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etoanrish

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Everything posted by etoanrish

  1. Ok, must have been an accidental right click while spinning the view around. Thanks
  2. I found the Settings section of MechJeb and reset to factory conditions and it restored it. Wondering what I did to make it move over.
  3. OK , somehow I clicked something for which I can not find a fix. I've tried clicking and dragging, etc, combined with function keys, etc. The main window for the MechJeb interface got moved on top of the meter which shows altitude making it difficult to read. I can open up the sub-windows such as Orbit Info and Surface Info and all the rest. I can move them around the screen. Everything with them functions. But, I can not get the main MechJeb window to slide back over to where it belongs between the altitude meter and the right edge of the screen. The normal click on the title bar doesn't let me grab the main MechJeb window to move it. What am I missing? Thanks in advance.
  4. Kerbin has an atmosphere that gradually increases in density as one descends for a landing. When I use the HyperEdit button to add an atmosphere to a planet or moon that does not come with one, it suddenly kicks in at sea level pressure when I reach the altitude I enter into HyperEdit. There's no gradual change like Kerbin. The instant change to sea level pressure suddenly destroys the craft. Has there been any progress on fixing this as mentioned in a message here on the Forum in June? Any ideas how I might do a work-around with some other setting or something? This causes me to wonder about the purpose of the "has atmosphere" button. It seems like the only reason, would be to remove an existing atmosphere, right? Thanks for answering in advance.
  5. I'm also using this with version 1.8. So far I'm not finding Easter Eggs, unless they are the arch plants. What objects am I looking for and what planet or moons should I be looking at in more detail? Thanks. Since this thread is old, is there a newer discussion thread?
  6. I'll ask the question generically then. Once the update for this mod is released, (OR another developer with a different planet mod), I'm new to this but enjoying the first download from about 3 months ago. What is the procedure to properly combine the upgraded version with the great new planets into an existing working KSP (same mod into old version or same mod, i.e. overlay, update, upgrade? .. I have not done this in the past. Do I re-download the entire package and then just put it into Gamedata? I don't want to lose the saved game with ships orbiting or landed. Thanks
  7. I'm new to this but enjoying the first download from about 3 months ago. What is the procedure to get the upgraded version with the great new planets? Have not done this in the past. Do I re-download the entire package and then just put it into Gamedata? I don't want to lose the saved game with ships orbiting or landed. Are there planet changes that might be a problem for existing ships? Thanks
  8. A bit confused about this, even after reading all the comments. Is this mod useful for an Apple MAC, OS/X system with 16GB? (NOT running Windows) I frequently have Safari and Mail open and running while using KSP planet packs. Smaller planet packs run for quite some time before the stuttering starts to happen. As expected, running larger planet packs, the stuttering starts earlier. One of my planet packs just keeps grabbing more and more memory locking the computer for two or more minutes. Does this mod grab a bunch more memory for KSP at the start? Does it keep KSP from grabbing more and more system memory? This would force Mail and Safari to swap to disk to avoid the stutter, right? If so, what would be the appropriate setting 2GB or 4GB.? Thanks in advance.
  9. I see the last post in the forum is June 12. Hope you are still working on this. I like the blue gas giant. Can you add an atmosphere to one of the moons, please? I like spaceplanes.
  10. Oh I see they are a work in progress. Good work! I'm uncertain what to do for an update, when it happens. I am using 1.8.1. Do I just re-download if I see a newer version than I have and then copy everything over to the matching folders inside GameData? What happens if the planet pack needs a newer version like 1.10.1 ? How does that work? Looks like I would loose all my work. Are current ships saved wherever they are? Seems logical things would work like that. Thanks in advance.
  11. I noticed on the front page that this mod is for 1.2.2. Some of the latest comments mention newer versions of KSP. I want to get the most reliable setup which will run without problems if I follow the instructions on what goes into GameData. . . (I've had mods fail to load or sometimes get warnings then failures.) What version of KSP should I use for the best reliability without any chance of failure? I have up 1.1 to 1.3 then a gap to 1.7 and then higher. Mostly these days I'm on 1.8. (In searching on forum dot Kerbalspaceprogram dot com I have not found RSS full version. It probably lives on some other website. ) Thanks
  12. Wow, lot of alphabet things there. What is: JNSQ, KSPI-E, MM thread and GPP? If they are planet packs, do you have a link, or I could look them up once I know the meaning. Thanks in advance. etoanrish
  13. Thanks for the reply. if you see any others please add them to the thread. I found three or four more but it didn't seem like they matched what you are asking about. They only modify the base system and don't add any stars. . Looks like other mods are in development. Maybe someone can tell us more when they see this thread. Galaxies Unbound works well as is. I consider it a mature planet pack. Kinda fun. There are planet packs which do not seem complete at all, as if the person started work but didn't bring it to a playable level. One clue is no description in cover page, like here's a list of planets with info, and there are not many comments by users. Anyway, hope there will be more people commenting on this thread. What planet packs have you found interesting, everyone?
  14. Blinding Light leaves the Kernel system intact and adds external. Galaxies Unbound is another one. Alternis Beyond Home is actually close to the scenario you mentioned. In this one, billions of years (?, huh, should be a million or so) have passed since Kerbol the Star went wild and there was an evacuation to the new star system. They have regained spaceflight and can now explore the system where they evacuated to as well as eventually build ships to visit the badly damaged system where they originated. Very novel idea. Extra Solar is another mod that lives up to the name. Hope this helps etmoonshade. These run on various versions, mostly the newer ones. I use 1.8.1 on most of these mods. EtoanRish my handle here. Let me know what you think about these mods which I gleaned from searches. I also was searching a 2 to 4 months back. If you see one that I didn't mention please add to this thread.
  15. What is the latest version of KSP this works? 1.8.1? Time to experiment, see what happens.
  16. This is the very first time I've heard that version numbers must match. I assumed that versions were backwards compatible to some extent. like KSP 1.7 would be ok with Kopernicus 1.8. This explains why planet packs came up with warnings or KSP would hang or planet packs would load but no new planets would show up in the Tracking function. Wish this information was widely known. Would have saved hours of frustration.
  17. That worked! quickloaded at Space Center, then went to Tracking Station. Great mod. Need to get a bigger computer. 16GB isn't enough these days. Maybe 64GB MacBook Pro would be better. Swapping is my enemy.
  18. It looks like the number of people looking at this thread has dropped. I posted a long message on July 1 and a follow up on July 2 which didn't get any replies. Then on July 6, a shorter two line message. Not sure if developers have stopped or ? I had success with version 1.8.1, of KSP which you might want to download. Make a duplicate of the virgin install of KSP without anything installed and work from a second copy. Find the correct version of Kopernicus that works with 1.8.1. Then, download and install Extrasolar. Next step is important. Make a duplicate of the folder with KSP 1.8.1 and again work from the duplicate copy. That way you can always step backwards to see what went wrong and work from a copy of KSP with Kopernicus and Extrasolar that does work. A lot of my problems came from not having the correct versions of things like Kopernicus installed. Hope this helps. It looks like you might not get any help from the few others, if any, who might yet see these posts. Drop a reply and I'll try to help, but my experience with mods is not great. I had to learn from little tidbits dropped my way. Never knew about F-5 and F9 and F12 for quite some time into the early versions of the game. There's no good database of what to do with mods, and I had to keep asking how to install mods, so for a long time I was scared of installing any at all. Finally, someone said to put things into the GameData folder. I'd get installs that didn't work because I had the wrong versions of things like Kopernicus which for planet packs its required, but there are different versions and sometimes an additional Kopernicus folder added. When you are doing mods make sure the system works first before you add mods one at a time. Make duplicates of working KSP installs when you add things.
  19. Finally got Extrasolar working. I had two copies of Module Manager one in GameData and one in Modular Flight Integrator folder. Since nobody answered the question or has posted anything, it looks like this thread has died so it is moot.
  20. Great news! I was not only able to download and get this planet pack running on 1.8.1 with the right version of Kopernicus but also got my standard MechJeb with my favorite craft from another instance of KSP plus Hyperedit. I had to put that into a "saves" folder then under "SPH". You probably all know this stuff. I'm just learning. Did run into one slight problem with the details. One of the planets (whitish surface, 1.02 gravity and a high re-entry limit of 120km) with atmosphere has a blocky surface with larger rectangles like not all of the detail files are getting loaded or maybe it's ?. It loads the larger blocks as I fly over the surface.. I'm guessing that will be fixed eventually in a new release, unless I need to know something else to fix it.
  21. I've had mixed results with planet packs. Some like Outer Planets pack, load properly but I use.an earlier version of KSP 1.2 for that because I don't want to start over from scratch. . . . . The only mods that I use are Kopernicus, MechJeb, and very importantly HyperEdit (except that doesn't run on 1.8 so I have to edit config files instead) Can someone tell me what my GameData folder should look like if I were to do the following: These are in KSP 1.8.1 fresh install then add -> ModularFlightIntegrator file dated 2020-02-04, size 23K (in its own folder). Module Manager 4.1.3 dated 2019-11-30 size 142 K (in it's own folder). and the 5 other files that are a part of ModuleManager in the GameData directory itself. This individual ModuleManager file has a version 2.7.2. dll and is located in the GameData directory itself. One of the important files here is ModuleManager.ConfigCache Then: 1. download Extrasolar and put into GameData 2. copy a version (important, which file date?) Kopernicus to GameData <- - which file date? 3. maybe include HyperEdit? (Right now I'm editing the config files themselves on 1.8 to change orbit inclinations - - I Like Eclipses and Transits) 4. include MechJeb which seems to just run fine no matter which version of KSP. That's all the mods, really! - -> What should my GameData folder look like starting with just a fresh install copy of KSP 1.8.1 then adding the above? Thanks in advance for any help.
  22. I found the config files and edited the orbit of Ito and bumped the gravity up to 0.108 so the ships stay more grounded for observation of Blalo. GravityASL and some others are clear. Tried to raise the atmospheric pressure on Cail by changing the 3E-13 to 3E-12. Got some increase, but not enough. Changing it to 3E-11 seems to set it back to 3E-13. Maybe because I tried moving the height of the atmosphere up to 12000. There's also something called aerobatic. Is there a file that shows the meaning of the various items? Thanks for letting me know where to find the config files. I'm eager to see your new update! Sometimes ships explode when within like a few meters of the ground level. Hope that gets fixed.
  23. Where are the instructions for how to edit the "configs"? Please don't go negative like that. Some of us are just getting started on this. What are the names of the "configs"? What parts of a them do I edit. HyperEdit lets me add gravity to tiny objects just a few K in size. An object with 0.008 gravity, for example. It worked well on Duna to make flight just a little bit more than barely possible. Landing a plane on Duna was just.. Back to my original question. Will HyperEdit work with GU the same as it does with standard KSP planets or planet packs which don't have external star systems? Any reason it would not work? Again, please don't go negative on people. Thanks
  24. I've been busy playing GU all day today. Wow. Once you said that Kopernicus Expansion was not the new replacement version of Kopernicus and said I still needed Kopernicus, I was able to get GU running by downloading Kop and getting rid of the expansion. I have Mechjeb running in GU and the next step is hyper edit to flatten some of the inclinations and bring moons a little bit closer. Some of the close moons have so little gravity. I usually bump that up. 0.008 hardly keeps the ships on the ground. Is it ok to add a thicker atmosphere to Cail? Other planet mods let me do that, for example too Duna. Planets without atmosphere have a series problem that whatever value I enter for the top of the atmosphere become a sudden Sea Level pressure destroying the ship, unless I slow the ship way down just above the atmosphere limit. Will Hyperedit work ok with GU or should I avoid that since I won't be editing planets in the home system.?. Also, since there's an update soon, maybe it's not good to do what I've said above. Thanks for working on this mod. Already having a lot of fun.
  25. Perhaps approach this from another angle. Not including any other files or mods like HyperEdit or Mechjeb, what should the minimum GameData folder look like on a generic install of Galaxies Unbound in version 1.8.1, (for Mac OSX 10.14.6). . . What are the dates or versions of those files? I know Squad has to be there. What other folders and files must be in GameData, minimum? Are any of these folders or files not included with the Galaxies Unbound mod Zip file? Maybe missing something or wrong version. Maybe I need to remove Kopernicus Expansion even though it came with GU and replace it with the regular version of Kopernicus. Hmmm, I'll try that while I wait for your reply.
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