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Everything posted by panarchist
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
panarchist replied to Nertea's topic in KSP1 Mod Releases
Glad you were able to resolve it. Global Construction was once integrated with MKS, and like MKS it uses (or used) MaterialKits, so I'm not surprised that was the issue. -
What I love about Kerbalism is radiation, and rendering it and the Van Allen belts beautifully in the UI. I have other mods for LS, science, and parts failures, but there isn't anything else out there doing radiation the same way.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
panarchist replied to Nertea's topic in KSP1 Mod Releases
You have at least one of RoverDude's mods installed, which means you have MKS, or at least part of it. If you look in the configuration options for your save game, you should see a checkbox for MKS somewhere in there that you can uncheck - or uninstall RoverDude's mod. Alternatively, you can go into GameData/StationPartsExpansionRedux/Patches and delete the "SSPXR-MKS-Extras.cfg" file. -
Gorgeous ship, great video! Also, a real nail-biter at the end.
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
panarchist replied to Angelo Kerman's topic in KSP1 Mod Releases
Try reproducing with only Heisenberg and its dependencies installed (no other mods) so you can determine if it's a mod conflict. If it still happens with no other mods, then there may be an issue. Most likely there's a mod conflict. -
Buffalo 2 Modular Space Exploration Vehicle
panarchist replied to Angelo Kerman's topic in KSP1 Mod Releases
Also a good suggestion, but a lot of people don't use CKAN, and sometimes it's not practical to use CKAN. -
It's most likely due to a mod interaction, but not EL or KAS by itself. Best way to figure it out is to remove all of your mods that are not "parts-only", and then add back half the other mods and see if you have the problem - if not, remove that half and add the other half. Keep removing and adding half the set with the problem until you isolate the specific mod. EL does modify the KSC buttons, so it's likely a conflict between EL and another mod that accesses the same functions.
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Mod idea: Cabin Temperature Equilibrium
panarchist replied to JadeOfMaar's topic in KSP1 Mods Discussions
From a technical perspective, the input and output temperatures are far lower, necessitating a different working fluid. For a life support radiator, you're basically limited to either water or ammonia. Ammonia is more efficient, and to date nearly all LS radiators in the real world use Ammonia. I've been thinking for a while about trying to model this in KSP via System Heat and possibly a modified version of TAC-LS or a custom mod, but I've been either too lazy or too busy to start creating one. -
What is keeping you from starting your KSP2 Mod?
panarchist replied to LuxStice's topic in KSP2 Mod Discussions
(emphasis added) That's exactly the problem. Documentation is a living thing. It's never 100% up to date, and always in flux. It's the nemesis of any organized tech company and the last thing to get attention. And that's a problem - it's always a problem, but more so when it doesn't start or isn't disseminated early on, because the more documentable content that gets added without documentation, the less likely it is to ever be documented. In today's game modding climate, as soon as you have an accessible API, there should be documentation for it to support the modders. (and internal devs) Modding is expected nowadays, and it increases game sales and gives the game longevity and additional sales long past the point at which sales would normally stop. The earlier support exists, the larger and more robust the community for that game. It's a win-all-around situation. -
This right here, 100%. I think that's why I play almost entirely sandbox. Honestly, I'd rather have a system where I could choose on which date parts unlock, so I could simulate going from 60s NASA ->Skylab -> STS -> FutureStuff without having to worry about getting enough funds / science to level up. I want progression, just not in the traditional way. Ditto. I wasn't a big fan of it with science either. What I really want is to be able to have science mean something but not have it determine if I can have a space program. Don't hinge my unlocks on it. I want a reason to *do* science, but I don't want it to impact whether or not I can do a launch.
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This is what happens when we all use sloppy terminology for years. Technically, building a ship in orbit by launching 2 smaller ships from the surface and docking them is "orbital construction". So is docking 2 smaller ships already in orbit. Building a ship in orbit from raw materials, whether mined from an asteroid or launched from a planetary surface by making the parts is "orbital manufacture". EL in KSP1 is orbital manufacture, and having that in KSP2 is definitely a ways off. This is what happens when we all use sloppy terminology for years. Technically, building a ship in orbit by launching 2 smaller ships from the surface and docking them is "orbital construction". So is docking 2 smaller ships already in orbit. Building a ship in orbit from raw materials, whether mined from an asteroid or launched from a planetary surface by making the parts is "orbital manufacture". EL in KSP1 is orbital manufacture, and having that in KSP2 is definitely a ways off. This is what happens when we all use sloppy terminology for years. Technically, building a ship in orbit by launching 2 smaller ships from the surface and docking them is "orbital construction". So is docking 2 smaller ships already in orbit. Building a ship in orbit from raw materials, whether mined from an asteroid or launched from a planetary surface by making the parts is "orbital manufacture". EL in KSP1 is orbital manufacture, and having that in KSP2 is definitely a ways off.
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Kerbal Space Program 2 - Pre-Release Notes
panarchist replied to Intercept Games's topic in KSP2 Dev Updates
pre0.13.3 and 0.18, because we'll having docking out of the gate this time. -
Someday maybe I will actually write the KSP fan fiction that explains them. In the meantime, I am messing up the guessing of my predecessor, and guessing that the next reply will come from @Abel Military Services
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Stealing @Akagi's thunder. Perhaps @Akagi will still reply next?
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Agreed on all points, but with an exception to #3, which is if the devs placed a concentrated resource on the rogue planet valuable enough to warrant the journey. (if such a thing existed) Anything which would qualify is probably wildly unrealistic.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
panarchist replied to Angelo Kerman's topic in KSP1 Mod Releases
There is - you may have missed it. Variance = 0 ~ 100 (% how noisy the resource distribution is between highest and lowest amount, not necessarily your defined Min and Max.) Dispersal = 0 ~ 100 (multiplies the sharpness/contrast of that noise and makes the high points much more abundant and the low points much less abundant)- 3,524 replies
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That's done through Kerbal Actuators, isn't it? Several non-WBI mods also use that as a dependency.
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
panarchist replied to Poodmund's topic in KSP1 Mod Releases
That was my thought, too. Barring a bug in Sigma Dimensions or something in Kopernicus we're not aware of, I think that's the most likely candidate to check. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
panarchist replied to Ger_space's topic in KSP1 Mod Releases
Why do you need to homeswitch to something else? KK supports bases on other bodies, you just have to have someone on the ground there and then CTRL-K to create the map decal, group, launch site, etc. After that, you can select to launch from that site - none of that requires EL. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
panarchist replied to Poodmund's topic in KSP1 Mod Releases
If @tmccreight651 is using the 2.5x Rescale Continued config, then that may be it. That file has CustomSoISize = 0. When =0, Sigma Dimensions multiplies the SOI by the rescale modifier (2.5) rather than whatever is intended. If CustomSoISize is defined in multiple places, (and/or if the sphereOfInfluence parameter is defined in multiple places for that body) then the behavior will depend on the MM patch load order. In any case, it's not going to be simple to find the root cause since there are multiple moving parts. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
panarchist replied to Angelo Kerman's topic in KSP1 Mod Releases
Simple Construction isn't compatible with EL because it *is* EL - as in it uses the same Launchpad.dll on purpose and by design. (this is also why EL shows up as installed) It's not compatible because KSP doesn't like having multiple instances of the same dll. Any mod built to support EL will support SC automatically.- 3,524 replies
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Buffalo 2 Modular Space Exploration Vehicle
panarchist replied to Angelo Kerman's topic in KSP1 Mod Releases
It's only hard if the platform is stationary. Get it up to speed (Airships can unrealistically get up to 100m/s of horizontal velocity if you put sizeable engines on them), and you can almost just lift straight up. My biggest gripes on HL Airships and Heisenberg are the lack of proper wind resistance limiting speeds, and the completely unrealistic buoyancy. Hangar bays in Heisenberg would only work for real in craft like this with lift envelopes on both sides. Otherwise they would rotate upside down since the "empty" top half is so much heavier than the bottom half. In any case, flight operations on these airships are much easier if the airship is moving, just as it is with "real" aircraft carriers. This reminds me, I need to build me some Buffalo 2 planes. Just 'cause it's fun. :-D -
Which EVE pack is that? (specifically I'm asking which CityLights files?)
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Nice to see another TrackIR user out there! Please tell me you posted the plane on Kerbal-X, I'd love to fly this. Nice showcase of KSC in RSS, BTW!
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
panarchist replied to Angelo Kerman's topic in KSP1 Mod Releases
GU isn't even the first multi-star mod. There isn't a feature in KSP2 without a mod analog in KSP1 - including colonies.