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Posts posted by WillThe84th
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I have just released a compatibility update.
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5 hours ago, HooHungLow said:
@WillThe84th Sigma and Kopernicus are now 1.4.x compatible, so I am just waiting on this mod before I upgrade. Are you planning an update in the near future?
It'll probably work with 1.4 then. I haven't tested it.
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29 minutes ago, Goody1981 said:
Hi - this is a great looking mod. Do you know by any chance if it’s compatible with cloud mods like EVE/SVE and/or Scatterer?
It should be, but some of the colors might be off for Jool.
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I have been busy with school stuff recently so I have not checked the forum. But I plan on updating this as soon as Kopernicus comes out of 1.4
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On 12/12/2017 at 9:20 AM, Sigma88 said:
@WillThe84th I am considering adding compatibility for this mod in Galactic Neighborhood
usually I ask the planet pack developer to propose a name for the star the pack will get in GN and also to propose a real life star as analogue
for this pack I thought it would be nice to name the star "Schedon" or "Skedon" which is greek for "Almost"
regarding the star instead, I would like to get a star that fits nicely into the HR diagram of GN stars, so I am looking for specific types of stars.
If you are interested I can send you some options when I have an idea of what kind of stars I need nowThat would be great! I would love to hear any options you have regarding the star, and I would love to discuss if further as well.
On 12/5/2017 at 10:42 AM, Blinkboy77 said:I use, OPM, Sigma, and Kopernicus, just this one, like requierment said, and I meet problems with the sun, error message said, that Kopernicus can load correctly due to a bug with an other mod
If you could send your log next time it happens that would be a big help.
On 12/8/2017 at 1:31 PM, LowFlyingGamer said:I Love the Idea, one thing that I have been looking for though, Is: The planets would be kerbal sized but they would be moved around and re-textured to look like our solar system. Mostly because i want to feel like i'm in our solar system but I don't want the big challenge of dealing with such a big planet (compared to kerbal).
If that's what you want then I recommend that you take a look at this.
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On 12/3/2017 at 8:01 PM, SpacedCowboy said:
To me there is no difference between the tier 3 runway and the surrounding KSC grass.
That's true, but the issue is that there is a difference between the tier 1 and 2 runway and the surrounding grass.
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4 hours ago, Blinkboy77 said:
I have a problem, I've got no sun tracked, it's always the day on ksc, and the solar panel, don't recieved any light energy
What other mods are you using?
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The way the runway levels up is very weird. It starts off so bumpy that it is easier and safer to just take off from the grass right next to it. What I'm proposing is that the runway start off very short, and progressively get longer, instead of the runway starting off very bumpy and getting progressively smoother.
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On 11/28/2017 at 12:44 AM, Delay said:
2km? Just a guess.
Actually it's 13km.
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13 hours ago, Aegolius13 said:
I almost feel like the game designers were being sneaky. First they give you stuff like the Terrier to show you that ISP can be pretty important. Then they give you the TwinBoar to show you that in some cases, ISP is not actually that important.
My engine selection kind of boomeranged over time as I learned more - learning curve was something like this:
Stage 1 (noob): Hey, this engine has a lot of thrust! I don't really know what all those other numbers mean, but I like thrust!
Stage 2: It's all about ISP, so the Reliant, TwinBoar and SRBs are trash. Go Mainsail/Vector!
Stage 3: Actually, those low ISP engines are really useful as long as they're at the bottom end of the rocket. Please take me back, cheapo booster engines!
I didn't think I would but I completely understand what you're talking about.
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12 hours ago, Saltshaker said:
Very interesting! And since its already ARRS, you could make it cheeks
A
Realistic
Stock system
Enhancement!
but yea keep up the good work
Wow. I'm speechless...
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On 11/26/2017 at 2:43 PM, Fergrim said:
In the settings file everything is listed as "1" Is "1" equivalent to "2.5"x the original KSP scale?
looks to me like 1 is equal to 1, as in the original size scale. I changed everything to two and my atmo height is now 140k. Very cool.
If I understand right, to get things to real sizes, the number is about 10?
And is this increasing distance between bodies also?
Yes, "1" is equal to approximately original KSP scale and "10" would be equal to RSS. I just set it to "2.5" by default to be a nice balance between realism and difficulty while still being able to use stock parts.
And yes, it increases the distance between bodies as well.
On 11/26/2017 at 2:43 PM, Fergrim said:Oh and are the other things, like antenna ranges, rescaled along with my changes there?
I see the remotech config files, I'm just not sure if I'm supposed to copy the one I want into a remotech directory or what
Sigma dimensions does a good job of scaling up the stock antennae ranges, so that is something neither of us have to worry about.
As for the Remotetech configs, I have included multiple preset configs for different scales, and you don't have to do anything with the files. All you have to do is select the correct config in the in-game Remotetech settings.
On 11/26/2017 at 2:43 PM, Fergrim said:Just keep thinking of more questions, but my final ones are... is there any way to make this compatible with setups that add additional stars? It crapped the bed when I tried to throw KSS in along with it unfortunately.
And finally, the compatibility folder, should I be copying its contents around to each of the mods mentioned? Or are those files already being used by the other mods to correct themselves? Like for instance, the OPM section, should I be copying those configs into the OPM directory as well?
But basically I love the additional content that more stars gives us but I also love the additional challenge that the scaling gives. Not sure how to get the best of both worlds
I don't really know what other Kopernicus mods would work with this mod. I would suspect that it would depend on the structure of the system. Mods that make modifications to the same files that this one does would probably have conflicts. I will try to add more integration for such mods in the future.
You do not have to do anything with the files in the compatibility folder. All of that should work automatically.
On 11/26/2017 at 6:51 PM, Fergrim said:Also there's a problem here, I'm finding several planets lose their textures completely when I install this mod am I doing something wrong? For example, Sarnus and its rings turn all white.
Edit: After scouring cfgs for the problem, it seems you're trying to call your textures from a folder called "realisticremodel" which doesn't exist. the textures are present in (Almost)RealSolarSystem/textures and /plugindata but there is no such folder as realisticRemodel. I'm going to try to add that folder, and put the textures in there to see if it fixes my issue.
Edit:
THAT FIXED IT. I had to rename your mod folder to "RealisticRemodel" from "(Almost)RealSolarSystem and now all of the textures work as they should. Just an FYI for anyone else, and for you Will, so you can have this working as intended.
I have addressed that problem and I believe it has been fixed in the latest update. (1.0.3)
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16 hours ago, Bottle Rocketeer 500 said:
@WillThe84th Awesome!
Thanks!
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6 hours ago, JadeOfMaar said:
Interesting little project you got here. Needs more screenshots.
Thanks, I just added a link to an Imgur album, and I'll work on getting more in the future
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Moved to a new thread here.
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This is a continuation of my mod Realistic Remodel.
(Almost) Real Solar System is kerbalized version of Real Solar System. It keeps the stock planets but changes them to be more realistic. The orbits and sizes of planets have been changed to be in the same ratios as our solar system. Some planets have been moved around to fill in some gaps, and names of some planets have been changed as well. A few color changes have been made, and more are planned.
Kopernicus and Sigma Dimensions are required and OPM is highly recommended.
Scaling:
I have added a scaling feature using Sigma dimensions to allow you to change the difficulty according to you. The default setting is about 2.5x stock scale, while the atmospheric height and rotational period are the same, but this can always be changed in the settings file.
Color Changes:
Some of the planets have a had their color changed to be more similar to reality. Marcx (Previously Duna) have been changed to be more of a rusty color than a bright red. All four gas giants have slightly different colors, with Jool's being the most extreme.
Compatibility:
Distant Object Enhancement: Added configs to support color changes of planets.
KSC Switcher: Added 4 additional launch sites around Kerbin. (In my testing the download from the RO repository here works)
RemoteTech: Added an assortment of preset configs to choose from in the in-game settings. You can also create your own.
Planned Features:
- Color change for other planets, including Vixen, and various moons.
- Support for visual mods. (SVE and EVE kinda work)
- Maybe additional bodies.
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I've had this problem before, try running the 32 bit version :/
That usually works for me.
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After completing a pretty successful (So far, we'll see how the return goes :/) interplanetary mission with USI Life Support and UKS, (Partially based on SpaceX's Interplanetary Transport System) I decided to post a few things that are in my mind pretty much essential for a successful mission.
- Lower the consumption rate. This one is not completely necessary, but it's a good idea if it's you first time or, you've had trouble in the past. I did it, and my justification for it is that by default a Kerbal consumes 16.2 kg of supplies per day, whereas a human consumes about 3 kg of food and water per day. That seems a bit excessive. I know that they include water for bathing, and other things, but I think they would be able to clean the water and re-purpose it if they were sending Kerbals into space. This can be done by going into the USI Life Support Settings.cfg and changing SupplyAmount (and WasteAmount respectively). I changed it to 0.0025, but it's up to you. Also, if you are using UKS then you need to do this in USI-LS.cfg. On that note:
- Use UKS. Believe me, this is a game changer. Using UKS, you have access to inflatable modules, which means you don't have to launch all these crazy shaped structures and land them, just to have a semi good looking base. Other than that, it will give so many more features to your base, allowing you to eventually turn it into a whole colony.
- Plan ahead. This is a big one, and it's straightforward. This can vary from an intricate spreadsheet, to just making sure in the VAB that you're sending enough supplies. On top of Supplies, make sure that you're vessels can do everything that you need them to do.
- Multiple launches. This may be annoying, but sometimes it's the only way to go. My mission had 4 vehicles that landed on the surface before the crew even got into space: A habitation module, A greenhouse/storage module, a huge lander with a crap ton of supplies, and an ore processor to make fuel.
- Make it pretty. This is not necessary, but it will make your base more awesome.
If you do these things than you might have something like (or probably better) than this:
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If they do end up adding life support it should be lightweight and configurable. To someone who just wants to play and get through the game, life support is just a hassle, but if your someone that wants a difficulty, then life support can add that. The reason I say lightweight is because if you use USI or any other "heavy" life support mod, its hard to get through a true interplanetary mission without devoting tons of space on your ship to life support or devising some complex strategy. That challenge would only be increased for new players.
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On 9/29/2013 at 9:23 PM, loknar said:
After a satisfying aerobraking, saving the game and then realise you're in a 270º orbit (instead of 90º). FAIL
I did that in my Jool 5 mission around Laythe, then when it came to do the escape burn, I was 18 m/s off and I had to use KAS to separate the bridge and push my way back home.
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On 7/3/2016 at 7:13 PM, goduranus said:
While there's no best engine, does anyone think that there may be a worst engine?
The Thud(medium radial)is pretty bad imo, it's expensive and heavy, it's too big for small rockets, but if you have a rocket big enough to use the Thud it's better to use inline engines.
It's got a good gimbal range but I've never found a use for it.
I actually like the Thud quite a bit, I have a launch that has three large engines that don't gimbal, so I clip three Thuds into a tank and use them as control engines.
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On 8/25/2016 at 0:34 PM, lajoswinkler said:
No one has ever been to Dres.
Scott Manley has been to Dres, and many others have, including myself.
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I watched The Martian for the second time yesterday, so I decided to do this.
The plan is to send a bunch of missions to Marcx (a modified version of Duna from my mod Realistic Remodel) and eventually end up with a colony on the planet. Everything is stock, except for a few utility mods, such as Trajectories.
Part I: Intelligence Lander
SpoilerThe launcher isn't that impressive, but I spent a lot of the time on the payload, and I hope it makes up for it.
Liftoff!
Second stage ignition.
Spacecraft is in orbit.
Second stage starts the trans-Marcx injection burn.
Transfer stage completes the rest of the burn.
I really like how this transfer stage turned out.
The optimal transfer to Marcx at this time is weird, the ejection angle is about 45 degrees inward to Kerbin prograde.
After doing so course corrections we arrive at Marcx.
But there's a problem, I didn't pack enough fuel to get into a stable orbit, and I want to land where there is ore. So I decouple the transfer stage and use some of the payload's fuel to correct my trajectory to aerobrake and land where I want to. (The Trajectories mod is great for this)
The payload enters the atmosphere.
There's another problem, Marcx's atmosphere is very thin, about 10 times thinner than Duna's, so to aerobrake from an escape trajectory to a landing trajectory you have to go low. Extremely low.
About here is our lowest point, about 250 meters above the surface.
The camera switch indicating that we are in orbit, although I immediately switch it back.
We are starting to ascend again.
We reach apoapsis while still in the atmosphere.
We then start firing the engines to slow down enough for the parachutes to deploy.
All of the parachutes deploy successfully.
Final deceleration burn...
And touchdown!
Fairing is deployed to reveal a little rover.
After warping until day and getting the rover off the platform using the reaction wheel, I do some roving around.
And I find a nice little hill.
Next I'm gonna try to do a manned mission based on The Martian, starting with the MAV.
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They could have some way of constantly downloading information form Earth, so you wouldn't have to wait 40 minutes for a page to load, but you would have to wait forty minutes for any new information to come across.
[1.4.*] (Almost) Real Solar System (v1.2.3)
in KSP1 Mod Releases
Posted
I haven't really had much time recently for this sort of stuff, but I have just updated it and I still plan on continuing to work on it.