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Borisbee
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Everything posted by Borisbee
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Kopernicus alone does NOT allow terrestial bodies. The old Kopernicus mars clone was done through code and not config editing. Kopernicus allows you to clone and edit exisiting terrestial planets. It doesn't seem there are enough talented people that know their way around the PQS system to finish taking Kopernicus where it was heading, so that's all we get for now.
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The problem with moons guys is that there really are no mods right now except maybe planetfactory that can do NEW terrain based planets. Yes you can make the scaledspace textures look different (what you see from orbit) but as soon as you land you'll end up on just another cloned terrain of gilly or whatever. That's why you see more people making gas giants than moons and terrain based planets. Personally I'd rather not see moons added if they are just going to be clones of existing planets once you land. What I would suggest is to flesh out the gas giants with custom biomes from the custom biome mod, and to write up science for them all. Everyone wants to make planets but I haven't seen anyone do complete biomes and science for any.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Borisbee replied to Nereid's topic in KSP1 Mod Releases
Oh man, I would absolutely love to have support for Planet Factory. It's the only planet mod I tend to use since it has the most well done planets in my opinion. -
I'v always been a fan of this mod. It's the one planet mod that has actually done what it set out to do, which was to create planets from configs. Kopernicus got a lot of hype but as far as I'm aware it seems dead. Hasn't had any work done on it in about a month. I just wish there was a mod that allowed creating planets with the quality of stock planets through config editing. I know Krag's has some rather well done planets but I think most were done through code editing. Kopernicus had a Mars clone that was amazing but it was removed in favor of the config editing options, which doesn't even let you change terrain on new planets you create.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Borisbee replied to nightingale's topic in KSP1 Mod Releases
Oh man, I'v been keeping an eye on github commits and I see scansat support is added. This is awesome. I can't wait for some kind of remotetech support. Keep up the awesome work!- 5,225 replies
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I don't think anyone is going to disagree with you that stock .90 editor is better than .25, but it still doesn't hold up to the features available in this mod and that is why people are sad to see this mod go.
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To be honest, I did too
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While I haven't actually looked at the biome maps yet since I can't be bothered playing stock ksp and I'm waiting for all the mods to update, that's rather disappointing to hear. What's even more disheartening is the author of custom biomes has decided his mod is obsolete now and doesn't look like he's going to be updating it.
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Ah thanks for the clarification. Reason I'm asking is I want to remove all the stock manufacturers and change it to just "Squad" so that manufacturer means "who made this mod/part" instead of the way it is now. I find all the different stock companies clutter that tab up for no real reason and I'd like to fix it.
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Gonna add my request also . I had no idea how useful scrolling pages by mouse wheel was until I tried .90 without this feature. I really can't deal with it.
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I have to shake my head at everyone saying this is obsolete. The goal of this mod was to allow CUSTOM biomes to planets. Nothing in .90 allows you to do that, and nothing in .90 is going to allow you to make biomes for any new planets created with the upcoming planet mods.
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[0.90] Working Multiple Star Systems(WITH PLANETS!)
Borisbee replied to Duracelle's topic in KSP1 Mod Releases
Seeing how until yesterday no planets but the Kerbin system had biomes, I find that to be false. -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Borisbee replied to NecroBones's topic in KSP1 Mod Releases
I believe you just need to resize your scaled_truecolor png to 64x40. You currently have it the same size as the full sized agency png. -
If you're interested in "finished" planets then the only mod I have found that does a good job is the original planetfactory mod. The sentar system is rather well done with the planets all seeming to have had a lot of work on them to make them have interesting terrain. That's really the key, Terrain. All the planet packs I'v tried lacked in that area. They look cool from space but the moment you go to land on them they quickly let you down, with terrain either so pronounced that it's just weird looking, or the planet basically has no contours at all and it almost seems to be a perfect sphere. That being said I don't really blame the creators too much, we just haven't had a mod come out yet that allows planets to be made with the quality of the stock planets. I had hoped Kopernicus was going to help that situation but it hasn't had any commits to it's github in nearly a month unfortunately.
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Unfortunately you can't right now. You can't create new terrain with this mod yet until they add in support for that. The old Kopernicus planet was added through code so there's no way to get it via config editing which is a shame because that was a really well done planet. Which makes me ask, how close are we to getting terrain? Last commit to github was almost a month ago . Gas giants don't really do it for me since you can't land on them so I'm really looking forward to getting a mod that allows you to make real new planets with terrain and everything.
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Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Borisbee replied to cvod's topic in KSP1 Mod Development
ah, yea you bring up a good point actually. I didn't think of that. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Borisbee replied to cvod's topic in KSP1 Mod Development
I just got around to unlocking the fairing nodes and the first node gave me procedural fairings which I found a bit odd. I'd look into moving those around a bit, probably putting them in the last fairing node as they kind of render all other fairings obsolete, then again I'm probably going to end up removing that mod from my game for that reason. Tweakscale, while useful as hell in it's functionality, really bugs me having it in a career game since you can "cheat" so easily making any size engines/tanks, and so that too is probably going to be removing from my game. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Borisbee replied to cvod's topic in KSP1 Mod Development
I had the same thought about life support. Having them unlock later on gives a reason to use probes for your first long duration missions which I think is good. However I did see some life support nodes kind of scattered around. I believe the food, grey water, and waste containers from universal storage seem to be available a few nodes before the others. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Borisbee replied to nightingale's topic in KSP1 Mod Releases
And that's why I love where this is heading. I can't wait for some community contract packs to start appearing, especially for mods like RemoteTech or KerbinSide.- 5,225 replies
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Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Borisbee replied to cvod's topic in KSP1 Mod Development
That's pretty much what I ended up doing. Gave myself the mechjeb modules since for some reason the ascent module wasn't unlocking when I researched it in the tree. Prolly a bug with something but I ended up just restarting the career since I was early in and put the 4 modules in the start node. I enjoy engineering and designing things but flying to orbit time and time again drains me, so after the third or so time flying to orbit manually my patience was wearing thin. All in all I do enjoy this tech tree, and I think if more and more mods are added it can only get better. Box Sat is a great mod and I agree it should get some attention. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Borisbee replied to cvod's topic in KSP1 Mod Development
I'v been using this tree as my first play through of career mode and I find myself frustrated at the lack of probe cores early on. I'm of the mind that I feel unmanned should come first if you so choose, given how risky flights can be early on and I play with no kerbal respawns. How would you feel about moving some things around so that we have access to probe cores at the start?