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DarlesChickens

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  1. There's Blueshift (and FFT, I don't like KSPIE because low quality) for interstellar and a few others by WildBlue I think I also like Paraterraforming for the life support and domes Thanks for the suggestion! Keridian Dynamics still looks pretty outdated texture quality wise if the screenshots are anything to go by... I'll look into PhysicsHold for large colonies/stations/ships. I don't like procedural parts that much unless I'm playing RP1 (it ruins the stock feeling for me), but I'll consider. As for performance, I'm aiming for this to be playable on 32GB because anything less is just way too small to cram mods into. Also, I wonder if it's possible to use KK to build colonies while AirParked into gas giants, if so, jool balloon colony time.
  2. Thanks! I'll take a look at the colony mods thread now.
  3. Wow! Any plans to add this to gas / ice giants? How well would it even work if it's struggling with Laythe?
  4. [WIP] I Just Want Colonies (and the rest too) Overview So, ever since KSP2 got cancelled, I wanted to make a mod pack (using existing mods by other people, not sure about licensing) to re-create the feel of what it could have been in KSP1. In essence, this boils down to a desire for a well-documented, easily deployable set of existing mods that provide a strong and well-crafted gameplay experience whilst maintaining the stock feel, with the flexibility to serve as the basis of further customisation. To keep it stock, I believe that realism mods such as life support should be kept out, with the potential ability to add them. I also think that the mod should focus on high-quality parts and visuals with good support for each other to an extent, meaning that mods with incomplete IVAs without support for FreeIVA/ASET/RPM or poor-quality texturing will not be included by default. I am very open to additions to the list. Execution Currently, the list includes graphics overhaul and QoL mods, (maybe with support for non-volumetric clouds later,) "colony" building through KK (and not a system like USI,) interstellar, and multiplayer is omitted because it is unstable and incompatible with planet mods. The aim is to make a .ckan pack to make it easy to import (perhaps like RP-1) and a written set of instructions to apply patches and mods not from CKAN, such as TrueVolumetricClouds. This will hopefully aid anyone trying to make a fresh install, or be an accessible place to point newer players to. Latest prototype version of the list: https://pastebin.com/He7Pbkzn Licenses? I am very new to the KSP modding scene, and this is my first attempt of any kind to contribute to it. I am unsure if mod licenses allow a modpacks like this to be done, please do tell me if this would be completely impossible. However, I think that as we are simply offering instructions with extra steps, we should not be violating any of them. If we want to make custom interfaces in the future to make the mods feel less disjointed, perhaps this needs to change later. More Screenshots These are screenshots from my current install, which I hope will be the basis of this modpack. The mod list is currently the same as the one linked above. Because head canon realism is always the best realism mod.
  5. Thanks for your insight, that's very interesting. I'm not anywhere near a modder, but I was thinking of something like reentry particle effects but modernised.
  6. How easy will it be to make a waterfall config to revamp ksp1s current (bad) reentry and plasma effects? Something like or better what we see posted by the ksp2 Devs? I feel like it is one of the few severely lackluster features of the game.
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