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Hohmannson

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Posts posted by Hohmannson

  1. 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)

    @PART[CJHotBall]:NEEDS[HLAirships]
    { 
    	MODULE
    	{
    		name = HLEnvelopePartModule
    		envelopeVolume = 100
    		envelopeVolumeScale = 40
    		specificVolumeFractionEnvelope = 0
    		compressRate = .05
    		expandRate = .05
    		minAtmPressure = 0.005
    		makeStationarySpeedMax = 10
    		makeStationarySpeedClamp = 0.05
    	}
    }

      

     

  2. 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. 
      1. 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.

     

  3. 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

  4. 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.

  5. 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.

  6. JoolPoster.png

    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.

    ---------------------------------------------------------
    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 fuel

    If 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 unknown.pngunknown.png

    unknown.png

  7. 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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