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Posts posted by iliketrains0pwned
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On 6/6/2019 at 10:24 AM, Gameslinx said:
This was the original plan, but kk launch pads are not working on that planet and I don't know why!
How is it not working? Like is it just not letting you build a base there at all, or is the base/KK's UI glitching out whenever you tried putting something on Verna?
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Hey @Gameslinx, I have a suggestion for the next update, and I was wondering what you think about it. I remember a while ago, you decided to turn Eeloo into an eyeball earth with a small outpost of kerbals on it as kind of a "last bastion in the Kerbol system". Maybe you could turn it into another konstructs launch site similar to the base on Lua. I'll admit, I haven't had much of a chance to explore the destroyed Kerbol system because of its distance away from everything else. If there's an unlockable base in-system, it could make exploring much easier for anyone that's trying to explore in career mode (plus I keep getting contracts to explore Verna before I even left Rhode's SOI. It might be a good way to turn a glitch into a feature !)
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On 4/17/2019 at 8:35 AM, dxeh said:
Yes, allready mentioned before, Rhode is referred to as Kerbin
I was having a similar issue with this on my game save. Kerbal Alarm clock and a couple of contracts kept referring to "Rhode" as "Kerbin" for some reason. Just remember, Kerbin died a few billion years ago. It's probably just some artifact of the ancient colony ship's software. The kerbals that developed it are long dead, and the methods to fix their code was lost to time with them. Someday the software will finally patch itself to adjust to the new system. Until then, just ignore the bug. It's only the ship longing to go home.
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Does anyone know if this mod is compatible with the new 1.7 update? Those changes to the maneuver system should make slingshotting around the new system so much fun.
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This mod is just so beautiful, I love it!!
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On 2/2/2019 at 5:05 PM, Cheesecake said:
This mod contains only the descent-/ascent-stages. So no, there is no tether. All parts are shown in post 1.
Is the tether from KIS strong enough to work instead?
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Does this come with the tether they proposed for artificial gravity?
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After you release this mod, do you plan on updating "Before Kerbin" and "After Kerbin" to run on 1.6.1?
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3 minutes ago, ILoveStars said:
wait u told me in discord Kerbin was gone. It's here?
I mean, what's left of it is still there...
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19 hours ago, Gameslinx said:
That's cool! I could design Eeloo like that. I don't like the way it looks at the moment so giving it some more life like that would really help. I'll see what I can do to it
I'm glad that you like the idea!
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Do you have any plans to add in an eyeball Earth planet? It seems like it would be a really awesome challenge to try and land, and it could have some of the best views in the system from the habitable strip.
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This looks awesome!! Just wondering, are you planning on adding black holes, neutron stars, or sigma binary support later on in development?
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In the Ciro config, does anyone know what settings I would have to change it's color to a whitish-blue color (similar to the IRL star Fomalhaut)?
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I hope I'm not repeating an earlier post, but is there a stable version for 1.1.3? I lost my 1.1.2 save a few days ago when I got a new PC for college.
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Do you have plans for WR-104 (a wolf rayet star that is pointed right at us), Gliese 581 (the first system ever discovered to have a rocky planet), or J1407 (a system with a Saturn like planet with rings that are almost 1 AU across)
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Thank you so much for continuing the ESLD mod. I've been waiting forever for a stable version to be released, and you have no idea how happy I am that one finally exists.
Also, if I was to use it for interstellar jumps (I was thinking about using it Galactic Neighborhood), is it going to require an impossibly high amount of Karborundrum to do?
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Do you have plans on adding in a direct antimatter engine? It could run off of a mixture of matter (LFO, deuterium, argon, etc.) and antimatter to produce very high efficiency or very high impulse thrust. But there is a catch. While the engine is on, it produces a TON of waste heat. The only way you're gonna make it in one piece is if you really love radiators.
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Do you have plans to make Kpol a trinary system like Polaris?
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Does this mod work with 1.1?
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Does this mod work with 1.1?
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On 4/1/2016 at 5:30 PM, ShadowZone said:
Yep. They really like to stay out of the water
Anti-gravity Laythe base HERE I COME!!!
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14 hours ago, Sigma88 said:
for now I don't plan to add new star systems into the base lineup of GN
plus, Algok is somewhat similar to the CygX1 system and regarding UY Scuti, Kpol is as big as stars can get into KSP, it's already too big actually, and that's the reason why Kpol can't have any planets orbiting it.
Plus, I guess you can already consider the galactic core a supermassive black hole. the body itself is dull on purpose, the focus of the mod is the Neighborhood
so this solves:
Regarding custom asteroids, I think those packs that use custom asteroids should work fine in GN. if you are having some problems let me know
10x kerbal system is just a rescale of the stock system and it wouldn't make sense to have 2 identical systems with one just being 10 times bigger,
that's also why I scale RSS down to be the same size as every other planet pack
if you want to play on a 10x system you can try installing SigmaDimensions and rescale the whole Galaxy by 10x (I haven't tried it so it may have some issues)
any rescale mod other than sigma-dimensions is likely to break horribly on GN, and for how those mods are written you would have to ask the developers of those mods to make them compatible with GN since I can't get around some of the limitations
and these are also done:
Regarding the planet packs you suggested:
- Stella expansion, Porp gas giant, Kerbal minor bodies and terrestrial planets pack - Do not use kopernicus so I cannot add them
- Kemesis - is not downloadable yet
- extrasolar: Planets beyond kerbol - I am in contact with the mod's dev and I plan to add it to the GN if we can find a good setup for it
I hope this answer your long list of suggestions
I got some good news. I just checked the forum page for the Stella expansion, and @_Augustus_ just announced that he's going to bring back both Stella and planetfactory's Serious expansions with full GN compatibility.
2 hours ago, _Augustus_ said:I am thinking about bringing Stella back once I learn how to manipulate PQS, but as an analog for Barnard's Star.
I can't wait to finally play with that planet pack again
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On 3/31/2016 at 0:18 PM, Sigma88 said:
@iliketrains0pwned I have already contacted the dev of those mods, he is ok with me adding them to GN
he told me a little about his future plans and I'm not sure I can get the mod to fit nicely into the GN, so I decided to wait that the mods get a little closer to what andrew has in mind for their final state.
basically, the RSS version will have a lot of stars, and I would rather keep each mod in a single star system to not give too much space to a certain mod.
this doesn't mean I will not add these mods to GN, if I can get the stars to fit nicely in a multiple system then I see no problems in having them in GN.
the result needs to be good tho, that's why I'm not promising anything, I am not sure I can get it to feel believable
thanks for the suggestion, and keep them coming, I'm always interested in finding new planet packs to add
@Sigma88 No problem, I'm glad that you're thinking about it already.
But on the topic of adding stars, I was wondering if you could give me some advice. I was talking with someone that was working on a patch for the ESLD drive mod, and he was thinking about making a part that would conserve fuel for interstellar jumps. However, it's supposed to only work if the jump is between two stars' spheres of influence. Do you know what file or config specifcally defines an object as a star in the game?
Here's the mod...
[1.10x-1.12.x] [WIP] Kerbal: Dangerous [ED-style Frame Shift Drive]
in KSP1 Mod Releases
Posted
I'm having a bit of trouble installing the mod with CKAN. The game runs fine, but the fuel cell wasn't changed to be an FSD. Is there an extra step I missed?