Jack Joseph Kerman

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About Jack Joseph Kerman

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  1. So, I've been working on a planet pack for the past four or so days, and each of my custom-made planets (apart from gas giants) has the same issue: in ScaledSpace (map view), the lit side of the planet faces one uniform direction and does not follow the sun, as if it were ignoring the existence of the sun in favor of a light source at infinite distance. I haven't had any other issues making them, apart from a few stupid mistakes I made which were easily fixed. (such as wrong atmosphere color, no biomes, etc.) A few pictures so you can get a better idea of what I'm talking about: https://imgur.com/a/TVs5Dy9 Here is a config file for one of the planets: @Kopernicus:AFTER[Kopernicus] { Body { name = Ferra Debug { exportMesh = true update = true } cacheFile = Screitus/Cache/Ferra.bin Template { name = Laythe removeAllPQSMods = true removeOcean = true } Properties { displayName = Ferra radius = 290000 geeASL = 0.4 tidallyLocked = true rotates = true initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 10000 10000 10000 20000 50000 80000 120000 description = Ferra, the largest moon of Seibo aside from the ice giant Nena, is a Dina-Sized world with a sulfur-rich atmosphere that serves to heat the surface to temperatures that are just barely within the survivable range. It's a shame there's no oxygen, though. ScienceValues { landedDataValue = 12 splashedDataValue = 1 flyingLowDataValue = 11 flyingHighDataValue = 10 inSpaceLowDataValue = 8 inSpaceHighDataValue = 7 recoveryValue = 9 spaceAltitudeThreshold = 200000 flyingAltitudeThreshold = 8000 } biomeMap = Screitus/Textures/Ferra_biome.dds Biomes { Biome { name = Mountains displayName = Mountains value = 1.0 color = #fff200 } Biome { name = Highlands displayName = Highlands value = 1.0 color = #d7d27a } Biome { name = Rust Bands displayName = Rust Bands value = 1.0 color = #ee1010 } Biome { name = Central Valley displayName = Central Valley value = 1.0 color = #594913 } Biome { name = Trenches displayName = Trenches value = 1.2 color = #a27171 } Biome { name = Midlands displayName = Midlands value = 1.0 color = #ff7f27 } Biome { name = Eastern Canyon displayName = Eastern Canyon value = 1.0 color = #c4ff0e } } } Orbit { referenceBody = Seibo color = 0.6,0.6,0.11,1 inclination = 6.08 eccentricity = 0.0106 semiMajorAxis = 86856000 longitudeOfAscendingNode = 41 argumentOfPeriapsis = 185 meanAnomalyAtEpoch = 1 epoch = 5 } Atmosphere { ambientColor = 0.065,0.048,0.08,1 @lightColor = 0.1588, 0.7747, 0.7796,0.2 enabled = true oxygen = false albedo = 0.30 altitude = 40000.0 staticPressureASL = 40.53 pressureCurve { key = 0 40.53 -0.006755 -0.006755 key = 3000 20.265 -0.0033775 -0.0033775 key = 6000 10.1325 -0.001689 -0.001689 key = 8000 6.755 -0.00112585 -0.0012585 key = 10000 4.5033 -0.00075055 -0.00075055 key = 14000 1.5011 -0.0002502 -0.0002502 key = 18000 0.500367 -0.00006672 -0.00006672 key = 24000 0.1000734 -0.00001876 -0.00001876 key = 28000 0.02502 -0.000008562 -0.000008562 key = 32000 0.01251 -0.00004281 -0.00004281 key = 36000 0.006255 -0.000021405 -0.000021405 key = 40000 0 0 } pressureCurveIsNormalized = false temperatureSeaLevel = 233 temperatureCurve { key = 0 233 0 0 key = 45000 233 0 0 } temperatureCurveIsNormalized = false temperatureLapseRate = 0.0024 temperatureSunMultCurve = true temperatureSunMultCurve { key = 0 1 0 0 key = 9700 0 0 0 key = 17000 0 0 0 key = 25000 1 0 0 } temperatureLatitudeSunBiasCurve { key = 0 0 0 0 key = 90 -3 -0.54 0 } temperatureLatitudeSunMultCurve { key = 0 2 0 0 key = 90 0 -0.36 0 } temperatureEccentricityBiasCurve { key = 0 0 0 0 key = 1 0 0 0 } adiabaticIndex = 1.286 gasMassLapseRate = 2.06477390407027 atmosphereMolarMass = 0.01995 } ScaledVersion { type = Atmospheric fadeStart = 90000 fadeEnd = 120000 Material { texture = Screitus/Textures/Ferra_color.dds normals = Screitus/Textures/Ferra_normal.dds rimPower = 2.06 rimBlend = 0.3 Gradient { 0.0 = 0.6588,0.5747,0.8196,1 0.6 = 0.549,0.284,0.141,1 1.0 = 0.0196,0.0196,0.0196,1 } } } PQS { fadeStart = 90000 fadeEnd = 120000 deactivateAltitude = 122000 minLevel = 2 maxLevel = 8 minDetailDistance = 6 maxQuadLengthsPerFrame = 0.03 allowFootprints = True Material { saturation = 0.75 contrast = 1.1 tintColor = 1,1,1,0 groundTexStart = 0 groundTexEnd = 9000 steepTexStart = 0 steepTexEnd = 9000 steepTex = CTTP/Textures/PluginData/cliff.dds steepBumpMap = CTTP/Textures/PluginData/cliff_normal.dds steepNearTiling = 2500 steepTiling = 25 lowTex = CTTP/Textures/PluginData/cracked.dds lowBumpMap = CTTP/Textures/PluginData/cracked_normal.dds lowNearTiling = 7500 lowMultiFactor = 75 lowBumpNearTiling = 7500 lowBumpFarTiling = 75 midTex = CTTP/Textures/PluginData/rock.dds midBumpMap = CTTP/Textures/PluginData/rock_normal.dds midNearTiling = 5000 midMultiFactor = 50 midBumpNearTiling = 5000 midBumpFarTiling = 50 highTex = CTTP/Textures/PluginData/gravel.dds highBumpMap = CTTP/Textures/PluginData/gravel_normal.dds highNearTiling = 5000 highMultiFactor = 50 highBumpNearTiling = 5000 highBumpFarTiling = 50 lowStart = 0 lowEnd = 0.26 highStart = 0.35 highEnd = 1 } Mods { VertexHeightMap { map = Screitus/Textures/Ferra_height.dds offset = 100 deformity = 5000 scaleDeformityByRadius = False order = 10 enabled = True } VertexSimplexHeightAbsolute { seed = 879234 deformity = 1200 octaves = 8 persistence = 0.5 frequency = 5 enabled = true order = 20 } VertexSimplexHeight { seed = 252343215 deformity = 1500 octaves = 8 persistence = 0.5 frequency = 6 enabled = true order = 30 } VertexHeightNoiseVertHeightCurve2 { deformity = 3200 ridgedAddFrequency = 5 ridgedAddLacunarity = 2 ridgedAddOctaves = 8 ridgedAddSeed = 9023490 ridgedMode = Low ridgedSubFrequency = 6 ridgedSubLacunarity = 2 ridgedSubOctaves = 8 ridgedSubSeed = 8922343 simplexFrequency = 6 simplexHeightEnd = 8000 simplexHeightStart = 0 simplexOctaves = 8 simplexPersistence = 0.5 simplexSeed = 76278298 order = 40 enabled = True simplexCurve { key = 0 0 0 0 key = 0.6311918 0.4490898 1.432598 1.432598 key = 1 1 0 0 } } VertexColorMap { map = Screitus/Textures/Ferra_color.dds order = 50 enabled = True } } } } } Help would be appreciated Maybe if this gets fixed I might release my pack after I've finished writing the science definitions.
  2. Have you tried putting an inflatable heat shield(s) on the back end of the craft? That usually helps balance it during entry, I have used this trick in both eve return missions I’ve done. Be sure to include sepratrons on both shields so they eject properly and don’t crash back into your base. Also, adding a lot of reaction wheels or RCS could help.
  3. Precise landings are what I’m worst at without a doubt. While not very difficult when the body I’m landing on has no atmosphere and low gravity (like the Mun, or even Moho I’m fine with), the problem arises when there’s higher gravity and an atmosphere, because it becomes a lot harder for me to predict my path. On the flip side it does give me an excuse to build rovers more often than I probably need to..
  4. Definitely version 1.2. Not only was it the first major update that came out after I started playing (right after 1.1 was released), it also brought a bunch of features that changed the game forever. Firstly, there’s the text changes. While a small feature, this update made the text considerably better looking and easier to read, which I quite enjoyed. Also, the addition of probe telemetry added a little bit of realism to the game, and meant you couldn’t just fling a tiny probe to the outer systems on a booster, you first had to unlock better antennas, meaning progression became much more regular and logical.
  5. Around 18 years, which was for a direct transfer from Kerbin to Keelon, a planet added by the mod Kerbol Origins that is insanely far away and has something like 2.7 G of gravity. The transfer in question was for a probe I sent there, which almost burned up on entry.
  6. Yes, but only the inflatable shield because otherwise it would just get in the way and make it impossible for me to land safely.
  7. Over 1,400 according to Steam, since I started playing in June 2016. Most of this was earlier on, when I played the game a lot more often than I do now. At one point, I would play over 70 hours every two weeks according to Steam, which honestly just baffles me today. Nowadays I’ll probably play 10 hours in 2 weeks, maybe even less.
  8. Yes, I do play with them enabled, mostly for the realism regarding kerbals fainting from G-force, as this adds some limiting factor to turns in maneuverable planes and re-entry velocities. Overall however, I wouldn’t say it adds that much difficulty to the game, especially with the part limits, as 40 atmospheres (which I believe is the pressure limit) is only obtainable deep underwater or when you’re about to reach 0 altitude on Jool, at which point you’re doomed anyway. The 50 G limit is negligible nearly 100% of the time, too, unless you’re attempting some crazy steep entry into an atmosphere at ludicrous speed. As far as disabling it goes, can’t you just turn it off in the difficulty settings, or is this some change I’m not aware of?
  9. Commie detected * now my post doesn’t make sense lol
  10. So what if a mod for this already exists? It’s a small, purely visual change that in no way changes the actual gameplay. A mod for something already existing shouldn’t immediately eliminate the possibility to add it to the stock game. Features from mods have already been added to the game before, so why should this be any different?
  11. To get around this problem, maybe have a setting on the module to deactivate during time warp, similar to having probe cores hibernate during warp. Once you come out of warp, the modules would start generating heat again using lots of electricity and gradually your craft would warm back up to nominal temperatures, meaning the game doesn’t have to passively manage heat at all times during flight.
  12. I may give this challenge a shot when I get back from vacation. I’ve done Eve surface missions before, but they were all done by landing at over 4000m, with ISRU and 4 kerbals in a 2.5m service bay. Definitely a new challenge for me which I’ve never tried, might go for level 3 or 4.
  13. I’m honestly all for adding decay to RTGs. Currently, as they stand, they are a free source of power with virtually zero downsides, apart from a rather high cost in career (which even then isn’t really an issue because of how late in the game you unlock them) Adding such a downside to RTGs for long missions could give players more incentive to use things such as fuel cells, which I currently forget even exist most of the time because of how overshadowed they are by RTGs and solar panels.
  14. About four or five days after I first got the game in June 2016, if we’re talking just landing successfully. That in itself took me three attempts, and I didn’t even make it back anyways as my engine was destroyed after a hard landing after I pressed shift and took a screenshot, which was the same button as throttle up.. The next day or so I did it just fine though, after I began to realize that MOAR BOOSTERS is not always the answer.
  15. I’m a madlad, I’ve done several Jool 5 missions before and two Eve returns. However, I doubt I’ll ever achieve Super Madlad because of the amount of patience it takes which I just don’t have, unfortunately. Have you seen what those people can do, it’s a whole new dimension of insane. It’s kind of like how I am skiing in real life, I’ll get down double black diamonds no problem, but will never have the skill to ski off of cliffs and crazy crap like that.