Tonas1997

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About Tonas1997

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  1. Vinci config seems to need some fixing, as the engine has the wrong stats and spams the log with the following error: [ERR 18:52:07.258] *RFMEC* ERROR could not find configuration of name RL60 and could find no fallback config. For part SSTU-SC-ENG-Vinci, Current nodes: CONFIG { name = Vinci-180 massMult = 1.100 maxThrust = 180 minThrust = 180 heatProduction = 100 ullage = True ignitions = 5 powerEffectName = Hydrolox-Upper PROPELLANT { name = LqdHydrogen ratio = 0.733 DrawGauge = true } PROPELLANT { name = LqdOxygen ratio = 0.267 } atmosphereCurve { key = 0 465 key = 1 230 } IGNITOR_RESOURCE { name = ElectricCharge amount = 0.500 } }
  2. So while we're talking about KSP2 and its possible improvements over the first game - or lack thereof - I have a question: I'm used to playing RSS/RO, meaning that while the "wobbly joints" and large part count ships are extremely relevant issues that should be addressed, I haven't felt their impact as much due to a multitude of factors (namely that I play a very slow career save with relatively small ships). The biggest hindrance to my enjoyment of the game, in its current state, are the loading times. I have a hefty modpack that results in +20 minute load times on a HDD - not sure on how much of an improvement getting a SSD would be - and, to be honest, I don't feel like sacrificing gameplay, part or visual mods so that I can get marginally better results when it comes to loading times. Doing so would completely transform my really enjoyable experience, one that mixes the realistic gameplay from RO with colonization, interstellar and orbital assembly possibilities from other mods. From what little I understand of this game, long load times are an Unity limitation that can't be improved upon that much. However, I want to be hopeful that KSP2 can (and will) improve this particular... handicap, but some comments I read on the subreddit seem to indicate it can't be helped without the developers switching to another game engine. And that depresses me. TL;DR: is it possible KSP2 will see a radical upgrade in loading speeds, or is it something we'll keep having to deal with? As a bonus, does anyone have any inspiring, infomercial-like SSD stories that could convince me to get one?
  3. Icon for the life support node: EDIT: idea for new Cryonics and Advanced Cryonics nodes (would only be used by DeepFreeze, but whatever):
  4. Under some (unknown) circumstances, duplicate buttons will appear on the stock toolbar. I'm not sure of what exactly triggers this, and wouldn't blame ToolbarController on it. However, could a manual "sanity check" button be added so that icons can be redrawn once the bug is triggered? Not sure if such a request would fall inside the scope of this mod, but though about asking anyways.
  5. How's this for Artificial Intelligence, for starters?
  6. Are you interested in some custom icons for the new nodes? @FreeThinker can attest I've gotten quite skilled at it
  7. Is there any reason why stars would be charging panels at a non-null rate over extremely large distances? This is happening in RSS with both the Sun and added stars. I can't figure out exactly what defines a star's solar flux/panel charge rate, and I'm at my wit's end trying to understand why a ship in goddamn Alpha Centauri can charge its panels quite well enough by pointing them at the Sun 4 light-years away - and vice versa. Below is the Sun's config from RSS, whose template is used by the other stars. Interestingly, the cached MM file only shows a body/brightnessCurve node for the Sun. If key = 0 0 0 25 is present, why are panels not generating (virtually) zero charge over those distances? Body { name = Sun cacheFile = RealSolarSystem/RSSKopernicus/Cache/Sun.bin Template { name = Sun removeProgressTree = false } Properties { displayName = The Sun description = The Sun, a G2V main sequence yellow dwarf. radius = 696342000 gravParameter = 1.32712E+20 ScienceValues { } } ScaledVersion { solarLightColor = 1.0,1.0,1.0,1.0 Light { IntensityCurve { key = 0 0.9 0 0 key = 8e+9 0.75 0 0 key = 8e+11 0 0 0 } ScaledIntensityCurve { key = 0 0.9 0 0 key = 8e+9 0.75 0 0 key = 8e+11 0 0 0 } IVAIntensityCurve { key = 0 0.82 0 0 key = 8e+9 0.675 0 0 key = 8e+11 0 0 0 } brightnessCurve { key = 0 0 0 25 key = 0.01 0.105 0.5 0.5 key = 1 0.6 0.5 0.5 key = 5 3 0 0 key = 10 3 0 0 key = 50 2 0 0 key = 200 2 0 0 } } Coronas { Corona { scaleSpeed = 0.01 scaleLimitX = 10 scaleLimitY = 10 updateInterval = 2.5 speed = 10 rotation = 0 Material { texture = RSSVE/Textures/MainTextures/Misc/SunCorona } } } Material { emitColor0 = 0.85, 0.85, 0.85, 1.0 emitColor1 = 0.975, 0.975, 0.85, 1.0 rimColor = 0.975, 0.975, 0.975, 1.0 rimBlend = 2.5 rimPower = 0.75 sunspotColor = 1.0, 1.0, 1.0, 1.0 sunspotPower = 2.0 } } brightnessCurve { key = 0 0 0 25 key = 0.1 0.105 0.5 0.5 key = 1 0.6 0.5 0.5 key = 5 3 0 0 key = 10 3 0 0 key = 50 2 0 0 key = 200 2 0 0 } } Any help would be welcomed, as I'm outrageously desperate. Kopernicus version 1.6.1-9.
  8. I'm using RSS alongside a star pack and, as it seems, solar panels are receiving starlight from far-away distances and charging accordingly. However, they are generating EC at ridiculous rates - which shouldn't happen given how far the sources are. I've taken a look at the configs and, as it seems, there are no SolarPowerCurve nodes for the added stars. Could it be possible the game is using some default value? The Sun itself doesn't seem to have an explicit SolarPowerCurve, but it works as intended. Imgur album with the problem in action. Kopernicus 1.6.1-9 for KSP 1.6.1 EDIT: nevermind the "occluded by celestial body" remark; that's on Kerbalism. Also, it's interesting to note this problem doesn't seem to hold during timewarp; it could definitely be Kerbalism related. Still, do you think it has something to do with the missing SolarPowerCurve?
  9. Cosmetic idea: different scanner beam colors and shapes, as rendered on this ESA video of the JUICE spacecraft: https://www.youtube.com/watch?v=KGkW__sEDHA
  10. Update on the KerbalKonstructs issue: the added launchsites appear on persist.sfs: LaunchSites { KSC2 { favouriteSite = No MissionCount = 0 MissionLog = No Log isOpen = False } LAUNCHPAD { favouriteSite = No MissionCount = 0 MissionLog = No Log isOpen = True } LVLC-1 { favouriteSite = No MissionCount = 0 MissionLog = No Log isOpen = True } RUNWAY { favouriteSite = No MissionCount = 0 MissionLog = No Log isOpen = True } } Kerbal Construction Time does seem to recognize both the default launchpad and KSC2 (which is added by KK), but not LVLC-1. So there seems to be some sort of partial compatibility...(?)
  11. Which would be the most appropriate version for KSP 1.6.1? I'm using 1.7.0.3, but KCT is not recognizing KK launchpads.
  12. I'm having an issue regarding distant stars not having their brightness disk rendered, despite a non-zero "infinite distance" radius value: brightnessCurve { key = 0 0.105 0 25 key = 0.01 0.2 0.5 0.5 key = 1 0.6 0.5 0.5 key = 5 3 0 0 key = 10 3 0 0 key = 50 2 0 0 key = 200 2 0 0 } Could this be caused by RSSVE, or are my brightnessCurve keys just too small? I'd like for the star to be a distinguishable point on a 1920x1080 display.
  13. I'm playing with RSS and would like for stars from a planet pack to be visible with Distant Object Enhancement; do I only need to add the configs to PlanetColors.cfg? Also, is there a way to set a per-body brightness value? I fear the stars (which are literally light-years away) would appear too dim.
  14. Kerbal Construction Time: 1.4.6.1 Kerbal Konstructs: 1.7.0.3 (I grabbed the most recent version of KK, since there were no notes about compatibility with specific KSP versions) EDIT: even after rolling back to KK ver. 1.4.5.64 (compatible with 1.6.1 as per CKAN) the problem persisted; this seems to be an issue on KCT's side.