases
I would love to play JNSQ with Parallax. And if I had the knowledge and skills I'd be working on it already. I'm patiently waiting for a good samaritan within the community to do it instead to be honest. Parallax is so good that at the moment I only contemplate on playing planet packs that have configs for it. I currently got an install of KSRSS Reborn and it has configs for Parallax 2.0, so I guess if you are using Reborn, it should work.- 2,841 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
MARL_Mk1 replied to tony48's topic in KSP1 Mod Releases
Oh wow, I had no idea this existed. Thank you so much!- 1,882 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
MARL_Mk1 replied to tony48's topic in KSP1 Mod Releases
Using Reborn. And according to what I know, Reborn is natively 2.7x, not 2.5x. Ultimately went to the Discord and asked Tony himself, who provided me with the 2.7x and stock size (1.2x) DV maps- 1,882 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
MARL_Mk1 replied to tony48's topic in KSP1 Mod Releases
So, native KSRSS is 2.7x (same as JNSQ)? That's what I'm trying to understand, not sure if I worded my original message wrong. I was trying to use this dV Map shown in the first post for native KSRSS.- 1,882 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
MARL_Mk1 replied to tony48's topic in KSP1 Mod Releases
Can someone help me out real quick? I'm super confused. Originally I thought normal KSRSS was 1/10 scale like stock, but then I read around the thread that it's actually 1/9. Does this mean that the Delta V Map on the first post is not accurate anymore? Is there a more accurate Delta V Map around? No wonder I wasn't able to put any of the stock vessels in orbit- 1,882 replies
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Every game that gets handed over to someone that once was a player/modder ends up evolving magically well. It is key that the people leading a game project knows first hand how the community feels. I really hope that having the game itself becoming their work and obligation doesn't get rid of their passion for playing and enjoying it once calmer times come after EA and 1.0 releases
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PC Gamer just posted the full interview PERFORMANCE TALK - 15:10 Inverviewer: "What kind of performance should we expect?" Nate: There have been significant advances in multithreading over the last ten years and we are utilizing a lot of those tools Unity gives us to paralelize these processes so that they can take place all at once in a way that doesn't impact framerate. There's Unity jobs, there's compute jobs, rigid body physics uses a job system, the PQS system uses both CPU and GPU optimization, there's a huge amount of highly technical stuff I can't say, but really what it boils down to is: we expect the experience on mid tier machines to improve because we want people to be able to build vehicles with high part counts. That's in fact necessary when we get to the interstellar part of the progression, but of course, everytime we make that sort of improvement there will be a commensurate improvement with the people with the very high-end machine, so if you got the fancy equipment it will have a multiplicative effect on the performance of the game. But yes, overall this is the area where we're seeing the biggest gains week on week in the lead up to Early Access, the game just gets more performant every day and we just keep, you know, raising our targets in terms of what kinds of part counts we want to support, so if you've been watching the footage we've been releasing over the last few months, you've probably noticed footage from three months ago so it can be a little bit herky-jerky in terms of frame rate but we're seeing big improvements there. Those are indeed encouraging words for what expectations many have got for the game's initial performance upon Early Access release. I'm still keeping my own expectations leveled, but if KSP2's first month of EA can keep up to Nate's words here, it will be huge news