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Hohmannson
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Posts posted by Hohmannson
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On 6/8/2024 at 9:24 AM, Jarin said:
Any answer for automation and/or resource shipments?
Wild Blue Core - Automatic Supply Line from this ultra-light mod. That's repeatable supply missions. Can be configured to cost money to run. SimpleLogistics allows to set up a resource network in 2km radius and one-time request from it, or plug into it completely (like in USI but without USI).
On 6/8/2024 at 9:24 AM, Jarin said:Is Extraplanetary Launchpads still the primary answer there
Yes. Sandcastle, will give you modern parts with simpler mechanics. Also Keridian Dynamics and KPBS for smol bases have modern parts. Jade is doing some huge buildings and ISRU structures and foundations but not released yet. You can produce Kerbals by MoarKerbals.
On 6/8/2024 at 9:24 AM, Jarin said:-
How about future tech progression? Those fancy metallic hydrogen engines and the like.
- Can one make a reasonable tech progression mod collection from vanilla up through theoretical, or even FTL?
- How about rare resource acquisition? Any mods that give unique reasons to visit various planets? Maybe we need Jool for proper production of H3, or can only find exotic matter for top-tier tech out on Eeloo (or beyond).
FFT gets you fully covered. Exotic engines and ISRU system SpaceDust for them.
On 6/8/2024 at 9:24 AM, Jarin said:KSP1 engine be made to function with this theoretical mod list
You still need a beefy PC, specifically fast single-core performance of CPU, and 16-32GB RAM. 4+GB VRAM if you love part packs. Heavily (absolutely) recommended to run KSPCommunityFixes, i'm currently on alpha version and have like 80fps on huge colony scene. Turn on Commnet Throttling in its configs, too, since you're talking satellite network.
I've been on a long KSP "vacation" for a while too, it really became cooler. Especially after Kopernicus fixed the interstellar landing gear problems. Having plenty of fun currently, hope you will, too.
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How about future tech progression? Those fancy metallic hydrogen engines and the like.
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On 6/6/2024 at 3:30 AM, Dcseal said:
imagery helps
That looks exactly like TURD's paint masks.
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5 hours ago, CashnipLeaf said:
I’m not 100% sure that ExoPlaSim has support for gas/ice giants
Hi! I think same. It's a simulator and not all KSP planets are, like, real. I've tried to add my old CPWE flowmap-based config for Jool into MCWS but hitting a strange bug, here is my test case where I try to assign a flowmap from CPWE to Kerbin with no MCWS_PlanetData folder.
[WRN 02:38:59.942] [MCWS][WARNING] Unable to load Flowmap object: Could not find a part of the path "E:\KSP1125\MCWS_Test\kerbin_highaltitude_flowmap.png".
This is when I set"map = MCWS_Test/kerbin_highaltitude_flowmap.png". The path in log is obviously missing Gamedata folder.
But when I add it, like "map = GameData/MCWS_Test/kerbin_highaltitude_flowmap.png", it throws me another error.
[WRN 02:31:21.546] [MCWS][WARNING] Unable to load Flowmap object: Could not locate Flowmap at file path: GameData/MCWS_Test/kerbin_highaltitude_flowmap.png . Verify that the given file path is correct.
Either way, it doesn't load and I get no wind. Could you please make a sample working config with a flowmap? I can even "donate" you the map itself. https://github.com/hohmannson/jool_surface/blob/mcwsmap/Gamedata/JoolSurface/JoolWindMap.png
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Pretty cool and lightweight props! Bug report. MJETF34 and MJEVK1 seem to have wrong bulkhead profile - size0. Expected bulkhead profile - size1 (they are 1.25).
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13 hours ago, Agent Peri said:
radius in the config
Hi. I don't have Blackrack's Patreon clouds yet. My planet texture(from the poster image) is obscuring the volumetric clouds, or volumetric clouds are obscuring the planet surface?
In first case, you'll need to set deactivateAltitude = 300000, fadeStart = 100000, fadeEnd = 250000 in JooI.cfg and the volumetrics should become visible from further away.
In second case i can't help you. Based on wiki for those clouds, you'll need to, like, draw new clouds for it. Flowmaps and other stuff.
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4 hours ago, Beetlecat said:
is there an MM syntax
Theoretically, you can write a patch which will look into MODEL{} node, searching for name of the folder, and if it finds one, apply SR_Ignore tag. May or may not try it later.
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1 minute ago, Adiri said:
Are you using the stock, non restock SRBs?
I use SRBs from Restock, RestockPlus and PhotonCorp, all seem to look good, seeing proper Waterfall fire and proper smokescreen smoke.
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On 3/25/2022 at 1:43 AM, Tommy99534 said:
realplume stock
I won't talk for anyone, but it works for me when only having RealPlume and SmokeScreen folders without RealPlumeStock folder. Judging by the structure of patches, it should work like that.
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Converted wonderful SMI_Missiles_Launchers X-51 into a normal "civil" vessel
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Looks great!
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14 hours ago, kerbalboi said:
would it be possible for a patch to be made for the Lm cev to be re-added, i tried my hand at it but no luck
Already done, try it out!
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36 minutes ago, pwn said:
i'm not sure if this will be possible
Using science multipliers of the body, maybe? Stock and non-stock bodies have them, they are usually filled by modders based on hardcoreness of the planets https://kopernicus.github.io/wiki/main/Properties/ScienceValues.html
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Hi! Great mod. It seems you've got a typo in the name of thread, [0.12.3] is pretty... old, if ever existed
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45 minutes ago, krautbernd12 said:
"simplification" mod still exist
forum.kerbalspaceprogram.com/index.php?/topic/191424-* yes
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6 hours ago, R-T-B said:
old github bugs
Just a heads-up - still experiencing the dreaded sinking bug on GPP in system replacer mode. Even with Watchdog. On some other packs too.
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2 hours ago, alberro+ said:
compatible with JNSQ
This is a good idea. Personally i don't play JNSQ because the landing gear sinking bug is still crippling my playthroughts, but it should be easily adaptable - the surface is procedural and doesn't care about sizes. Maybe even doing something with Lindor too.
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Very self-explanatory mod. It changes overall looks of Jool and adds a simple procedural wasteland beneath its clouds, making it into a new destination for your space frogs. It should run any visual packs, EVE, Scatterer, without problems, it has resources and other stuff normal Jool will get from mods. With pressure limits it will be even more interesting.
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Attribution-NonCommercial-ShareAlike 4.0 International
------------------------------------------------------Suggested mods:
Visual packs. Will add true clouds that can be seen from surface.
EveEngines, ExplodiumBreathingEngines. Absolutely must have for flying there.
Any mods with electric jets or propellers - RationalResources, KAX, you got it.
Also, Jool remains ore-abundant with RationalResources so you won't run out of fuelIf you feel need to touch it by Kopernicus patches(adding moons?), use JooI, not Jool (last letter is big "i")
Have fun, report bugs!
https://spacedock.info/mod/2967/JoolSurface
https://github.com/hohmannson/jool_surface/releases
Pics, clicks, stock EVE-less clouds. If someone doesn't like them or they a getting in the way of a visual mod, change fadestart, fadeend and deactivatealtitude to commented out values in Jool.cfg
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6 hours ago, Angel-125 said:
other types of panels
Solid panels, functionally same to BGs(can be just your existing panel without visual holes), and, maybe, glass panels(same frame, but without central square). Also, have you played with the pinnacle of EL's functionality - launch clamps that hold buildings onto the ground?
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Wow, those panels are very versatile! Could you please make a thin-gridded or simply solid(like colliders of it) variant, so airstrips, colony's pads and stuff won't look strange?
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24 minutes ago, Angel-125 said:
coding work
You are planning to patch EL so survey station can work uncrewed on full distance?
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1 hour ago, Puggonaut said:
end up above the ground
Launchpads with enabled launch function(working ones) will jump a bit on other planets. Sometimes not just "a bit". Sadly, it's a known bug. All other structures may misplace a bit on other planets, but really not too much.
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13 hours ago, Stone Blue said:
is it you need
Yes, it seems this is what we need. 1.1 or 1.2 specifically
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16 hours ago, boraklcequinox said:
Please send help.
Folder structure and file names of Sci-FiVE changed since 1.2.2 and i can't find old versions of it too. Just in case, @panzer1b, do you have old(very old) versions of Sci-FIVE in your dropbox?
UPD: Found an old log in Google which seems to have a list of files. OPM configs need those.
Logged KSP version - Kerbal Space Program - 1.2.2.1622 Logged data: 2/4/2017 Logged files of SciFiVE: ScifiVisualEnchancements/Atmosphere/Textures/blank ScifiVisualEnchancements/Atmosphere/Textures/clear ScifiVisualEnchancements/Atmosphere/Textures/clouds_duna ScifiVisualEnchancements/Atmosphere/Textures/clouds_eve_l ScifiVisualEnchancements/Atmosphere/Textures/clouds_eve_u ScifiVisualEnchancements/Atmosphere/Textures/clouds_jool_l ScifiVisualEnchancements/Atmosphere/Textures/clouds_jool_u ScifiVisualEnchancements/Atmosphere/Textures/clouds_kerbin ScifiVisualEnchancements/Atmosphere/Textures/clouds_laythe ScifiVisualEnchancements/Atmosphere/Textures/detail_cirrus ScifiVisualEnchancements/Atmosphere/Textures/detail_cumulus ScifiVisualEnchancements/Atmosphere/Textures/detail_pandora ScifiVisualEnchancements/Atmosphere/Textures/duna_dust ScifiVisualEnchancements/Atmosphere/Textures/particle/cloud1 ScifiVisualEnchancements/Atmosphere/Textures/particle/cloud2 ScifiVisualEnchancements/Atmosphere/Textures/particle/cloud3 ScifiVisualEnchancements/Atmosphere/Textures/particle/dust1 ScifiVisualEnchancements/Atmosphere/Textures/particle/dust2 ScifiVisualEnchancements/Atmosphere/Textures/particle/dust3 ScifiVisualEnchancements/Atmosphere/Textures/particle/duststorm ScifiVisualEnchancements/Atmosphere/Textures/particle/particle_NRM ScifiVisualEnchancements/Atmosphere/Textures/particle/snow1
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ColdJ Hot Air Balloon
in KSP1 Mod Releases
Posted
Hi! This is really cool to see a classic Mongolfiere in KSP. I think you also may need this to make it even more cool:
(for latest HooliganLabs Airships https://spacedock.info/mod/3040/HL Airships Core)