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iliketrains0pwned

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Posts posted by iliketrains0pwned

  1. 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 ;)!)

  2. 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.

  3. 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! :)

  4. 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?

  5. 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.

  6. 14 hours ago, Sigma88 said:

    hi @saturnsrings

    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 :D

  7. 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...

     

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