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Posts posted by Planetace
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2 hours ago, Maple Kerman said:
This looks great! I might try this out after I play around with GPP and GPO.
This mod has been dead for, from a glance, four years. It is most definitely incompatible with any latest version of KSP, plus it is heavily outdated and TWG has improved his planet modding skills far beyond this one.
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LETS FRICKING
GOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
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Holy crud, this is amazing. So much has changed in the Kopernicus scene since I was gone...
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Sorry, but we moved on.
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The Engineers at Hypernova industries have claimed that the Mighty Lawn Dart, a recent SSTO that is capable of getting kerbals into a close flyby of the Mun (an achievement that has never been performed before in kerbal history) will be ready to launch by this saturday. This craft will be launched into orbit where it will detach, the first booster stage will then fly down and attempt to land using the brain of an ant, whilst the second stage piloted by Jebediah Kerman (Kraken save Bob who is taking this historic flight with him) will be be sent off into a close flyby of the Mun, some of the engineers are debating on adding some more fuel tanks to the 2nd stage so that they could land on the Mun, rather than fly by it.
However, most scientists, including the board, believe that the mission should be postponed till we figure out how to slap some metal wires between rocket parts to stabilize it, a technology that has been stated to only be in the realms of imagination.
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On 10/03/2018 at 6:25 PM, Kronus_Aerospace said:
Ya know, I need to upgrade my computer...
I can easily* build craft capable of delivering 100 KT to orbit, but my computer cannot handle it...BUT APPARENTLY OTHER PEOPLE CAN HANDLE CRAFT THAT BIG. ARRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRG
* May be subject to 3 test flights for stability.
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This challenge is very simplistic and is reminiscent of ones that new forum users would post. Despite the fact this post should be removed for lack of rules and guidelines, I do have a couple craft to share.
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It only takes roughly 10+ hours for a KSP player to gain the skills necessary to land on the Mun. This challenge is not a challenge at all sadly.
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53 minutes ago, Kebab Kerman said:
Wait what
A ringworld Joke, there are two massive oval oceans adjacent to each other on the ring. They serve as weight stabilizers.
Might I add that both of them are probably (from estimation) are half a million Earths in surface area.
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8 minutes ago, StarCrusher96 said:
Seems someone built rings around it.
Now excuse me, I have 2 oval oceans to conquer...
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Kerulum Is not a faint dot with nothing to work with anymore...
https://forum.kerbalspaceprogram.com/index.php?/topic/167549-130-131-ringworld-010/
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Just now, StarCrusher96 said:
Well just delete it while I'm working on a fix
Already did XD
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1 minute ago, StarCrusher96 said:
That's the other purpose of Karkua ... To magically remove crafts around The Mun. Basically it's an automatic craft remover function I added to KSS.
16 minutes ago, JadeOfMaar said:"One of the lost books, possibly a non-canon, tells of a great and powerful, but unforgiving spirit. He had but one name, and his reach was described to be as far as the South from the North. He was not Hades, who waits for those who have already died, and not the Kraken, who strikes both far and near and leaves destruction in his wake, but one who waits in the far-out places to cleanly slay travelers while they slept while they were between the dots in the night sky, leaving not a trace behind for others to recognize. His name does not translate to Karkua as the non-canon's absence meant knowledge of him and the connection to his name faded from Kerbalkind's archives...... But we are very sure that Karkua and this evil spirit are the same thing."
I just pulled that out of my [engine bell] but I think this particular bug has existed as long as KSS itself so my story is well-grounded lol.
Mind you, my craft were probes. The real reason I want Karkua to go is because it ruined my playthrough with a flood of 12 million funds.
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35 minutes ago, StarCrusher96 said:
No it acts as gravitational deflection shield towards The All .... Basically to fly to The All you need to go Around the SOI of Karkua. Removing it doesn't really influence the other systems.
Apparently Karkua consumes craft that orbit the Mun...
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9 minutes ago, StarCrusher96 said:
Then it's no longer in your game. Just delete the Karkua cfg. in KSS/KopernicusFiles/Stars/Extra
Well it no longer existing was given, I should of been clearer.
What negative effects will happen if Karkua is removed? I heard it acted as a stabilizer for far out orbiting vessels.
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Just now, HebaruSan said:
Assuming that someone else has already created the other star system, yes, it should be. Take a look at the Ringworld.cfg file; the @Body[Sun] line specifies the parent body, so you could change Sun to the name of the other star.
Perfect! Ill assume that I can remove the config that changes said star's size. This way I can have a plain ringworld system to gawk at!
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QUESTION
If I delete Karkua, what will happen?
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Just wondering if its possible to relocate the ringworld to another star system?
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17 minutes ago, Kebab Kerman said:
Wait, really?
Huh, didn't expect that. In that case, why not add a deep ravine, maybe 40 kilometers deep, under an ocean? I think it would be a nice idea to give more reason to explore underwater areas. Might as well add more interesting places. Maybe a mountain with a flying saucer on the tip? I think it's a good idea.
They are planning a massive rocky planet created by some precursor race to orbit the All.
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2 minutes ago, billw2011 said:
Just edit your funds in your save file back to non broken levels:
- Go to C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\saves\<your career name> .
- Open persistent.sfs
- Search for "name = Funding" without the quotes, one space either side of the =.
- Change your funds there.
Would of still left the disappeared probe into the dust of history.
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3 hours ago, StarCrusher96 said:
So without Karkua, the mun doesn’t eat vessels ?
Apparently so, in fact my modded playthrough was destroyed because my vessel in orbit of the Mun did a "flyby" of Karkua, giving me 12 million funds in turn. This unset all of my beautiful progress since I basically had no problems with money after that...
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So basically this mod is a mega-compatible one. ALL mods in existence work with it?
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On 19/12/2017 at 12:49 PM, Toa Aerrow said:
First of all, would you mind if I continue with this project of rewriting the config file to make the tree into the one I want to play the game with? And is it okay if I use this tree in YouTube videos?
Im not the creator of the mod, but usually most people are fine with this as long as you dont redistribute whatever you have made.
Of course, im not the creator. Its up to him to answer your question as he so desires.
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MY EYES!
**My eyes burn off**
YET SO BEAUTIFUL!
**Dies due to the beauty**
[1.2.X] [Kopernicus] Total Rebuild
in KSP1 Mod Development
Posted · Edited by Planetace
Sadly, TWG has left the modding community since 1.7. There are no recent planet mods made by him since he went into developing KS3P even further back.
If you want suggestions regardless, I highly recommend Beyond Kerbin, which is a nice overhaul of the stock system!