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Everything posted by Jalaris
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Found a bug that causes the inability to launch spacecraft with kodiak engine. Repro steps: 1. Install ReStock, Restock+, Waterfall, WaterfallRestock 2. Add Kodiak engine to any craft 3. Hit launch It won't launch and will instead return to KSP. I'm not sure if the bug is with Waterfall alone but I had only the above mods installed when I noticed it.
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Loving what is coming with the DLC! Can't wait to buy it! I just really hope we get a planet texture update / atmosphere update soon! Those new parts and planetary objects look great! But... when you compare them to the texture for the ground they are sitting on, you can tell how old the planetary textures are.
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
Jalaris replied to Nertea's topic in KSP1 Mod Development
Looking forward to the final result of this mod! -
Hi everyone, This link shows how Lockheed Martin is "Ahead of Curve" and the company's vision for how it wants to meet NASA's goal of, at first, setting up a sustainable presence around the Moon. It's got some cool information about Lockheed's plan and some very cool marketing/promotional material. Figured I'd share it here for anyone who is interested! Lockheed Martin - Ahead of the Curve
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Hi everyone, I know Squad, while working on 1.6, must also be working on the next expansion of some sort that they can sell. There are a ton of things I want in KSP stock, but one of them would be a sort of "soon in the future" space parts pack that includes parts that emulate NASA's current plan to take humans back to the Moon and eventually on to Mars: Orion and the Deep-space Gateway. I think we have parts already analogous to the SLS, but I am not 100% positive. There are also concept crew landers that NASA is considering that could be included as well. Anyways, I'd love to see this in game in this "soon in the future" parts pack. There are a million other things I want in KSP as well, but I figured I'd suggest this one for now! See below for Lockheed Martin's concept image of all the new spacecraft required for us to begin a sustainable presence around the moon: P.S. I know there are likely mods that add this into the game and I am probably not interested. I like the (new) stock art style and general polish that stock parts have.
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I can't fathom how anyone plays a game like this on mobile lol! But more power to you, I think it is definitely interesting on PC, but I can tell it was designed with mobile in mind. It's very... simple.
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Lets talk about the new update.....
Jalaris replied to KerbolExplorer's topic in KSP1 Suggestions & Development Discussion
I agree, the current update lacks consistency. I know they are working on revamping more parts to the current standard set by these and making history parts, however, it is a slow process. Until then we have a game that isn't consistent across teh board in style and visuals. I know they are working on revamping more as I asked this specific question in the grand 1.5 thread and was replied to by a member of the art team saying they are revamping more! I have faith we'll get there eventually, with all of the parts revamped to fit their new style and visuals, and hopefully the planets and solar system too. But we will see. -
I think one of the only solutions to having a multiplayer KSP without timewarp (which isn't possible in a multiplayer game) would be to have engines similar to those in the Expanse TV show and books. Basically, they are incredibly efficient engines; google "Epstein Drives" if you are curious. Basically, you burn to increase your speed and get there fast to the "half-way" mark to your destination, then you flip and burn the other way to slow down. Other than that, not sure how to have a realistic multiplayer KSP without a way to timewarp. It would take too damn long to do anything; not to mention there is absolutely nothing to do while you are waiting. Hellion, the multiplayer space survival game with decently realistic physics, gets around this by having a "warp" function on ships. Although I am less a fan of this option as it is 100% un-realistic and against the KSP style. The Expanse-like way might be possible someday, and it maintains the KSP like gameplay.
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Kerbal Space Program Update 1.5 Grand Discussion thread
Jalaris replied to UomoCapra's topic in KSP1 Discussion
@TriggerAuCan we expect to see more updated parts in future updates? I love the new and updated parts, however, there are still a large number of parts in the game that have not been updated to the current standard set by the Making History expansion. Thanks for all your hard work!- 388 replies
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- kerbal space program
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@Avera9eJoe Any plans on using Sigma Replacements instead of TRR?
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Jalaris replied to Nils277's topic in KSP1 Mod Releases
Oh sure, thanks for your help Nils277! I got it to work by just deleting both of the ModuleResourceHarvester modules, and then adding back in your code for the first one, but this seemed sloppy, so I am glad you replied! -
My bad! I am still new to the forums/KSP modding and learning the etiquette.
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@Poodmund I got impatient, lol, and just gave it a go myself. It was fairly easy. Sorry for cluttering the thread! I didn't see Pood's skyboxes mods available anywhere else, besides the Stardock link, and figured this would be where I would post about that.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jalaris replied to Thomas P.'s topic in KSP1 Mod Releases
@Thomas P. @Galileo Galileo, I saw that you are using the kopernicus asteroids and created a config for belts and whatnot in GPP. I was wondering if you know if Kopernicus asteroids come default with the stock system when installed, and if not, do you know anywhere or anyone that has made an asteroid.cfg for it already? I googled and looked around but haven't found anything so far. -
@Poodmund I was wondering if you were in the process of updating any of these skyboxes, in particular the calm nebula (my favorite), to use sigma replacements: skybox instead?
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Jalaris replied to Nils277's topic in KSP1 Mod Releases
@Nils277 I am trying to add a compatibility patch for this mod to work better with the Simple Construction mod; the only part I could see that currently conflicts with current SC configs is the [Lynx_DrillRear] part located in the EPL.cfg file in the mod folders. It conflicts because Simple Construction does not use MetalOre, it simply uses Ore-->Metal. I like this because it is less convoluted. Anyways, I came up with the following patch: @PART[Lynx_DrillRear]:AFTER[FelineUtilityRover] { -MODULE[ModuleResourceHarvester]{} } I've tested it and it doesn't work, it simply deletes the first [ModuleResourceHarvester] Module or entity, I am assuming, instead of the second one which is the MetalOre one. Any idea on how to get it to remove the second [ModuleResourceHarvester] using MetalOre instead of the first using Ore? Thanks, I just started dabbling in KSP modding because why not, and I'm not sure how to solve this issue yet. -
[Minimum KSP version 1.11] Surface Mounted Lights v1.19
Jalaris replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ I just created a pull request to remove the stock lights from the utility category as you were already adding them into the new lights category added in this mod. It bothered me so I fixed it. -
@RealGecko I was going to ask you to remove the KPBS scrap metal container, as it isn't needed for use with your Simple Construction mod, however, I just went ahead and made the change myself. You should have a pull request from me with the change for your repo. This change simply removes KPBS' scrap metal container, which is intended to be used with full-on EL and has no use for SC.
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
Jalaris replied to Galileo's topic in KSP1 Mod Releases
@JadeOfMaarSo, if I am understanding you correctly, if I delete CA, then Kopernicus' asteroid spawning system will take over? What is the difference between the two?- 471 replies
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Is there a way to hide this mod in the stock toolbar? I found the option under the @Default.cfg, however, it does not work.
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
Jalaris replied to Galileo's topic in KSP1 Mod Releases
I'm not sure exactly what you mean, but I'll go ahead and say, okay! If you are referring to the .cfgs included with the CA mod, I am not sure. I have not progressed far enough in my save yet to really test it. Which is actually why I was kind of confused, thinking about it, with OPM and those .cfgs, I have no idea which would take priority or if they even work at all. In my save, I saw some asteroids orbiting a little out of Kerbin's SOI, however, I don't know if that was a direct result of CA. I also went through CA and saw that it doesn't support "Kopernicus asteroids" although I can't find a reference to that anywhere through searching, hence, why I wasn't sure if CA was supported anymore since OPM uses Kopernicus.- 471 replies
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@Waz Is there any way to hide the E.V.E. button on the toolbar? Thanks!
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
Jalaris replied to Galileo's topic in KSP1 Mod Releases
@Galileo Is Custom Asteroids still supported, and, if so, should I use the "Stockalike.cfg," "Basic Asteroids.cfg," and "Trans-Jool.cfg" with the .cfg that comes with OPM, or should I delete any of the latter that came with the CA mod? Thank you!- 471 replies
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You know what? I didn't know that. I googled a video of a LFO rocket, and you're absolutely right!! Thanks for educating me!