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Storywalker4
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Everything posted by Storywalker4
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Storywalker4 replied to nightingale's topic in KSP1 Mod Releases
@nightingale Is this pack still supported in 1.7? Getting back into ksp for the first time in a while, and these contracts really helped get a RT constellation off the ground.- 557 replies
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- contract configurator
- remotetech
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[WIP] Nert's Dev Thread - Current: various updates
Storywalker4 replied to Nertea's topic in KSP1 Mod Development
Require a coolant flush? Would add difficulty, but would be worth it, right? -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Storywalker4 replied to Galileo's topic in KSP1 Mod Releases
So update on clouds: I have only EVE, GEP, GPP (and clouds), GPP_Secondary, Kopernicus, MFI, scatterer, Squad, ZeroMiniAVC, and MM in my gamedata and yet the clouds on Eve, Duna and Jool do not function at all. Eclipses and scattering functions but that's it. https://imgur.com/a/7Y738DX- 7,372 replies
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- gpp
- kopernicus
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Storywalker4 replied to Galileo's topic in KSP1 Mod Releases
Oh, welp, I'm a dumb. Really appreciate the rapid response though!- 7,372 replies
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- gpp
- kopernicus
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Storywalker4 replied to Galileo's topic in KSP1 Mod Releases
With GPP_Secondary installed SVE refuses to work for stock and OPM bodies. How to I get the clouds to work exactly?- 7,372 replies
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- gpp
- kopernicus
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I can't seem discern why, but with SVE image files installed (no configs) and OMP-VO installed the clouds on Eve glitch out completely (ignore brightness, in this image I forgot to delete stock scatterer settings for SVE however I know it's not that as when I tested earlier without it was still messed up.) Was curious if you could help me figure out why this behavior would occur
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I don't think I'll use this mod myself, but I'm glad it exists. I feel like it's one of those mods you didn't *think* you need available until you actually do I'd love to see the engineering challenges or Jool and early-game Tylo.
- 116 replies
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- tylo space program
- eve space program
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Since I don't have the skill to nor currently the time to learn to code, I'm turning this over to the community. Could we have a more in-depth and by extension difficult airship mod? Make it so in order to gain buoyancy you have to expend compressed hydrogen or safer-but-less-effective helium or use E/C or fuel to heat up the gas (as well as dropping ballast). And to lose buoyancy you would have to re-compress (if that's even possible), vent, or allow the gases to cool. Make players budget their use of these resources. In addition, in oxygenated atmospheres give hydrogen a small chance to combust on vent, especially if headed or if the part if damaged. Before the death of airpark it was far too easy to set up mining bases in gas giant, and still is too easy to have balloons ferry you around Kerbin and Eve for almost no cost (other than your own patience). I think adding engineering difficulty by resource balance is usually a good thing, I don't think a mod like this would be difficult to understand but still stop players from getting free movement. It honestly just feels cheaty. Speaking of airpark, the current people (or is it person now?) working on airpark continued are rather busy with having lives and stuff and if somebody would be willing to lend a hand in bringing it closer to ready would make my Jool mining station (whom is now filled with dead kerbals) eternally grateful. Oh, and me too.
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Storywalker4 replied to StarCrusher96's topic in KSP1 Mod Releases
Farewell sweet purple prince.- 4,170 replies
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- kopernicus
- planets
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Storywalker4 replied to StarCrusher96's topic in KSP1 Mod Releases
Having trouble finding a compatibility list for this, are Kerbalism's magnetic fields and solar radiation supported or no? I would assume not, but still. Also, is there a way to get legacy Duna, Eve, and Minmus but still have the rest?- 4,170 replies
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- kopernicus
- planets
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I'm sure this has already been asked but is there any plan to add an orbital construction method? Is it even possible to do so in the mod's current state?
- 1,554 replies
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- ship construction
- launchpad
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Storywalker4 replied to RoverDude's topic in KSP1 Mod Releases
Could someone explain to me how space construction would work with the new adoption of GC as the primary building mechanic? -
Do we have any idea on when a fix will come? My Jool He3 mining platform is getting lonely. On account of the kerbals being left to starve and having died and all... relied on shipments from Laythe to stay alive.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Storywalker4 replied to ferram4's topic in KSP1 Mod Releases
EDIT: I didn't download the net workload like a dummy I did it.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Storywalker4 replied to ferram4's topic in KSP1 Mod Releases
So, I have a bit of an issue with the compiling. When I added the references in the primary FAR folder it stayed with the warning triangle. It did not do so for ferram graphs. In addition, when I went to check it was in the 3.5 .net framework through application it errored and I had no display. Same for build. I know I'm doing all the previous steps right it's really easy and straightforward. I'm pretty sure it's cause I don't have an activated version of windows, I've had issues with .net framework before. Edit: In addition scale_redist is has a warning triangle on it- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Storywalker4 replied to JPLRepo's topic in KSP1 Mod Releases
Is this mod automatically compatible with all the planet packs or do they have to be added in the config? If so, does a mod that changes the Kerbol to not the "sun" (like galactic neighborhood, the "sun" is the center of the orbits always as I remember, so Kerbol is no longer that body) mean that we have to "discover" Kerbol? Also, can you put that info up on the first page? -
Pathfinder vs UKS (also Kerbal Planetary Base Systems)
Storywalker4 replied to Storywalker4's topic in KSP1 Mods Discussions
Is there anything that UKS can do that Pathfinder can't or vice versa? -
Pathfinder vs UKS (also Kerbal Planetary Base Systems)
Storywalker4 replied to Storywalker4's topic in KSP1 Mods Discussions
I guess what I don't understand is what Pathfinder offers. I'm familiar with the UKS system, it's been around the block. But I'm not familiar with Pathfinder in that sense. I mean I kinda get the production line for EPL in Pathfinder: Pathfinder drill, ore, metal, parts. I don't quite unstand how the other materials work, or how the life support functions. Or the progression of Pathfinder. As far as I've picked up, Pathfinder is more mobile, easier to set up temp bases, and more science-y. -
So, I'm torn between Pathfinder and UKS. I'm unsure what one offers over the other, and how they're different. Could you enlighten me of that? Pros? Cons? What do you guys use and why? Also, is KPBS basically a simpler colonization system for a more limited number of planets? Thanks for you feedback! PS I am using TAC life support
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[1.2 - 1.4] Elephant Engine, v0.2 (2016-05-06)
Storywalker4 replied to NecroBones's topic in KSP1 Mod Releases
I have been waiting for this mod my entire life. -
[Airships in 1.12.3] HooliganLabs Mods
Storywalker4 replied to JewelShisen's topic in KSP1 Mod Releases
More or less, you don't have to show exactly the volume through the animations. And you could use different kinds of gases that have different inherent lifting abilities (hydrogen ballon vs hot air balloon). Perhaps one could also add possible envelope failure if the pressure in the balloon is too high. Also, when I last used it this mod ignored atmospheric composition, and just used density. Back when you could "land" on Jool one could save a craft using an achor reaching down onto the "ground." So, screw physics. What do you think this is, a physics game? -
[Airships in 1.12.3] HooliganLabs Mods
Storywalker4 replied to JewelShisen's topic in KSP1 Mod Releases
No, no I don't mean negative mass. What I mean is you have the resource as a "physical" way of computing the buoyancy. What do I mean? You have X amount of gas in your balloon at Y relative temperature (internal-ambient). The plugin takes those values and sets the buoyant forces at Z. The X and Y don't actually cause the lift, the current system stays the same. Just instead of user input defining lift, user input defines these variables, which defines lift.That way we could simulate envelope failures and require EC for flight. Am I making sense or am I just rambling? Basically it's just an indirect tag-on to add just a little extra challenge. All you're using the resource and temperature values for are calculating the normal values for the mod. Would it help if I used numbers for an example? -
[Airships in 1.12.3] HooliganLabs Mods
Storywalker4 replied to JewelShisen's topic in KSP1 Mod Releases
This has just given me an idea. So, many of us have a lot of realism mods installed and though this mod is very useful, it's not particularly realistic. So, perhaps we could add a heating and resource mechanic to it. Rather than directly apply force, calculate buoyancy force by certain parameters. Such as the amount of gaseous hydrogen/helium in the balloon. As well as the temperature (or maybe relative temperature) of the balloon to the outside air. How would this work? Well, you would have a liquid hydrogen/helium (liquidfuel could be used as liquid hydrogen) resource what you could heat up into gas form at the expense of electric charge. Then you could further heat the gas up to raise increase buoyancy (using EC). Obviously a bit simplistic compared to actually balloons, but it'd make air balloons more than just free power. Thoughts? Could this be fairly easily implemented? And this would make gas leaks happen if you crashed the balloon into something with KKS.