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KSP2 Release Notes
Everything posted by Grimmas
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The All is One. And One is All. Gravity is desire. Time is sight. What was, will be. What will be, was. Embrace the Worm... err, I mean, the All.
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None of the above. Heavily modded career games but without RO/RSS are my thing. Like OPM/GU and NFT/FFT/MKS and about 100-120 mods in total, on average.
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Grimmas replied to Angelo Kerman's topic in KSP1 Mod Releases
You'll be fine. If you have programming experience then you're already by definition overqualified for modding KSP parts :-) Just read the ModuleManager wiki first, the syntax is a bit weird. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Grimmas replied to RoverDude's topic in KSP1 Mod Releases
@jhxmt if it doesn't work then you could also try disassembling the old ports on EVA and attaching new ones. If all else fails then just remake the station with the new ports and use the cheat menu to place it into the same place as the previous version. We won't judge you -
Adding a coolant tank helps a bit, in the sense that the Nerv no longer automatically melts when shut off. Also, I originally went with 40 kW radiators because that's what the System Heat UI in VAB told me is enough to balance the loop. Based on testing and the above posts you clearly need at least 100 kW rejection if you don't want it to melt down while idle, but this is not communicated in the UI. Also it's a bit strange how radiators reject zero heat until the max temperature of the reactor is reached.
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[WIP][1.9.x?–1.12.x] OSE Workshop continuation (name TBD)
Grimmas replied to Alphathon's topic in KSP1 Mod Development
Awesome, was hoping for this. Though with the recent addition of the MKS Konfrabricator it's no longer as urgent, but always better to have more options. But it looks like you have a lot of ideas for improving this. Good luck, post a release on Github or something and let us test it ;-)- 82 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Grimmas replied to RoverDude's topic in KSP1 Mod Releases
Pull request is your best bet when it comes to USI/MKS. -
I agree it looks very nice. And I'm using it in my new career playthrough, where I'm working towards a self-sustaining MKS colony in another star system. But to say it looks much nicer than a product that hasn't even been released yet, based on all of two seconds of video footage? Jeez. Let's give them a chance to publish the game first
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KSP2 is supposed to have other star systems in the first place. We don't yet know how many, or how detailed, and I'm sure there will be mods that add extra star systems, but the need for a mod like GU will be reduced compared to KSP.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Grimmas replied to RoverDude's topic in KSP1 Mod Releases
Emergency rations. Now we know what really is in those supplies. RoverDude accidentally spilled the beans. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Grimmas replied to RoverDude's topic in KSP1 Mod Releases
There's definitely more than enough to do in USI without managing individual oxygen and nitrogen levels. Though I get the RP appeal. Even something as trivial as a manned trip to Minmus becomes a little adventure with USI-LS, and depending on your difficulty settings could result in anything from no consequences to total loss of your crew. -
Hmmmm last time I scanned Moho using the above technique I had no such issues, got it to scan to 100% relatively quickly. In my new career save I'm about to go to Moho again soon so I'll pay more attention to how long it takes. I might have just had multiple instruments on board with some that aren't light sensitive, as I tend to over-engineer my SCANsat probes a bit :-)
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Grimmas replied to RoverDude's topic in KSP1 Mod Releases
I too was iffy about it being 'only supplies' as an abstraction when I first started using MKS. But as my craft became more complex, regularly passing 300+ parts, I am now actually glad for having a lower part count for the life support systems this way :-) -
I've yet to find a planet that won't be quickly (in a few in-game weeks or so) completely scanned by the high-tech instruments from circular polar orbit at 300km. Even rocks like Gilly, though for Gilly you obviously can't go above 110-120km or so but even then the 300km scanners still work fine (just a bit more slowly). The only thing that doesn't currently work in 1.11 - or so I found - is the menu option of disabling the stock scanning and relying on SCANsat to perform a manual scan once the threshold is met. In my games this just results in there never being a manual scan even above the threshold, so I think that feature is broken. Not a big deal to disable it and do the stock resource scan yourself though.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Grimmas replied to RoverDude's topic in KSP1 Mod Releases
There's a science-only version of Kerbalism. Haven't tried it with MKS, but would be interested to hear your experiences if you do. -
It's not as bad as it seems. The many parts give you many more options in terms of deployment altitude but they basically do the same thing and you really only need 3 or 4 parts even now. You can wait until you unlock them all and then just use the better end-game parts. Otherwise, the career progression is a bit like sending up low-resolution scanners first and following up with high-resolution scanners later on.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Grimmas replied to Gameslinx's topic in KSP1 Mod Releases
I may have run into a compatibility issue with USI. The Karibou rover wheels don't play nice with Parallax collisions. They just spin in place. It still works on the runway but on the Mun or on the grasslands next to KSC they just spin forever without moving. Stock wheels don't have this issue.- 3,161 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Grimmas replied to Gameslinx's topic in KSP1 Mod Releases
What can often happen is that you have some stray DLL or some old(er) files somewhere in GameData from previous versions of this or another mod, and that can cause problems. You can try disabling mods one by one but I usually find it faster to just do a clean reinstall of the whole mod folder. Or so to speak - nuke 'em from orbit, it's the only way to be sure. :-) That's assuming that your GPU can run the mod in the first place. Are you able to get Parallax to work properly without OPM/Kopernicus?- 3,161 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Grimmas replied to Gameslinx's topic in KSP1 Mod Releases
I can confirm - I too am running the latest OPM and Parallax together on the latest stable Kopernicus branch here, with no real issues, in KSP 1.11.2 . Note that the bleeding edge of Kopernicus is no longer needed, they updated the stable version now.- 3,161 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Grimmas replied to Gameslinx's topic in KSP1 Mod Releases
Well, the advantage KSP2 has over Star Citizen is that it's somewhat likely to actually be released next year (fingers crossed). Making life-sized planets using 32bit floating point is somewhat hard. Making sure they're actually interesting from a gameplay perspective and full of things to do is not currently feasible (IMHO, YMMV). And hats off to Gameslinx for actually making the KSP planets much more varied and interesting looking.- 3,161 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Grimmas replied to RoverDude's topic in KSP1 Mod Releases
@minerbat I can't speak for RO/RSS but when it comes to Kerbalism you'll need to pick between Kerbalism and MKS. MKS is geared towards using USI-LS and is not compatible at all with Kerbalism, which changes many core game mechanics. It would be quite a task to make them even remotely compatible. I would suggest running two different career saves if you're interested in both. https://github.com/BobPalmer/USI_Constellation/releases/tag/2021.03.12.01