-
Posts
1,034 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Francois424
-
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Francois424 replied to Galileo's topic in KSP1 Mod Releases
@Jacke @Wyzard No I meant getting Laythe to her 1.1.3 looks. The rest works fine already. Hence me posting in this thread. I don't need help with anything else, haha. @Galileo Any ideas? -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Francois424 replied to Galileo's topic in KSP1 Mod Releases
Hello guys, long time no see. Trying to redo my install slowly, and I really miss 1.1.3 version of Laythe (last I played seriously.) I tried playing the sorcerer's apprentice to recreate her beauty, but somehow am unable to. I'd like to request help into what to do and what files to copy to where (in case 1.1.3 files can still be used in 1.4.5) if anyone associated with Eve/SVE cares to give me a few pointers, I'd gladly appreciate it. Thanks. (PS: love this mod, it was my second install aver KER =) @Tenebrous Nova This is 1.1.3 I am almost sure of it. We're wanting the same thing haha -
Been out of the loop for a while, sorry for the very late response. It's "[1.1.3] Ion-Hybrid Pack Revived!" In fact I had downloaded My version wayyyyyyyyyyyy back in 0.23 I think. if not before and I fixed it myself. But you could start with that one and see how they do. Good luck !
-
Let's see... Moho mission in 1.0.x Landed multiple times on Eve but never returned from it with stock parts... Sent an exploration propeller plane in 0.25 and did a few biomes before game got corrupted. And explored using some rover in 0.90 I think. Kerbin/Mün/Minmus, done so many times... Duna, landed a Spirit/Opportunity look-alike in 0.23, Landed on Ike somewhere around 0.25/0.90 Completed a Jool-5 in around 1.2 I think, not to mention the countless unmanned I sent there since, stock or otherwise (<3 Jool !) Dres only once to test a craft file before sending it to 5th Horseman. Eeloo... Nope. Still need to get there once. I had a plan to send a station there in 1.0, but it got ate by the Kraken and haven't sent anything else there since. To be honest, beyond Jool, I much more prefer the OPM version of the Kerbol system, imho should be stock by now. But I might actually reach Eeloo legit at least once when I switch over to 1.4 (staying 1.22 until 1.4 hits) and before reinstalling OPM again .
-
KSP is missing an engine "in the middle" - Something like a Nuke with 500/600 ISP but also with 150 thrust. So far most big ships I see use either modded larger nukes or arrays of our regular LV-N. Big thrust engines just consumes too much fuel to keep them practical past say... Duna/EVE. Not saying it can't be done, but it's a major thing to consider. Then there's Ion engines, but I appear to have more patience than even some Youtube celebrities to make good work of them. I always hoped KSP would include a 1.25m/25thr and 2.5m/100thr of them to help with the burn time problems (same for stock nukes) but alas, stuck with mods. Still 4200 ISP is extremely useful in smaller crafts. I did a redesign of my ion-jool mission back in 1.1, and the final craft had 4 ion engines but with a very low mass (and shedding weight each steps, thanks to the new science boxes). Worked like a charm.
-
I got 2 discontinued mods as of 0.22/0.23, and really went all in back in 1.02 (I think, or was it 1.1/1.2? I don't remember, was last November/December). Managed to fix most of I with help from a few forum members. Since the mod creators both went AWOL and are totally unreachable, I am not allowed to distribute it. I also bundled together parts of a few mods I always use, and sometimes replace them when mods updates So it's not a specific mod I can redirect you to... They used to be "Kommit Nucleonics" ( or "FTmN Atomic Rockets" ) and "Ion Hybrid Electric Pack" but I've balanced them tremendously so that even in the endgame other parts still have use. These 2 mods really cannot handle atmospheric worlds at all, especially with >0.45 gravity so I still use the vector and others. But when I gain access to these things in end game, I can make some pretty neat Motherships (see my Jool-5 mission in Mission reports). I also have occasional parts from NearFutureSolar, B9 Aerospace, SxT, Old Interstellar (new one no longer features the part I have), AresExploration, KAX, KOSMOS and FireSpitter. They obviously get broken every now and then. 1.22 took me almost 2 weeks to fix everything at about 1-3 hours a day. So yeah my own personal repository of the stuff I use to complete missing stock parts.
-
I copy my end-game parts mod into the KSP folder which unlocks those nice powerful engines (ONE can replace almost 32 nukes, how's that for parts count?) and start designing a Mothership to explore the entire Kerbol system. I also design some pretty wild rovers and just go anywhere I want. When tech tree is finished, you can make some awesome crafts ! And yeah I usually manage full tech tree unlock after Mün / Minmus. Another reason for wanting OPM stock. Just more stuff to do
-
I think I know where the OP is coming from. Either new destinations (not really any since what, 0.18?) or new toys to play with in the VAB and beyond. Tho stuff was added (some very nice) in the versions, not much in terms of larger Nerva/Ion for example, or almost no rover parts and so on. KSP is not dead, but installing mods one may wants is highly required and it makes one hell of a difference.
-
My most annoying thing in KSP : Parts lag. Most of my "BIG" crafts are around 450-750 parts. I can bring this down to 275-400 using mods, but I lose performance still by using them (tweakscale and the one to change the fuels from almost any tank in the game for example), so it's a lose-lose situation... IMHO having 1000 parts before getting into the first "yellow clock' would allow motherships and big stations... and would be a fine compromise as you can't get unlimited parts in the green. I thought the 1.2 patch was going to provide at least some improvement, but sadly no. Got exited hen I heard unity 2017 version was just about the corner... No improvement on parts either from what I read. Indirectly, no solid multi-core support is REALLY grinding my gears. Like if you could have an 8k processor instead of an eight-core of 1k, KSP would work much better. These 2 things could be called performance issues, but KSP runs fine on very small crafts with few vanilla-KSP parts. So basic KSP runs rather well. Upcoming 5m parts of version 1,4 might help some, but if you still need 16 nervas for 1K of thrust 16*60=960, that's a lot of part count down the drain. - - - - - Followed closely with KSP not having stock KER, EVE/SVE and OPM. To the makes of these mods, thank you... A LOT.
-
Answering the OP... I don't think that it's being against mods as much and not being able to rely on them. Most of the older folk playing KSP have lost a mod they loved because owner went AWOL, or plain out stopped supporting their mods... Then there's also the problem of updates. I love KSP updates personally (even tho I really feel they should expend the Kerbol system to continue representing our own Solar system's analogue), but each update can and usually breaks mods. You get used to things, and if you're like me you also adjust mods so they fit your needs... say installing near future solar/propulsion but modifying ISP on the engines to not be too good and the likes. To be redone when the mod updates. Then there's essential mods like KER, which is so basic I rarely upgrade to a new KSP version until it's there (or just stay around Kerbin). There's also some mods that glitches the game. Something the owner didn't notice or cannot fix. When a mod becomes part of the core game, and even better: when the mod owner(s) bring their jewels into the core game, it's always going to work, it's always getting updated at the same time than the core game. As an example, if KSP would license OPM to become stock, I'd be the happiest guy on the planet for a while... Or hire Galileo to rework existing planets/moons beside Kerbin and moons... You know, get those incredible landscapes. However most popular mods have been continuously updated since 0.25/1.02, and we've been spoiled by their authors. Maintaining a few relics from 0.23 myself and being an apprentice modder at best, I struggle each patch to keep them working... I know how long this takes to fix... another reason to 'hate' mods. My 2 cents =)
-
I remember watching that the day it was made back then. Still just as awesome !
-
This is still my main wish... When a streamer that does KSP almost 5h/day - 5 days/week was reviewing the last major KSP version update with 64 bits... and that he was saying a 600-800 part vessel was in the "Green" as far as clock went. Then the patch was released to public and I still get in "Yellow" from 250 parts onwards with annoying lag starting over 500. My computer is brand new too so it's not that. But sure if we make it so 1000 parts ship is in real-time "green", that would FAR outweighs any other wishes of mine. You get my vote.
-
I want Saturn w/at least 4 moons... But maybe I'm thinking too big here. I bought in too late to have it free, but I will support the devs regardless. I just hope they make a full solar system (adding Sarnus, Urlum, Neideon(sp?) and Plock of OPM mod... I would be buying that even before it was finished, lol.
-
Speaking of DLCs, they could make a lot of money by making the correct ones. Which ones? - Outer Planet Mod - EVE/SVE - A parts xpac that adds electric propellers(0,65/1,25/2,5m), bigger LV-Ns (250kn/2.5m), Spherical tanks, bigger Ion engines (1,25/2,50m 25/100thr), etc... (check the thread about missing parts, I have a complete detailed post in the suggestion forum) - Kerbal Attachment System, Kerbal Engineer, Life Support... Use them toggles in the menu. Why would anyone pay for these while they are fully available from modders ? If done correctly (and the mod isn't far better), it's always updated with each passing version and no need to keep updating these mods. It's taking so much of my time that I'd be willing to shell good money for a couple DLCs like that. It also makes sure the "mod" never goes missing (like a favorite mod of mine, which I can't take over because owner went AWOL and didn't/cannot give permission)... KSP has been very good to all of us, even when it broke all our saves and our mods, and if I can keep supporting ppl making it go, I will.
-
I'd have to go with Saturn as well. As for moon, that's easy: Titan. In short, I continue the logical Kerbification of the Solar system... The game devs proved me wrong on that one. I was sure we'd get a full Solar system analogue by the time we hit stable 64 bits version. Saturn has these insane rings and interesting moons. And Titan is just ASKING for everyone to build bases on it, Low grav but very large atmosphere (say 120k, like it was in outer planet's mod early on)... maybe rich in "Ore" to make mining very lucrative. Oh and if any devs are reading this... you want to sell DLCs? Just get Outer planet modders and Galileo to make these worlds for you. I'd pay serious money for that to happen. Throw in the clouds/Visual enhancements and I'd be willing to dish even more.
-
Your art has a certain charm to it. I love it.
- 28 replies
-
- 1
-
- rip my touchpad
- it will be forgotten
- (and 3 more)
-
The only thing holding me back are performance issues. I have a GTX 1070, 64 Gigs of ram and an awesome processor... Yet I always feel KSP dips into the yellow too quickly. So I play for a while, run out of patience, take a break (my current state) and play other games (FFXI right now), then get back to it eventually. It really is a jewel of a game. And when you learn to mod your own parts, you can make it as HARD or as easy as you want. Awesome game to be sure...
-
I have had a science grand tour planned since January/February. Still hasn't gotten around to it even tho having put as much work into it as you did. Sooner or later we'll come back to it =)
-
Your Mothership fully assembled resembles the Cyberlab from Captain Future a bit (god I loved that show... well most of it). Looks great !
-
It's the origami antenna pack I've had the files for a long time, and I had to fix the in-game antenna range and stuff we see in the stock part, so you might still have to do that. But here it is from a quick google-fu, and from the screenshots it looks the same. Enjoy !
-
Today I decided to make another addition to the permanent ships I leave in orbit. The rocket and the payload are thus assembled and dropped on the Launchpad. « What a lovely day for the first launch in over 2½ months . . . » « The launcher is performing rather well, I love it when everything works from the get-go » « Booster burn-out, separation... Successful ! » « Main launcher burn-out . . . Separation successful as well » « The orbital stage lights-up it's 4 Puff engines, and takes care of putting the payload in Orbit. » « The payload, the 'Kerbin Fairy Queen', then starts burning for her final altitude, high above Kerbin . . . » « . . . Then unfold her wings at a polar orbit of 60 Million Meters, or 60'000 Km. Engines are shutdown and this completes the mission ! » That complete my Fairy network of Kerbin SoI. It's not as good as what some other players do, but for me this is going to be good enough. It should drastically reduces the amount of signal black-out. So we have the Kerbin Fairy, the Mün Fairy, the Minmus Fairy and the Kerbin Queen Fairy to relay signal outside the SoI to future fairies. « Hold on there Mr. Crocker, we're far from finished, there's about 15-20 more fairies to go... eventually, of course ! »
-
Been out of the loop for a while, version 1.2.2 and mods.
Francois424 replied to Francois424's topic in KSP1 Discussion
Hope you enjoy ! -
Usually about 3 hours, usually all in a block. Then I may stop for the day, or the week, or jump back in a few hours later. I usually get pretty hyped when flying planes/ships, but pretty bored designing ships and testing them over and over and over.
-
Been out of the loop for a while, version 1.2.2 and mods.
Francois424 replied to Francois424's topic in KSP1 Discussion
Galileo made them for me (Thanks again Galileo, you're the best)... Then I reversed engineered (as in played the sorcerer's apprentice and messed It good a lot until I understood what I was doing). Made them super thick, fixed the color to pre KSP 1.0 level, and just yesterday after a good 2-3 hours fixed the constant crashing (was caused by shadows, and I managed to fix it... at least I landed 5 times on Tekto since) I also put it's atmosphere back to 105km as it was (The creator of OPM told me he had changed it to 95km because of concerns from ppl or something). Unless Galileo opposes it, I could send you the zip file (with or without my adjustments). -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Francois424 replied to Galileo's topic in KSP1 Mod Releases
Which file did you copy, from where, to where please. I want to use the old Laythe myself as it's an amazing Aquamarine color.