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Everything posted by theonegalen
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[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
theonegalen replied to maja's topic in KSP1 Mod Releases
I just came over here to ask about this! Hopefully this will be sooner rather than later, but I understand how RL and modding work. -
What other mods do you use? It's possible a cfg somewhere has a :NEEDS[WildBlueIndustries] or :AFTER[BuffaloMSEV] or something like that. If you're on Windows, you can set up windows to allow you to search the contents of .cfg files and then search for WildBlueIndustries or BuffaloMSEV (or whatever the Buffalo dll is, if there is one - spacedock seems to not work at my university for the moment)
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[1.3.1, 1.4.3] The Spice v0.8.2 [May 10, 2018]
theonegalen replied to JadeOfMaar's topic in KSP1 Mod Releases
If I played with multiple systems, I would use this in a heartbeat. Maybe once I upgrade from potato to computer.- 101 replies
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Kerbin Elcano Exploration Project - Epilogue
theonegalen replied to Angelo Kerman's topic in KSP1 Mission Reports
Next chapter is JOOL AND BEYOND THE INFINITE, right? -
I like your ideas. Regarding the Eve discussion, I think it adds to the challenge to not see the ground from orbit. Using something like SCANsat or dropping micro landers as a way to survey the surface appeals to me.
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YES!
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@severedsolo next version will have AVC, then. @DracoSilverpath I haven't forgotten about BDB, but I'm starting to think that you might need a whole bunch of new tech tree nodes to make it work nicely. Probably not a job for UBM but something like Engineering Tech Tree. Or possibly an extra node or two between Start and Basic Rocketry that give room to put sounding rockets and such before the BDB parts drop into every other node. How do the later BDB engines compare with those in the same nodes? Advanced Rocketry and so on. I've posted in the main Unmanned Before Manned thread about what to do with the other SETI mods. I mostly only used UBM, but I figure a lot of people also used Rebalance, ProbeParts, and the CustomBarnKit config, especially. Quoted:
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[1.3.x] SETI, Unmanned before Manned [Patreon]
theonegalen replied to Yemo's topic in KSP1 Mod Releases
If I move it, it will just be to a tech level commensurate with when fairings are first available. I'll probably also remove the SAS from the octo and make it upgradable to have SAS when you unlock other probe cores. So, regarding the other things that Yemo's various SETI mods did, and what I plan to do with them, we have: SETI Rebalance This does so much. I don't know what kind of information Yemo used to balance everything, but it touches nearly every stock part in the game, and many mod parts besides. I use Science Revisited Revisited, recommend that for science rebalance. Recommend MandatoryRCS and it's parts pack (coming soon to UBM Extended) for reaction wheel rebalance. SETI Contracts This one's a doozy. Has anyone tried them on 1.4.x? If not, the Career Evolution Contract Pack is currently working for me. SETI CareerChallenge All this did was set the science to 70%, which you can now do in the stock settings menu. Do that instead. SETI ProbeParts I'll test this one soon. Hopefully it won't take too much, but it is annoying that it adds it's own Hydrogen and Oxygen resources beyond those included in CRP. Might want to fix that. SETI PartOverhauls Already supported by UBM Extended SETI Greenhouse Has anyone tried this one? I don't use TAC LS so it seems that this is a little more complex than I thought at first. SETI Remote Tech Config I don't see anything that would be obviously broken. Anyone tried it with updated RT? SETI ProbeControlEnabler seems pretty simple. Anyone tried it with updated RT? SETI CustomBarnKit Definitely will be making my own. Now that we have parachutes, safe EVA from a dying airplane should be available. It is now possible to set Action Groups always available in stock settings, so I probably won't keep that going in my config. All the fiddly bits about the extra levels to the KSC buildings are interesting; who played with them and loved them? (I never used it) Bolded headings are the ones I think I'm most interested in, and the ones that look like they're going to be the biggest pains in the butt.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
theonegalen replied to Yemo's topic in KSP1 Mod Releases
I think it was done the other way around because the Stayputnik doesn't have a top node, so you need fairings to make anything look good. I'll consider it.- 2,515 replies
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As far as I know, @MOARdV is not working on one. I will probably throw one together after I get through some heavy class work in the next couple of weeks.
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(1.4.5) Jet Sounds Continued 1.2
theonegalen replied to Patrick_the_big's topic in KSP1 Mod Releases
YES, OH KERBOL, YES- 84 replies
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- jet sounds
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I haven't been able to play recently either. Class obligations (university, not socio-economic ;)). EDIT: I realize that I've kind of made a useless post here. I apologize.
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- realism
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On the planned features in the first post. Also, when you phrase it as a command rather than a question, you appear rude.
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I'll definitely put a .version file in the next release, but it seems you have to have a github repository or some kind of online version file for the actual notification to work. My computer doesn't connect to the internet, and I have no idea how to github as a developer. Is there a file on Spacedock I can use? (All my uploads are transferred to my phone and then uploaded from there.)
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You make me sad. Near Future has been an essential part of my install for years, but that's a long time to put in a lot of effort for very little game. Thank you for everything you've done as a KSP modder. Regarding changing CryoTanks, I think it's a good idea now that I've gotten over my initial fear of things changing or being left behind in the change. Feel free to ignore the MH engines; it is a trivial matter to fix those with mm patches.
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Logs, and which craft and cockpit mod, please.
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@blackheart612 I will admit, I am stongly pulling for 1.875m cargo parts and a DC-3 cockpit. But I'm sure that whatever you're planning will be amazing as always.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
theonegalen replied to Yemo's topic in KSP1 Mod Releases
I think you're right. For some reason, they were all in the start node for me in my last career, but now they are scattered through the tree in unexpected places. Now that I think of it, that must have been the 1.4 career I made before I decided to take on updating UBM. The next version of UBM Extended will have this fixed.- 2,515 replies
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Thank you, I appreciate it. In my experience, UBM works fine for 1.4.x, it's just an issue for CKAN. I also found myself downloading and trying out a lot of new mods after 1.4.1 came out! A lot of them have been around for ages and I didn't even know they existed. I only found out about most of those because I kept checking the "Recently Updated" list on Spacedock!
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[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
theonegalen replied to pizzaoverhead's topic in KSP1 Mod Releases
I'd love for the effect to still be visible outside of physics range, but they should probably fade as they explode.