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KSP2 Release Notes
Everything posted by curiousepic
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Potential issue with ResearchBodies - I'm still on .5, but it looks like ResearchBodies contracts won't appear due to the criteria for bodies in range of the telescope being unmet. I'm trying to increase the scope's range with MM but it's not taking for some reason, so I haven't confirmed that fixes it. I'll try editing it directly.
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FYI, in trying a reinstall to get me out of my messy state, the JNSQ installer doesn't seem to let me select an install location, it just starts installing to the location I selected when I installed the first time (I'm just going to do a manual instead for now).
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Yes, as it was my understanding that JNSQ is not yet compatible with it...?
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I see. After updating to Kop 1.7.1, the incompatibility message appeared on the loading screen which spooked me out of loading my save, at which point I checked the Kop thread which seemed to indicate JNSQ might break, and I did as I mentioned. I struck out my prior message to reduce confusion.
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(Please correct me if any of this is wrong) For anyone else using CKAN confused by Kopernicus now being incompatible: Kopernicus 1.7.1 breaks planet packs that haven't been updated as well, including JNSQ. You'll need to not update Kopernicus. In order to reduce the chance this is accidentally done, I uninstalled Kopernicus from CKAN and installed the 1.7.0-1 version manually. CKAN detects it (which lets you install Stock Visual Terrain) but effectively locks the version so it doesn't detect updates for it.
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[1.12.5] Restock - Revamping KSP's art (August 28)
curiousepic replied to Nertea's topic in KSP1 Mod Releases
༼ つ ◕_◕ ༽つ give girders plz ༼ つ ◕_◕ ༽つ Seriously I feel like the Modular Girder Segment, it's XL version and its adapter are in the most desperate need of a makeover and would be really impactful considering how often they're used. The smaller ones look amazing and I'd love to see similar work on these. Anyone know of other mods with decent remodels them in the meantime? -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
curiousepic replied to _Zee's topic in KSP1 Mod Releases
Been enjoying this as part of a 1.7 career campaign in JNSQ (my first after being away from the game for a few years). However, the Moons of Kerbin contracts are showing some odd behavior. After completing the Kerbin Orbit contract, it unlocked contracts for the Mun and Minmus, but they were the full "land and return" contracts rather than flybys. Any idea what might be happening here? EDIT: What's happening here is that I need to read the fine print - there's only one contract for each body and each has sub-objectives of the flyby, land, and land and return! I assumed one contract needed to have a single vessel perform all sub-objectives but I guess not? I assume they are all packed into one contract for the challenge of completing each component within the expiration timeframe (Edit: Oh, there is no expiration. Well that would be kinda cool). That said, the blurb is a little misleading: "Reach Minmus, land on it, and return the Probe home safely." -
I second questions about what exactly to do with the new mineable resources. Am I missing something, or do we need other mods to utilize them? I don't see anything in the compatible/recommended list that does (maybe Kerbalism?). And the stock ISRU doesn't seem to be able to convert anything into anything used by TACLS (the only thing I currently have that might).
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
curiousepic replied to JPLRepo's topic in KSP1 Mod Releases
I haven't played KSP for more than a year, and explicitly was avoiding playing with planet packs in the hopes that a mod would allow them (specifically their surface detail) to be hidden before discovery. Just found that this is now a feature; immense news! Thanks for the modding effort! -
Absolutely! Cool stuff. My real hope is still that a resource-overlay-like "veil" covers areas not scanned by a camera or visible from a vessel with a Kerbal. If that's possible, perhaps requirements for unveiling would be configurable. As you describe would still be great, though!
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Children of a Dead Earth: realistic space warfare game
curiousepic replied to curiousepic's topic in The Lounge
Here's my piece on the graphics: http://childrenofadeadearth.boards.net/thread/131/love-graphics -
Children of a Dead Earth: realistic space warfare game
curiousepic replied to curiousepic's topic in The Lounge
Neither the game nor the video are mine, just posting them here. Check out the links in the OP if you want to talk to the creator; he's fairly active on his blog and steam. -
Children of a Dead Earth: realistic space warfare game
curiousepic replied to curiousepic's topic in The Lounge
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Children of a Dead Earth: realistic space warfare game
curiousepic replied to curiousepic's topic in The Lounge
From the game's name, I'm presuming the justification/setup is simply that warfare only breaks out after there is a significant human presence and infrastructure in space, spurred by Earth being made unliveable in some way. -
Welp, I did so safely by hyperediting the orbits of craft in danger (that said, it was only one, in LKO).
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I would think this would be a more common question but I can't seem to find an answer. Does rescaling the system rescale existing vessel orbits so you don't bury them inside a planet? Specifically wondering about KScale2 and KScale64.
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[1.12] Extraplanetary Launchpads v6.99.3
curiousepic replied to taniwha's topic in KSP1 Mod Releases
Right, so if the Inventory has a part that the vessel needs, the RocketParts that would have contributed to that part (just match the mass?) is deducted from the total, and the build time. I wan't quite able to parse this (does "build" always = build with an EL?), but it may help to explain my use case. I don't intend to use EL to construct vessels that have containers with parts in their Inventory. Basically I'd like a way to restrict certain parts from being built from RocketParts, such as Probe cores, Engines, and other complicated things. Those parts would have to be shipped from home. Hence using KIS to bring them along and the potential for EL to pull straight from them. I know it's a... niche request; I'm mostly just checking to see if it happened to be simple to implement. My alternative would be to only construct vessels without those parts, and manually attach those parts with KAS. Which is its own fun challenge, but requires a Kerbal along for the ride. -
[1.12] Extraplanetary Launchpads v6.99.3
curiousepic replied to taniwha's topic in KSP1 Mod Releases
Is there any possibility of EPL pulling parts in a KIS Inventory to put towards the assembly of a ship? -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
curiousepic replied to KospY's topic in KSP1 Mod Releases
Can Kerbals in Command Seats operate tools and attach things (yet)? Hoping to use an IR arm to do construction without messing with the... infernal EVA movement system. -
Hope the shrouding is coming along. Couple more questions/feature hopes... Would it be possible to customize the width of the scan? Is there any way to see the names of biomes, like a color key? I know this is coming close to crossing the streams with SCANSat, but is there any possibility of altitude/topographic and/or slope data?
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[1.1.2] Real Solar System Expanded (0.14.0)
curiousepic replied to ImkSushi's topic in KSP1 Mod Releases
I'm confused by your response to Einkleinermensch. So is it intended that Enceladus is changed from inclination 0.009 to 29.239? -
[1.2.1] SimpleConstruction - Stock rocket building v3.3
curiousepic replied to MatterBeam's topic in KSP1 Mod Releases
It is. -
Would there be an issue with SpaceY parts if I'm using the current version of SMURFF (pre-1.1) with KSP 1.1.2 and no CryoEngines? I'm having trouble getting useful dV for SpaceY launch vehicles, whereas roughly equivalient vehicles using tweakscaled stock parts get much better dV. Speaking of which, is Tweakscaled actually supported? I don't see it mentioned anywhere in the thread.