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umph7

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  1. I don't see Scatterer (make sure to download version 0.7......, not version 0.8....) in that list, although I doubt that will be the cause of this issue.
  2. Interesting place, Fracture... It was confusing how heat worked in it's atmosphere, as sometimes, only half of my plane would 'overheat'. But it's very clear you can't...
  3. Abyss is cool , though submarines will probably Kraken with these waves (my plane did ). I would have made pictures of Night, but ... you know...
  4. Update: It's actually possible in my game to see under most of the KSC. Scratch this, probably impossible to do in KSP for large worlds. It's not like Eeloo has rugged terrain. I did wonder why Silence hasn't got any ice caps like Kerbin or Laythe...Trip to Echo('s moons) this time: I think EVE-Redux was interfering with Maar's quicksand and turned it blue: Map View displayed normal dark brown craters. Fortunately, the bug unlocked the secrets of the universe under the surface : I moved the Community Terrain Textures Pack folder from under your OR folder to see if that helped. Wasn't the cause, most ground textures were gone after moving it. Will return to see if it persists.
  5. Visual mods used: Scatterer, EVE-Redux (this should only affect oceans in this mod, right?), Waterfall, Restock (plus).. TUFX was not yet installed while taking that screenshot. While I'm at it, some small things i noticed: - The ground beneath the KSC should be made a bit flatter, i think you can see under a corner of the tracking station. - The camera of the KSC (eg. after loading a save) has it's focus beneath the KSC, not at the buildings' ground level. - The KSC is not in an equatorial location, not mandatory, but an observation. - A probe 1-way trip to Silence (which has a nice, soft atmosphere for a change ): I assumed the large white landmass were snowy hills, but the science reports designate them as 'glaciers'. It might be popular media talking, but when I picture glaciers, I see rugged, inhospitable terrain. I've also not driven a rover around, so maybe my landing spot was unusually flat. I did like the volcanoes(?) I saw on descent.
  6. Went to Windswept and got obliterated by it's atmosphere , so I went to it's maddening moon instead. While I'm probably spoiled by Parallax ground textures, the cliffside textures didn't seem to load, unfortunately: https://imgur.com/ft6iZ0i Afterwards, back to Frontier... https://imgur.com/ZQu6hTx
  7. I tried your mod a few hours today, and WOW is the homeworld Frontier tough in conjunction with a tech tree mod. Looking at the parameters of Frontier, I decided to build a baby's first plane with some basic science on it. Oh boy, was that a surprise when throttling the engines! Guess I'm not taking the plane research anytime soon. Quietly hoping there's a more favourable launch location to unlock somewhere. Currently only made it to Scar's scar and back. I liked the bodies so far, they're big and seem more realistic that way! Although both had quite shiny terrain...
  8. Ah yes, that was the cause. I assumed the fuel of an engine-reactor wouldn't deplete when not in use. I've bound the "toggle reactor" function to the same action group as activating the engines now. Would it be possible for a QoL feature to have a "hibernate/shut down during warp" toggle like the probe cores? When performing an escape or insertion burn (in deep gravity wells) over multiple burns, it's easy to forget you're running reactors needlessly. Really liking the entire mod suite so far, Systemheat makes me think about what radiators to take with me, and I'm using other radiators for once!
  9. Hmmm, not sure if this is supposed to go under Kerbal Atomics or this topic, but I used the Stubber engine on a craft to go to Eve, but when I get there all enriched uranium has 'evaporated' (no waste was generated and deposited in the engine's storage). So now the engines aren't functioning anymore. So do fission engines burn through enriched uranium at ALL times, even in interplanetary space? Kind of limits their usability if you need to bring extra tanks of enriched uranium on long journeys. Or are there other mechanics at work here?
  10. Ah, I assumed it to be a texture loading problem, because it freezes on approach to Gael from Ceti or Iota for me. Your explanation(s) might also work. But it IS always during timewarp, so maybe it's a certain date (eg. day 57) that triggers it? Will try this out somewhere this week.
  11. That's interesting, I found the 'ocean' to be the safest place to land. Everywhere else, the altimeter didn't match the physical terrain, so you could crash into a termination line and be destroyed as if you're inside the planet, or fall through the terrain.
  12. Seems like a rare bug, as i can't seem to find many examples of it on reddit or this forum. This imgur post is the closest approximation I could find (but it's not entirely the same): https://imgur.com/a/Kb8JnZT What happens: When I plot a maneuver to a planet with a lot of moons (either gas giant Jool in the stock system or ice giant Gateway in Linx' Beyond Home Planet Pack), the patched conics start flickering. After a few seconds, the game starts freezing/stuttering, the maneuver node controls start freaking out (moving the node to a completely different point when adjusting prograde, radial, etc... along the projected orbit, patched conics dissapearing/appearing at random) and after about 30 seconds, the game gives up and crashes to desktop. Oh, and timewarping at different speeds causes the planets to shift forward and backward along their orbits. I have gone through my "Player.log" file, and while it is huge, the phrase "[Orbit] SolveClosestApproach: solve took too many iterations, result incorrect" seems to take up large swathes. I have reduced the patched conics setting from maximum (6?) to 4, but that did nothing. I'll now try and set it to the minimum (2?), and see if that helps with anything. If anyone knows a solution for this or has encountered this sort of behaviour before, please let me know and I'll upload the log file. Thanks for reading this far!
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