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KSP2 Release Notes
Everything posted by CaptRobau
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A big thank you from me too. I've been playing KSP ever since mid-2012 and not a month goes by that I don't at least fire it up once. You've rekindled my love for space travel, created something great upon which I I built my first successful mod (Outer Planets Mod) and have helped create one of the best online communities I've ever been a part of. It's been a ride!
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I hope it releases soon. It's a national holiday here in the Netherlands so I could give my Monday afternoon all to KSP.
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What would YOU change the name of "ore" to?
CaptRobau replied to Tex's topic in KSP1 Suggestions & Development Discussion
Water is a good one, as you can make LFO and monoprop from it. But if we get extra resources that we convert it too, then Ore is probably the best one. Real, but vague enough that it can be plausibly turned into anything. -
The inclination requirement makes it a bit easier to swallow, although I personally can't wait to see what SCANSAT can do with the built in resource map view. Combine that with swath scanning and the ingenious science collection system (the percentage of the planet scanned determined the science payout, but repeatable so you could get 100% with multiple missions).
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Not everyone has Steam. If you have the KSP Store version you'd need to keep any eye on the forum.
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Very awesome!
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Which (dwarf)planet do you find most interesting?
CaptRobau replied to CaptRobau's topic in KSP1 Discussion
Its (dwarf)planets so that people don't start telling me that Eeloo and Dres are actually dwarf planets and not planets. So that's why I chose (dwarf)planets, so that it encapsulates both planets and dwarf planets. -
I was wondering what everyone thought of the various planets and dwarf planets in the game and which you find most interesting.
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Yes, but it doesn't need to be downloaded separately (everything you need to play the mod is in the download). Also don't download and overwrite OPMs Kopernicus with the latest version of Kopernicus as those are incompatible. The next update will be fully compatible with the recent version of Kopernicus, but for now just download OPM and nothing else.
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I've been working on that ever since Kopernicus Pure's first public prerelease and have combined it with Urlum's biomes and the fourth moon, Tal. It's a slow process since I have little free time, Eudae55 can't contribute at the moment (RL stuff) and I want to get it to the same quality as previous releases. I also need to wait for the official release of prerelease 1.7, which I need for a couple of things to work.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
CaptRobau replied to KillAshley's topic in KSP1 Mod Releases
Hey, what does the ATM fix do? I don't use that mod and I haven't gotten any complaints about ATM for my mod but that could be coincidence. Is it necessary for ATM to function or is just to finetune the interaction with NH to get better looking results? -
A shout out to a new OPM video by JoshandCrissGames: On an unrelated note, thanks everyone for all the amazing work on the science blurbs. They're fun and well-written! The next updates pushes the amount of science blurbs for OPM up to 509, which means the mod now has more blurbs than the stock game at this moment. That wouldn't be possible without you people, so thank you.
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True. Also Eudae55, the other team member, is busy with RL stuff for a while which slows down development enough so that by the time New Horizons gets more info on Pluto we'll be about done with the gas giants and their moons. So we won't be sitting on our hands, waiting for Pluto. Personally I hope this recent theory turns out to be true: I just love that look. Check if Kerbal Engineer and Texture Replacer are updated to the latest versions. Earlier version had issues with OPM. Thanks. Also don't worry about a Triton analog, that's one of the moons we have planned.
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Intentional. I've done this community approach a couple of times and some types of experiments in certain biomes are just near impossible to write interesting stuff for. Not only that, those situations are also very unlikely to be experienced by a lot of people. So that combination makes me not want to waste anyone's time writing it. Filling out other empty sections or even writing secondary descriptions for situations already filled out has more priority in my mind. Some of the experiments have InSpaceLow and InSpaceHIgh entries. It might not be the case in the Google Document, but in the in-game config I can see them. Not all of the experiments, since if I/others couldn't come up with a description that fit either high or low space, then I just listed those descriptions under the generic InSpace.
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Yeah that's probably a good idea. Tried the link in Incognito Mode, so it should work. I think it's the restricted access of your work that is messing it up. I never lock the pages up, so contribution is possible at any time. The next version will contain some blurbs that were added to Tekto after the 'deadline' of that update.
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Twitter update: turns out the rocket landed on the barge, but it just a little bit too much lateral velocity so it tipped over. Like so many of our KSP landings, except SpaceX didn't have superpowerful reaction wheels to keep it upright or supersturdy materials so that it could survive tipping over. Still quite the accomplishment. I'm positive that if the conditions are right they'll be able to land it perfectly the next time. If that's the case, then landing on land will be 'relatively' easy as it doesn't move an inch and there's less air turbulence as there is close to the water.