-
Posts
199 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Algiark
-
So you've landed on every planets and moons and returned safely. You've visited every biome, extracted all the science you can, seen every easter eggs, etc. And you want to do more, but you don't want to muck around with designing weird spacecrafts for the sake of it. Gameplay wise, I know it takes a very long time to collect every science in every celestial body. Heck, I'm still far from doing it myself. But collecting science eventually feels like filling a checklist, a checklist that ends. And I get this strange feeling, a fear that if I've collected every science there is to collect, I'll be left with nothing to do. I can just make outrageous stuff out of spaceship parts, but I've already done that in my spare time. KSP is a game of exploration, but why stop there? What is there to do when you've explored everything? What do humans do when they finish exploring?
-
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Algiark replied to ObiVanDamme's topic in KSP1 Mod Releases
I'm just imagining landing on Eve, armed with nothing but my workshop and some fit kerbals, and start building a 20m rocket. Manufacture the parts, taking them with a crane to the launch site, assemble it part by part from bottom up, with scaffolding and all (need some way to reach that tall command pod), using what I utilized locally Or I can just use EPL, there's that too. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Algiark replied to ObiVanDamme's topic in KSP1 Mod Releases
Is it possible to create larger parts, like 2.5m fuel tanks with this? Maybe make it so that when the part is finished, it can only be taken out but not stored? -
Protecting Kerbin from the universe, one asteroid at a time. Who needs LFO when you have monopropellant?
- 196 replies
-
- 11
-
Any KSP artworks you know of that you think is worthy to be displayed in the loading screen? To start off, here's one that I think could use a bit polishing to be suitable: Also, is there any mod to load different pictures during the loading screen? Would be nice to have the artworks posted in this thread actually show up in the loading screen.
-
Please suggest a visual mod that is not very memory/CPU hungry.
Algiark replied to cicatrix's topic in KSP1 Mods Discussions
Planetshine, Ambient Light Adjustment, Distant Object Enhancement, a new skybox for Texture Replacer perhaps? -
Do you have any suggestions for add-ons to make KSP look more beautiful? And by add-ons I mean not just high-res textures, but things that add new visual effects to the game. Examples (and the ones I'm using) are Distant Object Enhancement, Ambient Light Adjustment, Planetshine, and the obligatory Environmental Visual Enhancement.
-
Just wondering, is it possible to attach KAS struts while in the VAB/SPH?
-
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Algiark replied to pingopete's topic in KSP1 Mod Development
Is this compatible with the stock planets? -
Take a close look at both of these images: What's the difference? If you look at the KSP screenshot, the color of distant objects are basically the same as if you would view them up close. Yet in the below screenshot, distant objects has bluer color and fades away as well. I don't know the technical term for it, but normally as an object gets farther from the viewer, its color fades and become more blended with the color of the environment. Why hasn't KSP incorporated this effect yet? And more to the point, is this possible with an add-on?
-
I also experienced this bug. Seems to be new to 0.25. The parachute never got deployed (green icon) or even semi-deployed (blue icon), it just went straight to cut (red icon).
-
Maybe... Greenhouse in space: halted or reduced life support consumption. Greenhouse, landed: life support production.
- 292 replies
-
- life support
- plugin
-
(and 1 more)
Tagged with:
-
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Algiark replied to Arsonide's topic in KSP1 Mod Releases
If I install the latest version does it affect the accepted stock contracts as well? -
Increase $ value of contracts
Algiark replied to DavidHunter's topic in KSP1 Suggestions & Development Discussion
Spend some time in the sandbox first, and get the hang of Kerbin SOI using only 2,5m parts. That, or use Kerbal Engineer or Mechjeb to make your rocket designs more efficient. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Algiark replied to Arsonide's topic in KSP1 Mod Releases
About the satellite contracts... How about them requiring some amount of antennas and/or satellite dishes? A reason to make a sea urchin Stayputnik I've always dreamed -
And I would also change the skybox into a sea of twilight clouds, if I know how to make a skybox
-
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Algiark replied to Arsonide's topic in KSP1 Mod Releases
Has anybody mentioned about waypoints not going away after you finished aerial surveys? My map's getting a bit crowded :/ Also, any details about the satellite contracts? Requirements, difficulties, rewards etc... -
I might continue this into a complete texture pack, but damn normal maps.
-
If Kerbal Space Program was founded 200 years earlier... [spoiler=] It would be made of wood and iron [spoiler=] For some reason I really like rust texture [spoiler=] Pristine clouds [spoiler=] Wood boosters are cheap [spoiler=] Because why settle for reality [spoiler=] Showing off the engine
-
So, since nobody took the initiative and make a steampunk texture pack, I went ahead and try to do it myself. Here's my first try: But how do you make a normal map? And how do normal maps work? I tried fumbling around and kind of get the grasp of it, but I still don't quite understand it, especially to make things pop out. Any help would be appreciated.
-
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Algiark replied to Arsonide's topic in KSP1 Mod Releases
Make it sepia and give some caption like this: Also, due to my laziness and lack of creativity, my station designs tend to be just a combination of labs and hitchhiker containers... Maybe make it so that occasionally stations require a specific part other than the lab or the cupola? Maybe a command pod, a lander can, a number of solar panels, lights, or even extra fuel tanks? -
A lot of games use Credits as their currency, nobody cares. Even more games use Gold as their currency, still nobody cares. A whole lot of Japanese games use Zenny/Zeni (meaning "coin" or "money") as their currency, does anyone cares? But when a game uses "Funds" as its currency...
-
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Algiark replied to Arsonide's topic in KSP1 Mod Releases
Maybe make it so that you don't get duplicate contracts to make bases on the same place? For example, you can get contracts to build a land base and an orbital base on the Mun, but two contracts to build a land base on the Mun never appear at the same time. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Algiark replied to Arsonide's topic in KSP1 Mod Releases
I find it weird that you can accept multiple contracts to build a base on the same place, and as long as the new base fulfills the criteria of all those contracts, I can finish all of them with just one base.