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About VincentThacker

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  1. There is a way to get scatterer working on RSS. Firstly, go into the scatterer planet folder and notice that there is a folder for each stock celestial. Inside are three files with the .half extension together with a config. Some celestials such as Kerbin have separate folders for atmo and ocean. Take note of the file and folder structure. Download RSSVE, extract it, dig inside and you will find the same .half files and configs for the RSS celestials but arranged differently. Move them into the scatterer folder and put them into the same structure as the stock celestials. Using a tex
  2. Ah, I sort-of figured it out by experimenting with different values for the top and bottom row of pixels. Thanks for confirming!
  3. Hi, I have created a custom celestial in Kopernicus, but there is an annoying problem which is a spike at the north pole of the planet as shown in the image above. I am using dds 4096x2048 textures. I have already tried making the poles completely flat. How do I fix this?
  4. Yes, yes and yes, I did read through the entire documentation and I am clear what the ICRF is and how to transform coordinates. I looked through the files again and I realized I accidentally mixed up some values. The original values provided are indeed consistent. Maybe I did not explain it clearly enough. I prefer KSP's skybox to be aligned with the ecliptic instead of Earth's equator. In reality it doesn't matter whether we use the ecliptic or equator, but in KSP there is a definite direction that is upwards. Therefore I rotated all the vectors in the gravity_model.cfg and initial_stat
  5. Hi, can you please change my name to VincentThacker? I am standardizing my username across different platforms. Thanks
  6. Thanks a lot! I could not understand why my Eve lander suddenly started rolling uncontrollably at a certain point during atmospheric entry. I even edited the craft file to make sure that all the identical parts (such as multiple groups of legs and parachutes placed with symmetry) were placed at exactly the same height along the vertical axis, ensuring that the craft had complete cylindrical symmetry. I was at my wit's end until I found your solution. I turned off SAS and it stopped. You made my day. +1
  7. Oh. Looks like the absence of heat shields was the problem. Thanks for your reply!
  8. So my probe finally reached its destination, Jool. It came in on a regular intercept path, and I aimed for a very shallow aerobrake in Jool's atmosphere at around 8500 m/s, with periapsis at 195 km. Around 10 seconds after entering the atmosphere, the entire probe exploded. There were no flames/re-entry effects, and certainly no red overheat bars seen during a regular re-entry (such as from Minmus). Everything (except the MechJeb module) just instantly exploded. I'm suspecting this is what happened. Does this problem still exist? If it does, is there a workaround (other than Tylo gra
  9. Nope, craft above solar escape velocity just keep going forever. You can't "leave" Kerbol as it's gravity well is infinite. Only the Kraken knows what will (eventually) happen to them.
  10. The wobbly rocket "feature" is really just a consequence of the fact that there are many joints in the rocket (between stacked fuel tanks) that would be non-existent in the real world. Mods that allow you to construct a single fuel tank of any size (such as Welding or Procedural Parts) will solve the problem. Otherwise, auto strut and rigid attachment are your best friends.
  11. Get all of your Kerbals out of their landers. Switch to one of the landers, and tip it over so that it lies on its side. Start the engines at full thrust and watch it streak across the surface. Repeat the above steps for all remaining landers. Now, select a rover. Disembark any Kerbals still onboard. Flip it over so that its wheels are facing the heavens. Watch them spin uselessly until the battery dies. Repeat the above steps for all remaining rovers. The Mun is their home now.
  12. That's only because you're joining multiple generic parts together in KSP to form what would've been ONE part in real life. How many posts will it take before people realize that (stock) KSP is by no means realistic. Relativistic effects? N-body physics? Limited EVA propellant? No, no and no. It is a game. There's a reason why real-world space agencies don't use KSP to plan their missions. There's always a way to eliminate flexing in your rocket. You just have to find it.
  13. You're probably not using them correctly. For me, auto strut, when used correctly, becomes the fifth fundamental force holding my crafts together. It was probably the best feature that Squad ever added to KSP. Also, fuel tanks in real-life rockets are custom-made for that specific rocket to maximize the mass ratio. No one in real life builds "generic" fuel tanks and join those together like "parts" in KSP. It simply makes no sense to do so. If you want fuel tanks of any size, use Procedural Parts.
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