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GoldForest

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Everything posted by GoldForest

  1. I decided to start a community project. A space station around Kerbin. I wanted to do this because I figured why not and also 1.1 is around the corner, which will bring 64-bit compatibility, or so I've heard. Imagine a station we could do with no ram limit? *Daydreaming* Oh... uh... ANYWAY! *Clears throat* It's pretty simple, modded community station. Rules: 1) One station module per person per week. (Subject to change) 2) First come first serve! I will be making a list of who has requested the next segment. If you're not on the list and post a module, you're contribution will NOT count towards the official station. 3) Must include pics of your contribution. 4) Must upload and share the save file once you have finished adding to the station 5a) Onces docked, the module does NOT MOVE! Once this station gets bigger, it's going to be impossible to move modules around. I made this rule because people might want their module in a certain spot, and moving modules around gets difficult the bigger the station is. In short, once docked, always docked. 5b) Pods and Spaceplanes CAN be moved. They are easier to move than modules. 6) Deorbit ALL your debris! There's nothing more annoying or dangerous than having debris scratching paint on a brand new space station. 7) If your module is ready, but you have no time to launch, you can ask on the thread if someone else will launch for you. 8) More rules may come. Q&A Can I add a spaceplane to the station as my contribution? Yes! The Kerbals need some way to get off the station, and a pod is kind of small. Can I add pods to the station? Of course! Pods are just as good as spaceplanes, if smaller. I want my piece to go in a certain location, can I move other people's modules around? See rule 5. How big can our modules be? As big as you want, but please, be reasonable. Don't go adding a module which can't be launched by a normal rocket... say... one half of an entire station. A gravity ring is fine, but if you complete the whole station by yourself, you will not be apart of the official station anymore. I want to launch my module now, and the person above me hasn't added anything in two days!!! I'll send a private to that person and ask if they still want to launch their part. If they say yes, I will give them one more day to do it, if they say no or do not respond to me within 24 hours, you will get the green light for launch. Can I go ahead of the person in front of me? If they give the okay for you to go before them, then yeah, you can, but that's up for you two to decide. Private that person and talk to each other. Can we move the station's orbit? No. 100KM orbit is a decent orbit. Not to low and not to high, accessible to anyone. Though, if everyone agrees to move it, I'll think about it. Can we add more mods? I wanted to keep the mods low so RAM usage was low. (Until 1.1 and 64-bit support) But, if the community wants more mods, we can add them. Just not too many please. Can our modules be all stock? Yes! Yes they can! Just make sure you download the mods still. My module is complete and I know where I want it, but my schedule is so busy right now that I'm going to miss the deadline. Can I ask someone else to launch it for me? If you can find someone who will do it, yes, but they will have till the deadline to launch for you. If they miss the deadline, you move to the back of the pack. Sorry. Mods used: Gravity turn MechJeb2 NearFutureProps(Comes with StationPartsExpansion) SpaceY extended and heavy lifters Stockalike Station Parts Expansion Tantares main and LV ModuleManager 2.6.16 (comes with Station Parts Expansion) PorkJet Habitat Pack Pictures of my module: Download (Updated 3/13/16) P.S. Always check the last page of the thread! This download might not be updated with the latest one! P.S.S: This is the final download for now, until 1.1's performance can help this project grow. https://drive.google.com/file/d/0B9XSuS0-gok4YTlIOTN2RDIxVlE/view Module Launch Order: First Launch: Core Module - GoldForest Launch Date & Time: 1/30/16 @ 11:54 PM CST -Emergency Launch I: Docking module - GoldForest, Launch Date & Time: 2/3/16 @ 7:25 PM CST Second Launch: Spaceplane Alouette: SpaceplaneAddict Launch Date & Time: 2/6/16 @ 8:30 PM MST Third Launch: MIR Core Module lookalike: pTrevTrevs Launch Date & Time: 2/10/16 @ ?:?? ?? Fourth Launch: Orion lookalike : Mad Rocket Scientist Launch Date & Time: 2/12/16 @ ?:?? ??T Fifth Launch: Dreamchaser with Science module - TheSpaceManiac - Launch Date & Time: 2/16/16 @ ??:?? ??T Sixth Launch: Inflatable Habitat Module w/ more docking modules - Delta_8930 - Launch Date & Time: 2/19/16 @ ??:?? ??T Seventh Launch: Radiator Module - Dfthu - Launch Date & Time: 2/20/16 @ ??:?? ??T Eighth Launch: Fuel modules and Buran - Scientia1423 - Launch Date & Time: 3/1/16 @ 15:37 GMT Ninth Launch: Artificial Gravity module - SpaceplaneAddict - Launch Date & Time: 3/1/16 @ 6:21 PM MST Tenth Launch: XP-104 Unnamed Space Shuttle - GoldForest - Launch Date & Time: 3/1/16 @ 9:30 PM CST Twelfth and Final Launch(Until 1.1): Buran Shuttle 'Ptichka' - Scientia - Launch Date & Time: 3/13/16 @ GMT: 11:40
  2. No pics, no clicks. Please add picks. Also, this should be in Development thread, not release thread.
  3. No pics, no clicks. Please put up pictures. Btw, pictures are kind of required. It's not a site rule, it's a community rule.
  4. Hey Frizzank, I can't seem to get your stage decouplers for the Saturn V to attach to raidernick's Skylab. I don't know if it's a problem with your decouplers or his skylab. I think it's your part, but I'm not entirely sure.
  5. Screenshots are sort of required if there are parts, whether they are ugly or not. It's not a rule on the rule page, but the community made it sort of a unspoken rule. People are very careful on this site about viruses and malware. You can even post your dev pics here, just the bare model to give us an idea of what's coming, and then final pics when you release the parts.
  6. An update: 1) All the parts are textured and put through unity. 2) We still need a config maker.
  7. Congrats on your release! Also, put a license in the OP or a mod will take down your download link. If you have it in the download, just say you have it in the download.
  8. I got it to work, but I'm a little confused on how it works. Should it take out folders inside the gamedata then put the news in?
  9. Both my laptop and desktop run Windows 8.1. Also, I can't run the programs as administrator. I'm not sure why. It might have to due with the fact that I have WinRAR which can open up Jar files and show me the guts of the program.
  10. Frizzank doesn't have a Realism Overhaul file for his crafts/parts(that I know of), but you can search the forums. Dozens of other modders have made configs for pretty much every mod for Realism Overhaul. You just have to look. You the search box while in the addon release page.
  11. I do have java and I did that, it did nothing. I'll try it with my desktop. Edit: It opens on my desktop just not my laptop...
  12. So I need to choose the instance then start ksp? But it will work, correct?
  13. Does it create multiple nodded folders or just one?
  14. Sort of. I don't want to be able to turn mods off, more have multiple gamedata folders so I don't have to constantly delete mods from the folder each time I want to play a certain save.
  15. So I've noticed that the 64 bit version doesn't allow you to open a save that has different mods that aren't in the save file. I've tried many times and it seems that only when the mods are exactly the mods that are in the save file that it will load up and not crash, at least for me that is. I don't know how many others have this problem. Anyway, I was thinking of a way that someone could fix this and I cam up with it. Multiple gamedatas! I have two basic ideas that can be applied. 1) On load, the game will ask you which gamedata you will want to have open. You will be able to create custom named gamedatas. So like I might have "Interstellar with B9", "KSO with Fustek", "All Bobcat mods", and "KW, Novapunch, Tiberion shuttle system, Aies, Fasa, Laztek, etc" as my gamedatas. Say I want to play my KSO gamedata. I would choose that one and the gamedata would load as normally. Then I just choose the save file for "KSO with Fustek" and it would open it. 2) The save files have the gamedata folders inside them. The way I see this working is you leave the main gamedata folder clean except for the stock files. It would load the stock files and then when you go into your save, it would load the gamedata inside the save folder. Broken down: 1)Load KSP 2)Choose save file 3a)KSP returns to the loading screen and loads mods 3b)KSP stays on the transition loading screen until all mods are load 4)You play KSP. I know it might take some real work, but I'm really hoping someone takes up this request/challenge. I'll post more details if I come up with any.
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