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KSP2 Release Notes
Everything posted by Tangle
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It's effectively the Apollo Service Module engine.
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- help wanted
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Tangle replied to Lisias's topic in KSP1 Mod Releases
I see. From my perspective, what happened was: First, I decide to install a new version of KSP-Recall- considering I've been using an 0.2.x.x version for a while and I noticed there are new ones. Second, I start the game and it starts throwing this error; which it hadn't been doing on the earlier version at all. Third, I figure "well, it says it's not finding the .dll in the right folder, so I should move it up!" Fourth, I ask for help- figuring a response won't come for a while. Fifth, I discover that it won't work no matter how I place the .dlls. Do you have any advice for figuring out the functionality of ALR? Do I need to reinstall .NET or something? Thank you for the advice, either way!- 633 replies
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Tangle replied to Lisias's topic in KSP1 Mod Releases
Fascinating. I'm not entirely sure why KSP-Recall would throw an error when its .dlls are in the folder that they were in when I downloaded it, but noted- so ripping the KSP-Recall folder out isn't enough to uninstall it?- 633 replies
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Tangle replied to Lisias's topic in KSP1 Mod Releases
Is there a reason why installing KSP-Recall out of the box throws a "KSP-Recall is in the wrong folder, it should be in \999_KSP-Recall\ rather than \999_KSP-Recall\Plugins\" error? Should I move all the DLLS a folder up, or just the main one? EDIT: Same error is thrown whether all .dlls are in the \Plugins\ folder, whether the main dll is a folder up, or all dlls are a folder up. Okay, I'm gonna uninstall KSP-Recall and hope I don't have anything that depends on it.- 633 replies
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The terrain won't play nice, though. You'll probably have sections of runway dozens of metres above and below the ground.
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- jool space program
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[1.12.5] Restock - Revamping KSP's art (August 28)
Tangle replied to Nertea's topic in KSP1 Mod Releases
Confession: I love using the soft-deprecated SRBs. I know it doesn't make sense, but I like having the pair of the more efficient stock SRBs and the more powerful deprecated ones.... -
Well, I'd point out that a lot of PJ2 is extremely high quality for KSP planetmods. While there are some things I'd consider weak points, many of PJ2's planets have consideration and scenery work put into practically every landform. Of the other mods I mentioned, I'd say that Whirligig World has the highest quality currently- WWPJ has a similar variable quality to PJ2 (and several of the people who worked on both improved greatly in the process of building the two!), and EoE is still being worked on in the visuals department.
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- planet mod
- 101 planets
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Togetherness is, from left to right: Sudric, by Luna; Mesbin, by Luna; Aldrin, by Wolf; Avalon, by Tholin and Techo; Desken, by Electricpants; Kerbmun, by Luna; Selenia, by Triston; Carrier, by Techo; (Tylo, by Squad; Eve, by Squad); Asite Par, by Wolf; (Duna, by Squad); Alternis Kerbin, by Luna; (Kerbin, by Squad); Sidoh, by The Orios; (Laythe, by Squad); Alternis Laythe, by Luna; Vash and Artillerie, by Marshall/Myth; Haven, by Sabine; Eurydice, by SnailsAttack; Echo, by Luna; Sani and Ori, by Cloverdove; Limnus, by Wolf; and Ocan, by Caps Lock. Many of these are unreleased. Apologies if anything here is inaccurate. If you want a change of pace from Planet Jam 2, I'd certainly suggest the released mods showcased in that image- Whirligig World (Mesbin and Kerbmun; including an interesting infastructure-focused system and the interplay of remarkably low orbit delta-v cost with the deep gravity well of Mesbin), Edge of Eternity (thick-atmosphere cold Haven and a vibrant system of deep-time oddities), or Week World Planet Jam (low delta-v to orbit, but the homeworld has no moons so all your destinations are interplanetary).
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Most recent Github update has increased Ollo's mass 10x, taking it to 17 Earth masses. I think it was intended as a small gas giant, but someone missed a zero.
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I've been using ballutes, which frankly are a little OP for Armstrong. My "Duck Season" lander uses a ballute to slow down a heatshielded fairing-pod, which deploys to reveal an encased 3-kerbal pod with a buncha parachutes and separatrons to kill the final few dozen m/s of speed.
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- planet mod
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Exactly. Armstrong's atmosphere is about as thick as Duna's, but the gravity is considerably higher. I've had success with a mix of ballutes, parachutes, and landing thrusters- I suggest taking inspiration from designs intended for landing on Mars.
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- planet mod
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...Disturbing. The atmosphere is supposed to stop at 33 km. And those atmosphere effects restart above that line?
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- planet mod
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Lu and Garner are probably not good places for refueling bases- it'll be simpler to just start from Armstrong, and the shove that gets you out of Armstrong's SOI will be stronger cuz it's heavier. I would recommend using Morhomlo or Rider as refueling bases; but the easiest asteroid to reach is probably Naharosmank.
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It's definitely fairly expensive. In my experience, depending on the body your required delta-v to reach orbit from Armstrong can range from 2.5 km/s for Naharosmank to 4-5 km/s for places like Dord, Garner, and Rider to more than 7 km/s for the more difficult asteroids. Budget high, though for the bodies you probably want to set up infrastructure on 5 km/s should be sufficient. You're effectively climbing out of the lower reaches of a gas giant's moon system, so everything orbits fast.
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- planet mod
- 101 planets
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Are you absolutely sure all dependencies have been installed? Kopernicus, ModularFlightIntegrator, 000_Harmony, 000_NiakoUtils, KopernicusExpansion, Scatterer, EVE, SciRev...?
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- planet mod
- 101 planets
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Yeah, as a red dwarf system it's a little hard to get around. I lament the loss of my LFO-only interplanetary transfer stages, but AIUI the asteroid belt really helps out.
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- planet mod
- 101 planets
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What additions does this mod have for someone switching from a pared-down Stock Waterfall Effects install? I have Restock and its waterfall effects already- does this just repackage those same plumes I already have?
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- help wanted
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Developer Insights #17 - Engines Archetypes
Tangle replied to Intercept Games's topic in Dev Diaries
How do I opt out of that?