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Everything posted by theonegalen
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Today, Beamore Kerman became the first Kerbal in orbit around a 2.5x rescaled Kerbin! Unfortunately, I, uh, I mean, someone at the KSC miscalculated her reentry and she had to bail out of the capsule before it rolled down the side of a mountain and exploded. Val, Bill, and Bob had to take one of our small cargo planes and rescue her. Of course, if you ask Bea, they didn't rescue her at all, they only gave her a ride back to the KSC. Full story here. Mods: Rescale 2.5x, KAX, SXT, Airplane Plus, Harder Solar System, Snacks! Life Support, Restock, KSC Extended (customized version), KerbinSide Remastered and KSR Airports
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Fantastic news! I'm downloading the update now. @cakepie also just released something you might be interested in: a save-safe way to change Kerbal status without turning them into tourists! (I once had a bug where I had to change a pilot kerbal back into a pilot through save file editing, so it has happened.)
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
theonegalen replied to severedsolo's topic in KSP1 Mod Releases
Yeah, I was worried that since I closed the program in the middle of that 30 seconds that I might have messed up the returning of the funds, but it was okay. -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
theonegalen replied to severedsolo's topic in KSP1 Mod Releases
I really hope your April Fool's joke is idiot proof. I spent 2 hours trying to get my KSP to work today, then it loaded for 20 minutes, then I was greeted with the prank, then I tried to close KSP quickly enough that it didn't save. Now I get to wait for another 20 minutes for it to load again and I really hope I didn't mess everything up with my panic. EDIT: Everything is ok. -
Thanks for all your hard work! This mod is still essential as far as I am concerned. :-) You know, now that we have 1.875 meter parts, a B-17 cockpit in that form factor might be pretty awesome. Or a B-24 in Mk3S2? Not that you already have enough to work on, or anything. :-p
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KSPedia is now available at our website! [DISCUSSION]
theonegalen replied to Paul Kingtiger's topic in KSP1 Discussion
Thanks, that's great news! KSPedia ingame is so useful, both for unmodded and modded installs. I love the way it adds a tool that both modders and Squad devs use to give easily accessible information on how to play the game, and other game mechanics. -
Sounds interesting! I wonder how this would work with the other mods I have that modify Kerbals.
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
theonegalen replied to SpinkAkron's topic in KSP1 Mod Releases
I've been using Pap's Career Evolution pack. It hasn't been updated in a while, but it seems to work just fine, except for the bases and stations section, so I'm using Bases and Stations Reborn alongside it. I'm also using Giving Aircraft A Purpose. If you're not a plane person like I am, you won't want that. -
Ground Effect Development Thread
theonegalen replied to Capital_Asterisk's topic in KSP1 Mod Development
Fantastic! I know you originally compiled it for 1.3.1, but I'm going to try it in 1.6.1 and see if it works. :-) -
Yes, like the previous report, anytime a different ship, even an intentionally dumped stage, explodes while I have a gap contract active, I fail the contract and lose money. It is something that can be worked around, but it's also quite annoying.
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
theonegalen replied to SpinkAkron's topic in KSP1 Mod Releases
Haha, okay. I've always liked the theory that they had to retreat underground for centuries after a nuclear winter caused by the asteroid that made the huge crater on the other continent. The Space Program, then, is an attempt to understand their planet and the solar system around it since the Great Shattering, or whatever. Yes, I'm very glad to be officially part of the now two-person UKS team! I'm so glad that SpinkAkron decided to start this project. It was his vision and passion for a new replacement for the defunct Unmanned Before Manned techtree that inspired me to get back into the techtree business. I also really appreciate his more radical changes to the early game than I was comfortable making while maintaining UBM extended. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
theonegalen replied to SpinkAkron's topic in KSP1 Mod Releases
I've been working on / playing with a config for the QuizTech Aero Pack - it has a few parts to expand Mk2 fuselage options, including a cool F-35B VTOL engine and liftfan. I've just placed the parts in nodes that seem logical. I'll have to play with it a little bit more to make sure it balances well. @SpinkAkron for Grounded and Omega's Stockalike Utility Vehicles, when did you plan for players to have access to ground vehicles? It makes sense from a historical perspective, that kerbals will have likely invented ground transportation before they start experimenting with rocketry, but from a gameplay perspective I'm not sure if you wanted to delay that in order to prevent the long-range farming of ground science until later in the tech tree. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
theonegalen replied to SpinkAkron's topic in KSP1 Mod Releases
The problem with RealPlume configs is that certain mods use :FOR[RealPlume] when what they should be using is :NEEDS[RealPlume] or :AFTER[RealPlume]. :FOR[RealPlume] makes module manager think that RealPlume is installed even when it's not. This, then, causes errors because every mod that has configs set up correctly starts looking for the RealPlume files that don't exist. I'm not quite sure why it seems to come up with RealPlume more often than it does with other mods, but I think it might be because RP requires image files to be loaded, whereas something like TAC-LS does not. -
I seem to be able to get a reasonable approximation of those things by the manipulation of the camera controls, but if you want it to be the default then I'm afraid you're out of luck because of the limitations of the game and configs. RPM does give a Kerbal eye offset option to move the camera in 3D space, but it doesn't provide a rotation option as well. You are welcome to go digging into the configs to see if you can get the Kerbal eye offset settings to plop you where you want to be. I would be grateful for those kinds of contributions.
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I am currently out of town for Spring Break. When I get back, I hope to push out the next version of UBM Extended within a couple of weeks. This will be the version 100% compatible with 1.6.1, and might include 1.7 compatibility as well, depending on when that is released. I don't really plan to do much more active development on UBM Extended after that, as I have personally switched over to the UnKerballedStart mod by @SpinkAkron for my tech tree needs. I do plan to keep building mod support for UKS as I continue to play with it. I will also probably set up a separate Tweaks mod that will have the part tweaks I use. This will make things more modular, and will also allow me to distribute more of the useful configs I have made over the years.
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[1.12.5] Restock - Revamping KSP's art (August 28)
theonegalen replied to Nertea's topic in KSP1 Mod Releases
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This sounds to me like you might be using female Kerbals in IVA. Squad, in their infinite wisdom, decided to make male and female kerbals have different eye levels when in IVA view. To compensate for this, I have put seat position switches in all but the most basic of my IVAs. I don't think the Vintage Kerbonov or the SXT Bonny have them, but I believe the rest of mine should. I have had absolutely no trouble flying with these cockpits. I use them all the time. Remember, you can also double click on most of the front windscreens to get a better view, as if your Kerbal had sat up to peer over the dashboard.
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[1.12.5] Restock - Revamping KSP's art (August 28)
theonegalen replied to Nertea's topic in KSP1 Mod Releases
They probably use stock models or textures that are unloaded due to the restock blacklist. RT will need to include a .restockwhitelist file in the next version. Submit the bug report to them. -
@марат-ru, I just thought of something. Extract this file in your GameData folder, and let it overwrite. This will put the Mk1 capsule IVA into the Mk1_v2. I make no promises of it being pretty, but it should function. https://drive.google.com/file/d/1JjyAUsxERXWyaxWVac7kyLw_0uGh4trK/view?usp=drivesdk
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(1.4.5) Jet Sounds Continued 1.2
theonegalen replied to Patrick_the_big's topic in KSP1 Mod Releases
I have updated the configs to be compatible with @JadeOfMaar's Plume Party mod as well as the recently released ReStock mod. This zip contains no sounds, only .cfg files! Install JSC from spacedock first, then unzip this zip on top of it, over writing the old configs. https://drive.google.com/file/d/1j54oh320LiUj_YJsG7dFNdyqhfEpAr-U/view?usp=drivesdk- 84 replies
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OrbitalPhoenix's Screenshot Settings and Collection
theonegalen replied to Orbital_phoenix's topic in KSP Fan Works
Hey @Orbital_phoenix, beautiful shots! How does it look in motion, and what is your fps like? Do you run a beast of a computer? How about with higher part count stations and such? -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
theonegalen replied to SpinkAkron's topic in KSP1 Mod Releases
I think we should have configs for the rest of the Near Future mods and Grounded. What are your thoughts on those, @SpinkAkron? -
Next version will work with 1.6.1 and use mostly MAS. It won't be out before the end of the semester, though. Thanks, will be fixed in final v0.3.