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Pol

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Everything posted by Pol

  1. It was reference to license selection guide: So yes, you it implies you can do whatever you want
  2. At first glance new one is fixed it and everything is displayed properly now. Thanks.
  3. Well, If I remeber correctly previosly scatterer replaced the flare (as advertised), now it just draw it (and this is nice too), without doing anything with stock one. By the way, if scatterer can add flare to game object can it be possible to create part module to go full Abrams and make possible to add custom flares to lights and engines?
  4. (gap)Join SII contract states maxCompletions = 1 maxSimultaneous = 1 Build and fly your first airplane! maxCompletions = 1 maxSimultaneous = 1 And I still see it despite completing (SETI)Altitude record, orbit around kebin maxCompletions = 1 maxSimultaneous = 1 have completed but it offer it. I took "manned orbit for 72 hours" and completed it with debug menu and now there two completed records in history If I take and decline it - seems like it will dissapear(only old completed one is in history) but I'm afraid to screw something I use kopernicus(don't think it's matter but I remember nightingale mentioned it make a difference) And this is last version(because increased limits) Also I noticed now: This is new, previous version of rework counted it correctly. Or this is by design?
  5. I'm just use light { sunLensFlareColor = 0.0, 0.0, 0.0, 0.0}(just 0 to alpha is sufficient I suppose, but I was lazy to test) in kopernicus sun config since I noticed that overlaping. Don't know is this best way but it works for me.
  6. Since rework, my available contract list now is mess of already completed duplicates and ghosts. I'm not co concerned about unfair money but more about ruining the save and contract system. Is there way to somehow put it in order? Like by editing the save or contracts.
  7. For me it store KST "simulations" as happened. Not sure is this bug or feature. But while I debug new design list is became messy fast. Maybe add button to delete record, but then it will be incomplete story. I delete them from savefile manualy but I always afraid to broke something Another thing is KST can store landed at ksc craft as whole, refuel it and launch it again, maybe some one want to make it to be recorded as the same craft. Maybe it alredy doing it. I didn't payed attention to it,
  8. Just squad folder, fresh kopernicus 1.1.2, mfi 115 - put something at launch pad, return to space center - endless NRE spam NullReferenceException: Object reference not set to an instance of an object InternalSpace.InternalToWorld (Quaternion internalSpaceRotation) InternalSpace.WorldToInternal (Quaternion worldSpaceRotation) IVASun.LateUpdate ()
  9. After a lot of blind messing with settings some things I could not figure out. Is there way to fade out cloud layer at horizon(there lot of fade option but I still could not figure out what it doing )? Is there some way to make clouds be brighter (be bright longer when sun is low, everything is still bright enough but clouds is already pitch black) I see shadows in atmosphere (and it's cool) but didn't see them from orbit(and on water) - i just didn't see them, they don not work for scaled space or this is scatterer fault? And if they do not work is there way to make cloud layer only visible from far above (to make old way dark copy fake shadow)
  10. I expect it will be somehow different, I was not sure what is intended and what is my own fault. And I not really familiar with rocket reality in deep except some common sense. It become little clear now. But KSPI NTR still behave little weird, if in stock 2,5 reactor is give somehow similar results to lv-n, there it's like two times worse, and more fuel is make it even more worse, I just was not sure it is correct. Now I think it's because LV-N is much more lighter then in stock but, looks like KSPI performs more worse by it self, or maybe I wrong with fuel amount, I just prefer it over lv-n because of more intresting mechanic inside. Anyway, it's possible all this is more KSPI related. Also "tri-modal" do not show setup, but maybe it is intentional. I know about BTSM, and it's looks intresting, but some features I already have from other mods and more intresting progression tree looks really nice, and I looking for more resonable tree changes but I'm not sure about compatibility with all other mods I have, actually it's clearly says it's don't want to support anything alongside RF, looks like, have patches for everything I have and make all this engines and how they work more diverse and intresting. I'm OK to broke some habbits. Just testing how it's played and can I deal with changes it provide. It's not questions, just some explanations. Thanks for patience.
  11. 'm tried to take a look at this, mostly for more complexity. Size of engine model does not bother me and replication of historical rockets is not what I intresed in. I play in stock sized system, but with lot of mods. I read whole thread but still not compleatly sure what I'm doing here. What options I must to use? I take this stockalike config - everything looks more or less resonable, but seems I sometimes have much more delta from rocket then previously(from KER readings), well, not big deal, but maybe this is not as intended, and FAR already cut some of my to orbit delta need. What fuel intended to use for interplanet NTR powered returns? Hidrogen is nise but seems like it will all vapor before I reach destanation? Menthane maybe? KSPI NTR is give to me 200m/s of delta with hidrogen in setup where was more then 2000m/s with LF in stock fuel system. Is this corect or I did something wrong?
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