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Nittany Tiger

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Everything posted by Nittany Tiger

  1. @Yemo @DStaal @Nertea @ev0 @TheRagingIrishman I actually fixed that bug myself with a small edit of the config file. I just changed the position of two nodes in the config file (Advanced Motors and Experimental Motors), and Experimental Motors no longer overlaps Specialized Landers. The change is made in this part of the CommunityTechTree.cfg file. @RDNode:HAS[#id[advancedMotors]] { //pos = -1118,1067,-1 @pos = -1118,1048,-1 //Second number (Y-position) changed from 990 } @RDNode:HAS[#id[experimentalMotors]] { //pos = -952,1067,-1 @pos = -927,1048,-1 //Second number (Y-position) changed from 990 } So basically, the Experimental Motors node position just needed to be moved from Y = 990 to Y = 1048. I changed the other node position for the sake of symmetry. You can also changed the node position for Advanced Motors as well instead of moving two nodes up like I did.. I can also link my patched config here unless that's not allowed, or let @Nertea do it after he makes the bug fix.
  2. Alright. Thanks for the help. I may have to toss Kerbalism for MKS anyway.
  3. Do they work if you remove Grannus? What about other Kerbalism functions and resources? I guess those still work if you use the older configs.
  4. So drop Kerbalism entirely now if playing with GPP, or does the Grannus removal trick still work?
  5. It's OK. Both installed without complaint. I guess I'll have to see how they play together. They might just act independent of one another.
  6. I don't know if this has been asked in this thread or anywhere else, but how well does this mod integrate with Kerbalism's native part failure feature? I'm looking to use this and Kerbalism because I want part failures and launch mishaps to be a thing in my playthrough, but I don't want two mods to compete for when things break.
  7. MKS would be fun for end-game colonization, but I might not even get that far. I already have a ton of parts already and I haven't even uploaded everything. I might have too many parts now and end up having stuff I never use because it's redundant to another mod (such as stock command pods, BDB command pods, and Near Future Spacecraft command pods). I actually want to edit the CTT config so it better balances stock, BDB, KSP Interstellar, and Neartea stuff if I can. I'm going for a tech tree where similar parts aren't put in one node, and that won't make them redundant. For example, I can treat the BDB 1-seat command pod as an upgrade to the Mk1 by putting it in a slightly higher tech node. It's all great stuff if I can synergize it better. I also need to see if I can synergize DangIt! and Kerbalism's native part failure feature. EDIT: I've decided to drop USI and MKS stuff for Kerbalism. I really like exploration more, and I have loads of parts as it is. If I end up changing my mind, I can modify the mods later.
  8. Yes, I did. I installed the latest version of KKtoSD. Do I need to reinstall it? EDIT: I think I know what's wrong. Might be using the wrong version of Kerbal Konstructs because CKAN installed 1.1.0, and KKtoSD wants 1.1.9.3 or later. EDIT 2: And that fixed it. So it was just an outdated or incompatible version of KK.
  9. Alright, so I've installed Kopernicus 1.3.0-4. I've re-downloaded and reinstalled RESCALE twice (the 2.5x files). I've re-installed Sigma Dimensions as well. None of those have fixed the problem with KSC++ objects being out of place at the GSC.
  10. I was just going by what Gallileo recommended in my thread asking about what mods I should install next. I did think about messing with the Grannus config file to turn it into a planet or even a brown dwarf, but I'd have to take a day to figure out Kopernicus. I think brown dwarfs are actually Jupiter-sized objects because of their high density but lack of radiation pressure to push on the star's outer layers. I'll have to hit up Wiki for that. I know brown dwarfs do radiate in infrared and sometimes near-infrared, but they usually are very dim objects in visible light ranges.
  11. OK. I'll redownload it and re-install it and see if that fixes everything. Already did this and fixed the Scatterer issues. I figured that the issue was Scatterer looking for the missing star because it was throwing up errors in the console that it was looking for something it couldn't find. Therefore, I went though the relevant GPP_scatterer config file and commented out the sunflare configs, and then removed the config file for Grannus and everything worked just fine. I also removed the config mentions in Planetshine for Grannus, but I don't know if Planetshine works for 1.3 yet. In short, I figured out the problem and fixed it before commenting here.
  12. I did. 1.0.2.4. Good thing I took a break yesterday from building my GPP install to restart today since I did end up downloading your latest version. I think what's wrong is that I either need to create the config file that the KKtoSD dev has recommended for fixes, because I have not done that, or downgrade Kopernicus, because I'm using 1.3.0-6, and your thread says "if you don't 1.3.0-4 then don't blame us when things break." I can say that nothing has broken in using 1.3.0-6 yet that isn't the fault of another mod. This really just seems like I need to make that config file and then everything should be A-OK.
  13. I'm aware of the rescale options and actually installed the 2.5x rescale. However, KSC++ doesn't like 2.5x and the buildings don't match. A possible fix was given in the KKtoSD thread, though I don't know if it will fix the issues with KSC++. I can always experiment. Trying to get there. I worked on removing Grannus and editing your config files since you said Kerbalism doesn't work properly with that star in the game. (I almost made a MM config for that). Might just have to drop KSC++ or see if improperly installed Rescale! or KKtoSC (the 2.5x rescale is working as intended). This wouldn't be fun if there weren't bugs to fix.
  14. Forgive me for a bit of confusion here, but is this saying that BDB parts are slightly overpowered in stock-sized GPP? I would love to use BDB parts in GPP, but I don't want anything that will be OP.
  15. Thanks for the feedback everyone! I've decided to go with the following (underline is yet to be installed at the time of this post): Galileo's Planet Pack with 2.5x Scaling KIS and KAS Kerbalism (I'm removing Grannus for this like @Galileo suggested. I also wonder if you can turn it into a planet and make it a Y-class brown dwarf so Kerbalism doesn't have to contend with two radiating bodies) Appropriate Visual Mods (Scatterer doesn't like me removing Grannus, so I'm currently trying to fix that. Fixed! Also, unsure if Planetshine works with 1.3 yet) KSC++, Final Frontier, Research Bodies, Tarsier Space Tech, Waypoint Manager, Distant Object Enhancement, Basically any mod that GPP has as "included" Transfer Window Planner USI Catalog (possibly excluding life support if it conflicts with Kerbalism) JX2 Antenna Near Future Tech Far Future Tech SCANSat Cryogenic Engines Either Kerbal Atomics or SpaceTux Industries Recycled Parts Not sure if I want to use Ven's Stock Part Revamp or even remove stock parts if possible, unless other mods need stock parts. I really want to use new engines and tanks. I guess it overall depends on if the stock parts integrate well with the mods I want to use. (Used Stock Part Revamp). Bluedog Design Bureau KSP Interstellar Extended I don't know if KSP Interstellar is made redundant by NFT, FFT, Kerbal Atomics, Alcubierre drive mods, and others, but I really like the physics of this mod. Near Future Launch Vehicles KrakenScience SXT (if I keep stock parts) DeepFreeze Continued Airline Kuisine DangIt! Continued Extraplanetary Launchpads KCT Kerbal Engineer Redux Kerbal Alarm Clock Precise Node Infernal Robotics I might possibly add The Gold Standard, Asteroid Recycling Tech, Test Flight, and Kerbal Krash System.
  16. Ahh, OK. So I can just remove the extra stars from GPP and Kerbalism will work. Gotcha. Thanks for the heads-up on that.
  17. Thank you. I wasn't sure what forum this belonged in. Apologies for positing in the wrong forum. I didn't know Kerbalism worked with GPP until I looked at the GPP thread and saw that it did, so I will likely do both. I just haven't explored the stock system much. I rarely do missions to other planets despite how much I've played, but I want to play in a new solar system with realism enhancements. I want to use BDB. I already use KOS in my RSS install and SVE/SVT in my stock system install. I know Astronomer's Visual Pack came back, but I really like SVE/SVT. Maybe I can mix and match elements from both like the lightning effects from AVP. I also want to use KW or other parts packs that add parts but aren't cheat parts. I'm thinking KSP Interstellar Extended since that adds a lot of new things. Also the Near Future set of mods. More than one failure mod would be fun. Could also use EPL so I can make colonies. Hopefully there's a fix in place. What happens if the star is left in? Does Kerbalism ignore it, or does it break Kerbalism? I like that idea.
  18. I'm not switching quite yet. I might still run on 1.1.3, and I might install Principia or create my custom mod on 1.1.3. I think 1.2.2 is mostly stable. It runs, but I haven't played much of it. I agree with what you're doing, though. Just get ahead of the curve for RO 1.3 when it's stable.
  19. I'm wanting to do an alternate 1.3 install with new mods to freshen the gameplay. I'm trying to get through the "stock" career because I barely go interplanetary before I lose interest, but I also want to start playing with new mods. Right now, I have a couple of mods I really want to try out. One is Kerbalism, and the other is The Gallileo Planet Pack. I also want to add KSP Interstellar Extended and other parts mods. So, should I go with a Kerbalism-focused install around the stock Kerbin system, or go with a new planetary system with a few realism mods added for challenge? With either choice, I might make a thread in Fan Works since career modes turn into their own exciting stories. Timely feedback would be very appreciated, including recommendations for mods or other mod sets, or any facts like if Gallileo's Planet Pack can run with Kerbalism or not. EDIT: Discovered GPP does support Kerbalism. This might make my choice simpler.
  20. Test flight of a low-tech -SSTO- prototype. Trying to make a horizontal take-off spaceplane without the use of Turbojets, Aerospikes, or RAPIERs.
  21. 1.2.2 install of RSS/RO is ready. Should I port my Ares run to that, or finish this one run on 1.1.3 first?
  22. So made an interesting discovery about KSP's patched conic system, and it's probably something some people might know in here. KSP's patched conic system doesn't do proper velocity addition when a craft flies by a planet. This affects how flybys work in KSP versus how they work in real life. This is why a dark-side Venus flyby was done in the book and not a light-side flyby because in reality, Ares would gain velocity from Venus' motion around the sun along with the directional change in velocity. I put a maneuver node right after Ares leaves Venus's SOI and another manuever node that put Ares on a dark-side fly-by, and I messed with the former maneuver node until I got a Mars encounter. The resulting speed of that maneuver node was 6,537 m/s, which is close to the velocity difference between Earth and Venus (~5,409.3 m/s). Therefore, to properly do this mission, I need to fix KSP's patched conic system to properly model flybys. I do think the Principia mod might correctly model flybys, so I'm going to give that a shot. I'm currently creating a 1.2.2 install of RSS/RO, and I'll see if I can port my craft file to that and install Principia. I could also create my own mod that preserves the patched conic approximation but does the proper momentum transfer between planets and craft (assuming real life flybys are planets imparting momentum onto a craft via the gravity of the moving body dragging the craft along as if it were attached by a string). It would require me to do the math, but I can do the math, though the math for flybys is probably out there already. The Ares mission I think is still possible without these mods, but the Venus flyby has to be a light-side flyby, and the Mars arrival date is later than in the book as a result. When I did the maneuver node experiment, the Mars arrival date was actually within a day of the book's arrival date, which is further evidence of the dark-side flyby being correct.
  23. Awesome. I do love intricate missions to other planets. I would also love to put narrative to my stock and RSS adventures. I might do a NERVA mission to Mars myself, but I really want to do a Voyage-verse mission to Titan. As far as the book patches, the patriotic one is the one descried in the book. I don't know where the other design came from other than the Orbiter mod. It might have been a custom design. I can agree based on what NASA patches usually look like that the "official" Ares patch might be a little too patriotic.
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