Nemesis1-1

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About Nemesis1-1

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    Cosmic Wanderer
  1. I suspect I'm doing something wrong but I don't see what. My planet won't appear in game. @Kopernicus:AFTER[Kopernicus] { Body { name = Alexandria flightGlobalsIndex = 810 Template { name = Vall removePQSMods = PQSLandControl, PQSMod_AltitudeAlpha, PQSMod_VertexHeightNoise, PQSMod_VertexSimplexHeightMap, PQSMod_VertexHeightMap } Orbit { referenceBody = Sun inclination = 2.1 eccentricity = 0 semiMajorAxis = 120000000000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.176,0.138,0.023,1 } Properties { description = Alexandria radius = 335000 geeASL = .65 rotationPeriod = 1 rotates = true tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 10000 20000 45000 60000 70000 80000 90000 ScienceValues { flyingLowDataValue = 8 flyingHighDataValue = 7 landedDataValue = 10 inSpaceLowDataValue = 7 inSpaceHighDataValue = 5 recoveryValue = 15 flyingAltitudeThreshold = 5000 spaceAltitudeThreshold = 240000 } } ScaledVersion { type = Vacuum fadeStart = 0 fadeEnd = 0 Material { texture = Ascension/AscensionSystem/Alexandria/Textures/alexandria_map normals = Ascension/AscensionSystem/Alexandria/Textures/alexandria_normal shininess = 0 specular = 0.0,0.0,0.0,1 rimPower = 0 rimBlend = 0 } } PQS { Mods { VertexColorMap { map = Ascension/AscensionSystem/Alexandria/Textures/alexandria_map order = 1000 enabled = true } VertexHeightMap { map = Extrasolar/ValentineSystem/Solyth/Moons/Hauna/PluginData/alexandria_height.dds offset = 0 deformity = 4000.0 scaleDeformityByRadius = false order = 20 enabled = true } VertexSimplexHeight { seed = 64198163 deformity = 1700 octaves = 12.0 persistence = 0.5 frequency = 4.0 enabled = true order = 21 } VertexSimplexHeightAbsolute { seed = 894651 deformity = 600 octaves = 6.0 persistence = 0.8 frequency = 12.0 enabled = true order = 12 } VertexHeightNoiseVertHeightCurve2 { deformity = 980 ridgedAddSeed = 1212 ridgedAddFrequency = 12 ridgedAddLacunarity = 2 ridgedAddOctaves = 4 ridgedSubSeed = 23234423 ridgedSubFrequency = 12 ridgedSubLacunarity = 2 ridgedSubOctaves = 4 ridgedMode = Low simplexHeightStart = 0 simplexHeightEnd = 6500 simplexSeed = 654786 simplexOctaves = 4 simplexPersistence = 0.600000023841858 simplexFrequency = 12 enabled = true order = 13 } } } }
  2. So what actually guides your missiles? I've tried laser guidance, doesn't seem to work.
  3. So I'm having some trouble with surface-to-surface missiles. Tried the ones in SCPanzerMod, but I have no idea what guides them since they're not laser. So I tried the Hellfires mounted on a tank, and they track the target but dip violently on launch and usually crash. Any tips?
  4. I'm trying to get JellyCube's missiles pack running in 0.23.5. These parts use the old cfg format and I was just wondering how easily can they be updated if at all? Thanks in advance.
  5. It literally took vast areas of space and somehow made it boring Anyway as previously mentioned, some people do play offline so they can never get any parts at this.
  6. Practically all interplanetary missions use atomic rocket motors, you can spare the delta-v :#
  7. What you wanna do is first escape Kerbin's SOI, once around the sun plot a hohmann transfer to your chosen planet. Once MJ carries this out, hit 'fine tune closest approach' and you'll get an encounter. If you time right it's about 100-300 days.
  8. I don't get you. If you're questioning the url, I just googled that meme and pasted the first link.
  9. We need to get someone on this, this is a fantastic plugin.