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Hohmannson
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Everything posted by Hohmannson
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Looks very alike to hardly reconfigured ESLD jump beacons. But the constant EC consumption needs some background processing plugins, it is not that simple. Install 1.7.3 KSP and take a try. Caretaker of that mod vanished and it is not adopted to 1.9.1 and 1.8.1 yet.
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Launch clamp - alike base mounts question
Hohmannson replied to Hohmannson's topic in KSP1 Mods Discussions
That thing? Yes, looks like Tahiwha was the first to develop something like that. And there is a solution to stop clamp staging, a string in the partmodule cfg. Yesterday I did some research and built a little KSP2trailer-style outpost on modded FASA launch bases from scratch with KIS on uneven terrain, piece to piece, just like Fallout 4. No Krakens. The kolonization has never been so safe. The only problem is proper models, so am getting started with the Unity right now. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Hohmannson replied to IgorZ's topic in KSP1 Mod Releases
I could miss that, but how can I attach CB-1 or a similar ground part to uneven terrain so its orientation would be aligned to the gravity direction, not affected by the terrain bumpiness? Any absolute-local orientation switch? -
Yes. And there are c# plugins, some "structural integrity field" is keeping the torus safe. And i can`t even see a license in the download. Sad.
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The Stanford Torus of Michaelhester7 have 44 crew capacity part https://www.curseforge.com/kerbal/ksp-mods/stanford-torus-0-6-1. And, well, it looks futuristic.
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Hohmannson replied to Gameslinx's topic in KSP1 Mod Releases
New Armstrong is great, hope there will still be some full-flat areas, players use it like a minmus analogue. BTW, i see some difference between 1.7.3 Lua and 1.8.1 Lua, the scatterer atmo was nicely light blue, and now it is strangely grey. Is it intended?- 1,655 replies
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Scatterer flares are a problem, something is causing them to vanish randomly. Seen that on multiple planet packs since KSP 1.7.3. Try that thing, it can run alongside scatterer and the flare will behave properly.
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Less wacky parachute landings (on EVA)
Hohmannson replied to MrFancyPL's topic in KSP1 Suggestions & Development Discussion
Probably, some classic shutes can save the day. Parafoil is for sportsmen, making tired kerbalnauts to use that is smth cruel.- 10 replies
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- personal parachute
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Hohmannson replied to Gameslinx's topic in KSP1 Mod Releases
Wow. Your planets are going to become at least as detailed, as TES II Daggerfall is. Abandoned castles, weird towers, procedurally placed trees. There is no King of Worms and no ghosts are EVA-ing around screaming about revenge, but hey, there are fancy shaders and the trees are 3D!- 1,655 replies
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Launch clamp - alike base mounts question
Hohmannson replied to Hohmannson's topic in KSP1 Mods Discussions
I`ll admit that I didn`t think about it in that way! Maybe, that primary attach point can go somewhere, where it will not do any harm(tiny barely-visible surface attachment point, downward looking little node?), and let other attach points to, well, attach base parts and neighboring base mounts in VAB or w/KIS. 100% dll-free and ELExtendingLaunchclamp-safe solution. And yes, your wonderful Modular Launch Pads can serve well as Modular Extraplanetary Launch Pads and as modular "wow, my Gilly UKS colony is not becoming a Kerbol orbit OKS colony on unpacking anymore"-pads. And if you don`t have much time, I can do some cfg tinkering and KIS/EPL/OSE/etc compatibility for that. -
Infernal Robotics contains surface sampler and a "crew reporter" that can do surface samples and crew reports unkerballed. Dmagic science for moar probe science and monstrous deployable relays, hullcam vds for IVA-only runs. And recent Extraplanetary Launchpads contains some "unmanned productivity"... it is T R I C K Y but it works, sure.
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Yeah, the config structure was changed for the recent scatterer, and now new configs should be written for all atmospheric planets. Looks like the mod author is busy now. If you have PC powerful enough to run that pack, you can try to write it yourself. I tried, but my GPU was choking and some glitches occuring. Scatterer provides sample config for laythe, i took that as an example. And probably someone in Scatterer thread can help you with config formatting.
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- kopernicus
- star systems
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Launch clamp - alike base mounts question
Hohmannson replied to Hohmannson's topic in KSP1 Mods Discussions
Yes, ELExtendingLaunchClamp module on a cloned stock part. But they are staged, surface attachable only, small and still suffer some KJR troubles. I use them for now, base mounts from ModularLaunchPads on the screenshot have it instead of stock module, too. Just thinking about something more colony-adapted. -
KSP Needs life support. PLEASE
Hohmannson replied to Marshall Hopp's topic in Prelaunch KSP2 Discussion
Yeah. KSP1 lacks some core mechanics for proper life support. We can`t just leave kerbals in colony with running drill, running water processor, running greenhouse and expect them to survive. And we can`t leave a kerbal in a rover parked nearby and expect him to backgroundly walk to colony for snacking or to call others to bring him food. USI MKS is a nice try (resource scavenging and habitation sharing of nearby vessels), but the background things are even more problematic there. Not a whole new game on top of existing game. Just a background commnet-like process, where kerbals cook their snacks, eat their snacks, run converters, make new kerbals, manage their power generation and probably send and recieve supply shipments. -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Hohmannson replied to Gameslinx's topic in KSP1 Mod Releases
All bugged celestials work at half-res with that. Not sure how it works, but it was the cure. Thank you!- 1,655 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Hohmannson replied to Gameslinx's topic in KSP1 Mod Releases
OS: Windows 7 64bit- 1,655 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Hohmannson replied to Gameslinx's topic in KSP1 Mod Releases
Update. Proxim and Rock and Tribute affected too, all bugged celestials use regolith00, 01, 03-1 textures. These three textures have same unusual file size, compared to regolith_02, they are smaller. Ive just hyperedited to many celestials and looks like that only that three textures are becoming black when half-size enabled. Low quality terrain shader works nice on Hydrus and other not bugged celestials, i see that fancy sun reflections on soil.- 1,655 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Hohmannson replied to Gameslinx's topic in KSP1 Mod Releases
Looks like i have the same black terrain issue. Lua and Armstrong surfaces are black, hydrus and rhode are ok, when textures are not full-res. BH_high is set correctly. Sadly, full-res terrain is making my gpu to cry in pain. Can you give some hints to fix that, or a patch maybe? BTW your celestials are gorgeous, complex geologic features, no boring procedural noise-derived hills, never seen anything alike before.- 1,655 replies
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Spectra. Contains scatterer, eve and distant object enhancements configs, more lightweight than avp, and great terrain textures(kopernicus is needed for them). KS3P post-processing. HotRockets maybe. And some skybox mod, not sure which will you like.
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Launch clamp - alike base mounts question
Hohmannson replied to Hohmannson's topic in KSP1 Mods Discussions
Sadly, but i tried that base frames and grip pads already, SSPRX is installed(you can see its parts on the screen), but looks like KSP physics consider only one part on surface to be completely still, it`s a launch clamp. That frames were suffering jumps, 0.03m/s slow moving and sometimes "drill kraken" attacks when vessel was unpacking. It can or can not occur on different installs, celestial bodies and KSP versions, so it is not reliable. It`s realistic. Almost every permanent building IRL stands on a foundation, or on piles, so i am looking for that. Thank you anyway. -
After years of kraken attacks on my surface bases, slowly moving outposts even on ideally flat terrain and with USI ground tether enabled, mining rigs jumping and launchpads exploding I have realised, that the only way to keep huge things on surface safely is launch clamps. Looks like KSP2 team thinks similar - the colonies in trailer are lifted above the uneven ground on familiarly looking poles. Sadly, stock launch clamps are small, surface attachable only, have integrated decoupler and, when placed in large quantities, can cause Kerbal Joint Reinforcement troubles and inflate part count. I`ve tried the Modular Launch Pads mounts too, but looks like they are not suited well for bumpy terrain(pic related). So, the questions. Is it possible to make a huge base-wide "launch clamp" without towerpivot transform, without decoupler(at last without staged decoupler), that will stand well on hills? Which part of multi-pole "launch clamp" is really anchoring vessel to the ground? Had someone here made something similar, any tips or tricks?
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Foundations of kolonies in the teaser are the only parts clipping into the ground, kolonies are highly elevated, looks like they are some kind of evolved ksp1 launch clamps with node attachment and without decoupling. Hmmpf. Looks like a mod idea.
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Looking for a lost 5 Meter Docking port
Hohmannson replied to ProcrastinatorSpaceDiv.'s topic in KSP1 Mods Discussions
Near Future Launch Venicles - Clamp-o-tron Mondo, desc "sometimes you need to dock ginormous vessels into orbit" -
Source code w/ .sln file can be found here https://archive.codeplex.com/?p=cleverbobcat , a dll is bundled here https://www.curseforge.com/kerbal/ksp-mods/rovers-pack/files but for an ancient ksp version