Factor_X
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Everything posted by Factor_X
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Factor_X replied to Angelo Kerman's topic in KSP1 Mod Releases
Is there some kind of information somewhere like this one : https://github.com/Angel-125/Pathfinder/wiki/Classic-Stock-Play-Mode ...but for the CRP play mode? I suppose the main difference is that ressources from the community pack replace the ressources from the classic play. Is there a description of the ressrouce chain somewhere?- 3,517 replies
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- geoscience
- colonization
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This is amazing. You can do that? For real? I just drop a file with those lines to any directory right? Fantastic If I could have a very distant system without adding any more mods (as I have 150 of them right now ) that would be neat. For now Grannus is orbiting at 5 000 000 Mm from Kerbol. To make it right maybe I'll multiply by 5. 1) Is there a limit to how far a star can be from Kerbol? 2) Is the whole universe orbiting Kerbol? or can you have a star with a fixed position like Alpha centauri or Bernard? Does eveything has to go round? (maybe it's a stupid question, i don't know)
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Factor_X replied to Paul Kingtiger's topic in KSP1 Mod Releases
Wow. This is a really high-quality mod. The parts are high quality. Top notch. And they play so well with restock+. I use all the parts in my designs And the KSPedia is gorgeous. At first I thought it was too big for my modlist (300Mb) just for what it is : a storage parts pack. But now I definitely can't play without it.- 1,553 replies
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Is there an extrasolar planet pack (or even just one planet would be fine) that is compatible with JNSQ, to make use of the warp engines I have? I installed GEP, but it's only there as a "secondary" star orbiting Kerbol just outside the system. I'm looking for something far away. Just to be able to launch my kerbals into deep space. (don't worry they like that!)
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Factor_X replied to Angelo Kerman's topic in KSP1 Mod Releases
Very nice. I will try that mod. The idea to roam the planet to find ressource nodes and build bases for extraction would be a welcomed addition to my game. It will fill a gap there (like all good KSP mods do) I tried MKS, but really, I got lost somewhere in the wiki I just removed it as It was too complex for my taste I have two questions also : 1) I play also with rational ressources and CRP for ressource distribution. Should I try the CRP playmode? How does it work exactly compared to the stock playmode? 2) Does Pathfinder play well with EPL or simple construction? (You know just to be able to build rockets on site and move the minerals or kerbals to other places)- 3,517 replies
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- geoscience
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Factor_X replied to Angelo Kerman's topic in KSP1 Mod Releases
You need BARIS to play this mod? But why? I have already a part failure mod (scrapyard+ohscrap). Does it mean I can't play this fantastic mod?- 3,517 replies
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- colonization
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KSP Interstellar Extended Support Thread
Factor_X replied to FreeThinker's topic in KSP1 Mods Discussions
Hello, really I have a noob question as a player. I noticed there are lot of updates right now for KSPIE. With bugfixes and upgrades all over the place. And I'm really happy this mod is so alive I have a career save with 130 mods (KSPIE included of course) and 200 hours of fantastic play time. And it's amazing. Everything works as expected, and I haven't experienced any single bug (true! you can believe me). Thanks mostly to the amazing CKAN and modulemanager. My question : Is it safe to update such a big mod as KSPIE mid-playthrough? I mean how does it work generally with updating mods? Should I stick with the versions at the time I started my career? Or do I update? -
I must say this is one of the greatest mod ever made. Suddenly KSP makes sense! It puts everything in the right place. Plus it's "light", it does exactly what it says it does. And with care for compatibility.
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Man I can't wait to play this with JNSQ and KSPIE. Oh god, make it happen!
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Wow! This seems to be such a great mod. Finally I found something worthy of texturereplacer But the description is simply scary. It seems the mod is trying to do a lot of stuff. So I have a couple of questions : 1) How is it working with the latest KSP 1.11 and texture replacer 4.3.1? 2) On the compatibility side, this mod just impact Kerbals suits and heads right? It should be compatible with anything. Or is it expanding beyond its scope (frankly I got lost reading the description!) 3) Does this mod increase loading times beyond reasonable?
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I confirm. myself I've tested both versions of scatterer like you and I see the same thing. The clouds stay white. And the sun is different. But the game is still beautiful. I can't go back to the 0.632 version cause it predates 1.11 and a lot of bugs have been fixed in the 0.723 But I hope it can been corrected somehow
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KSP Interstellar Extended Support Thread
Factor_X replied to FreeThinker's topic in KSP1 Mods Discussions
Hi. I really love this mod. It's the first time I try to run a heavily modded KSP. I've played a lot the stock version and it was fun until I got bored. And KSPIE is great for that. It gave me a new interest in the game. A new purpose. It made me come back! Now my favourite part in the game is building ships. I just love to create and be innovative with my ships designs. I can spent hours in the VAB. Litteraly. But I feel I'd like more parts in my tech tree. Just to be able to create really original designs. And I learned about the NFT mods, which seem to be very popular. And I noticed in this forum a lot of players where using them along KSPIE. Plus I found some NFT patches in the WarPlugin folder My question is : which NFT parts would you recommend ? I'm looking for something that would play nicely with KSPIE. Even maybe complement the beast. My opinion for now is to go with all the NFT parts (solar panels, launch vehicles, aeronautics etc....)....... except the propulsion and electrical parts, which seem to conflict with KSPIE's main purpose and functions. What do you think? -
Ok. I can see the elevons. I will try with these.
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But.....if you can't control it, how do you get the contracts done? How do you reach a waypoint that is 40km away? How do you get anything done in the game? If you can only go up and down. I remember in the stock KSP, you could control the probe, not much, it was difficult, but you could control it. Just enough to orient yourself in the good direction. Here the problem is I have no steering at all. And the next probe is tech3 or tech4
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Hi. I tried your mod. Made a rocket with the Stayputnik probe, but it seems I can't steer the rocket. I have no steering at all. Can't even turn the damn rocket a little bit. I put fins, winglets, even wings. Nothing. The ship displays 0 Torque also. My controls are working fine, because I can see the pitch and yaw input in the bottom left of the screen. But it doesn't seem to have any effect on the ship. Is it a bug, or am I missing somehting? I'd like to test this with a reaction wheel but the part is only unlockable at Tech level 3. I'm on KSP 1.11 and using the community tech tree + KSPIE.
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And also (last question about the install, promise) : I feel there are some critical settings to the game related to the CommNet network. These are : Enable CommNet Groundstations (from KK difficulty settings).........It opens automaticly a commnet station everytime I open a base. I leave it on OFF by default Leave Stock CommNet (also from KK difficulty settings)......I leave it on ENABLED. Obviously the commnet isn't overpowered anymore since the world is rescaled 2.5x ! Enable Extra Grounstations (Advanced difficulty settings)........OFF (does it change anything?) Antenna Range 1.0 DSN 4.0 I started a game with those settings. But should I enable commnet GS right from the start? Is there a way to actually build new groundstations manually and set your own network ? That would be awesome I wouldnt mind a little explanation about this. Great mod by the way. Very immersive. Especially with the plume effects, clouds and the rescale. (The rescale does everything, I would give my life to play a functional KSP rescaled to 10X. Just to see what real space is like)
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I have another really boring question. I'm sorry, I'm new to all this So here it is : * How do I check i'm playing at the highest setting ? At the bottom of settings.cfg, I can see a data block called TERRAIN TERRAIN { preset = JNSQ_High version = 1.11.1 ........ I see another setting : QUALITY_PRESET = 5. Is it related to JNSQ? Also, If I want to change the preset let's say from JNSQ_High to JNSQ_Low, I just change it in the settings.cfg file. And it will work right? (without the need to delete anything). For info, here is my settings.cfg.
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What is the RationalResources_Extras.zip file you can find on the download page? It seems to contain additional ressources and parts. But what is it exactly? Is it optional?
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I just installed the city lights from EVE.....and it's ugly. It's just a cheap effect, just an ugly yellow texture. I thought it was real lights and stuff.... Anyway. Better be off without it. I validate all your choices Starcrusher. It all looks so fantastic and realistic. But for the life of me, I don't know why....I thought your mod was rescaled. I mean....I thought that because of the presence of Kopernicus. But these are just stock sized planets right? Or is it a rescale 2x or 3x ? (I can't remember what the vanilla game was like)
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KSP Interstellar Extended Support Thread
Factor_X replied to FreeThinker's topic in KSP1 Mods Discussions
thank you for this detailed explanation. Water weight....just like IRL that's the real problem. I wish I had a replicator. Just like in Start Trek -
KSP Interstellar Extended Support Thread
Factor_X replied to FreeThinker's topic in KSP1 Mods Discussions
I wonder how this great mod work with TAC Life Support? For now, I'm using Kerbal Health as the life support system. It's a great mod, but I would prefer to replace it by TAC Life support which is closer to real life. I know that the mod adds some new parts to haul the food, water, oxygen, etc....and do some other stuff. My question is : does it play well with KSPIE? If someone who's using both KSPIE and TAC could give me a feedback that would be great. -
[1.4.3] Kerbal Academy Contract Pack [v1.2.x]
Factor_X replied to Mark Kerbin's topic in KSP1 Mod Releases
I had the opportunity to take on a boot camp contract, but when I accepted it, it spawned a strange aircraft just in front my VAB named "Training Drill", with no one inside. Apart from that the contracts tells me to land 500m from a waypoint....well obviously, it's impsossible to do with a simple rocket and manual control. How does this mod work? Can someone explain to me? I suppose you have to be in an advanced state in your career to be able to use it?- 89 replies
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- contract pack
- contract configurator
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One small thing bothers me, is that in the AUDIO PREVIEW panel, you can see all the sound samples from the game, even samples from chatterer and other mods. It represents hundreds of files. It's not much, but could it be possible to just have the files from the MUSIC folder in that panel?