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DA299

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Everything posted by DA299

  1. @OhioBobI wanted to ask you something. I know you're one of the devs for the JNSQ mod, and that JNSQ has Principia support. I looked at the code on github, and can't figure out how it does this(no CFG files related to principia). Any pointers? Reason I'm asking is, I'm looking to modify Principia's RSS configs so that it accepts KSRSS as well.
  2. How might one go about making Principia configs for a planet pack(KSRSS)? Just looking for someone to point me in the right direction, won't ask for any help if the configuration isn't stable.
  3. L4, L5 points are perfectly stable without needing any course corrections. But I imagine having Minmus closer to Kerbin than the Mun might have some unseen affects that make these points unstable. Question for you: does Principia model oblateness in JNSQ? I know it does so in RSS.
  4. Ok Thanks. I tried it, and it seems it is 16k textures only?
  5. What are the differences between KSRSS 0.7 and KSRSS-Reborn(latest pre-release)?
  6. >5130 m/s is pretty reasonable for stock aero and low TWR upper stages that use lofted trajectories. However with FAR, and 2.5X KSRSS, I can probably manage a launch in 4800 m/s if I fly really well. Kerbin in JNSQ probably rotates slower than Earth in 2.5X KSRSS (12 hour day vs 7 hour day). But in my game, I've set that parameter to 12 hours, so the smaller size of KSRSS Earth is probably why less dV is required.
  7. 16 gb RAM, at least a 3 GHz CPU if you want to see the 'green clock' (Yours will probably run it, but clock will be yellow all the time). Yeah your GPU is weak, but use the 2K textures and don't install scaterrer or EVE and you should be fine(fine as in getting ~10-15 fps, playable, but not great.)
  8. 3 body isn't a whole different than simply going the whole way and doing an n-body simulation. Plus, it opens up its own can of worms, I think it was explained in this very thread a while ago.
  9. I've found the Kepler fanboy Great Explanation though, makes a lot of sense.
  10. Sorry for the late reply, I was driving. Anyways, here's how you do it: GameData >> KSRSS >> Patches >> 2.5xKSRSS.cfg In the config file, in base settings at the very top, set daylengthmultiplier to "2". That's All I did some further testing, and it turns out that setting 1 day = 12 hours also makes the orbital periods of the planets to roughly what they are IRL(in terms of days I mean.): Mercury ~85 days (IRL its 88 I think) Venus ~270 days (IRL its ~270 as well) Earth 1 year = ~350 days Mars ~2 years Jupiter ~11 years Saturn ~29.5 years Uranus ~84 years Neptune ~160 years Pluto ~244 years. All of these values are extremely close to IRL. In fact, I think there's probably some value of Earth day length that could get them exactly the same, though this would require a lot more math. Simply eyeballing it, and setting Earth day length to 12 hours in 2.5X KSRSS is a worthwhile addition to gameplay IMO.
  11. Dude this is so good! Although I'm not sure if my computer will run it lol(I only got 16 gb RAM). But seriously, your Earth looks extremely realistic.
  12. Thanks for the suggestion, although this isn't the way I did it(I just edited the Gamdata SD configs.) On the other hand, here's a suggestion for the devs: Using 12 hours for Earth's(2.5X) day, results in a 350 day year length, and around ~26 days for the lunar month. Wouldn't this be better than the already accepted value of 7.5 hours?
  13. Sorry if I'm quoting your post a bit too late, but I'm playing with sigma dimensions, and have set the daylengthmultiplier to 2.5X, but I'm still getting a day length of 7.5 hours. Any way to edit this? The reason I ask, is because I'm using kerbalism, and in 2.5X scale, the geostationary orbit altitude is within one of Earth's radiation belts(with the 7.5 hour day), this makes it impossible to park any long term satellites there(they start malfunctioning.)
  14. Yes, the duplicate one was in Kronometer, but when I remove it, Kronometer doesn't seem to run?
  15. B9-PW(v0.43.0.11) isn't working on my install 1.12.0. Can't edit wings using J at all(the window doesn't open). Any dependencies I might be missing? I am running a lot of mods, so if there are any major incompatible ones please let me know.
  16. I have an issue, this mod says I have duplicate Kopernicus.Parser dlls when I only have one? Is this a known error or should I be concerned?
  17. Ok, which build do you recommend then? I kind of have a save in 1.8.1, would like to have bdb as well.
  18. Just did it(v1.10.3) from the github repository and its still the same. @CobaltWolf any advice? EDIT: I don't know what I'm doing wrong, installed everything correctly, but still KSP is acting up. I can't launch any craft, if I press the 'launch icon' it'll just revert back to the KSC view.
  19. I'm running just this mod with its dependencies on KSP 1.8.1; and I'm getting the following errors: https://imgur.com/a/P1AhqUQ Tried every compatible version of B9-PS, but still these errors are exactly the same. Any help?
  20. Guys could somebody tell me what is causing these errors? https://imgur.com/a/P1AhqUQ Fresh install, with only BDB 1.10.3 installed along with its dependencies. Playing on KSP 1.8.1, tried all compatible versions of B9PS. still getting the same errors. Any help?
  21. Guys I have another issue, if I set the MLI layers on a fuel tank to something other than 10(like 70 or 80 for example), and then load the craft again, the MLI layers reset to the original value of 10. If you have several fuel tanks it becomes quite tedious to adjust the MLI layers value again to the required. Is it possible I'm missing something, or this is just the way it is?
  22. Possible, I only have kerbalism and interstellar extended as the major ones(which change the gameplay mechanics), so maybe its those two? Oh, and also I'm playing in KSP 1.8.1 too.
  23. Thanks man, appreciate it a lot! EDIT: Its still showing the following errors: https://imgur.com/a/P1AhqUQ
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