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bloxgate

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  1. Ok, so looks like the situation reversed itself after I changed my orbit at apoapsis. However the apoapsis then went up slightly and the change appears to have stopped! Thanks for you help everyone
  2. Right, I'll try time warping up to apoapse and then increase my periapse a little. I'll let you guys know what happens.
  3. What did you do to stop it, or did you just end up crashing into the Mun?
  4. Heretic391: My engines are completely off and disabled. The orbit map also shows this change so its not an error in MechJeb. CavemanNinja: I am currently scanning Kerbin with the first scanner you unlock for SCANsat. I believe it is called the Radar Altimetry Scanner or something along those lines.
  5. I recently launched a SCANsat radar satellite into a inclined and fairly eccentric orbit. While watching it make progress on the scan I noticed the periapsis marker on SCANsat's map going down at around 0.1 m/s. Thinking this was just a glitch I exited the map I was looking at and checked MechJeb's orbit info, and much to my surprise my periapsis was actually going down. As I was at an altitude of at least 74 km at the time, and do not have any mods that add this sort of thing I am very confused. What's going on? Solution:
  6. Hello, I have a question about nonspherical objects. I know it can be done as evidenced by a cube shaped moon from some planet pack, and I know it involves something with the heightmap. I have the heightmap exported for the moon you can see in this image: How would I tell the game that the height map isn't spherical, or do I have to make some changes to the heightmap?
  7. It appears to be working fine. Had a command pod explode on collision with the texture, so all seems to be well.
  8. No such luck. I tried making the final 3 numbers 0s and there was no visible difference in how far my kerbals sunk into the ground.
  9. Braininator, I am using the 64bit hack. KSP appears to use around 2100 - 3500 mb of RAM depending on what I'm doing in game at the time. Also, I have tested the ground on a moon I added, except in this case the template was larger than my moon. It seems on that moon the ground and the actual collider are at the same level. Perhaps if you scale up it causes issues?
  10. Well, using KitopiaTech I was able to remove the ground scatter. However the bug with sinking into the ground still persists, I guess its just one of those things I'm going to have to put up with. EDIT: Wait a minute! Kerbin, the template I used has an equatorial radius of 600 KM, my planet has one of ~1100 KM. You say the ground issue happens with RSS which makes planets bigger, perhaps the planet is simply too big for the template?
  11. I'm going to give Kittopia a shot, maybe I can use it to remove ground scatter. I'll keep you guys updated!
  12. Thanks, once I enabled exporting the .bin in the config my planet was the correct size. However terrain scatter produces trees and the ground is a meter or two beneath the ground texture. I've put what I beleive turns off scatter for a planet in the config and recreated the planet but nothing happened. I end up with: PQSMod_MapDecal{ modEnabled=True removeScatter=True }
  13. Here you go: PFBody { name=Scorch templateName=Tylo flightGlobalsIndex=1330 } CelestialBody { bodyDescription=Scorch, a world of fire; constantly bombarded by ultraviolet radiation. GeeASL=0.15754 rotationPeriod=14400 Radius=1157811 rotates=True tidallyLocked=False atmosphere=True atmosphereContainsOxygen=False atmosphereScaleHeight=1 maxAtmosphereAltitude=5000 } PQS { radius=1157811 } Orbit { inclination = 1.0 eccentricity = 0 semiMajorAxis = 7547911424 LAN = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 referenceBody = Sun } ScaledExport { templateName=Tylo mapWidth=2048 maxHeight=20000 exportBin=False removeAlpha=True } PQSMod_VertexHeightMap { modEnabled=True heightMap=Scorch_height.png heightMapDeformity=7000 scaleDeformityByRadius=True } PQSMod_VertexColorMap { modEnabled=True //order=150 vertexColorMap=Scorch_color.png }
  14. Hello, I have a question regarding templates on custom planets. My planet has a radius of 1157811 meters, however there is no existing body with a similar radius. As such the planet appears smaller than it actually is. This leads to the problem of having a periapsis above the planet in map view while still being under the surface, and the actual surface fading in a few hundred meters away during descent. Not using a template leads to my planet not appearing. Is there anyway to fix the appearance or not use a template?
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