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Daedalus3000

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Posts posted by Daedalus3000

  1. On 7/24/2021 at 8:40 PM, Tuupertunut said:

    ping also @Yukkine @bdole92

    I found why this Scatterer black sky bug happens and a fix for it.
    For a technical explanation, see https://github.com/Galileo88/Galileos-Planet-Pack/issues/70.
    For a fix, apply these changes to your GPP config files (or just download the 3 updated files and replace the originals): https://github.com/Galileo88/Galileos-Planet-Pack/pull/71/files

    Can confirm that this works… this is amazing! thanks for this!

  2. 7 hours ago, bdole92 said:

    Addendum: After monkeying around a bit, i think i've come to the point where i'm just going to leave scatterer uninstalled and keep EVE installed. Its not quite as pretty, but it seems to more or less work as intended. If anyone has any suggestions on getting scatterer to work though i'd be grateful to hear them!

    Exactly what I did since I was too lazy to do a complete reinstall of GPP… might do that later though

    It still looks pretty sweet too so hats off to the devs.

  3. On 7/12/2020 at 12:09 AM, Rockmonster0921 said:

    Hello!

    I went through the following installation instructions: 

     

    I have Scatterer and E.V.E. 

    I am having a few problems

    1: The Galeian Terminator Line is VERY abrupt (at least on the atmosphere, you can see that there is some gradient on the surface itself)

    https://imgur.com/a/1j0ebOc

    2: There doesn't seem to be any atmosphere apart from  clouds 

    https://imgur.com/a/7fJA82r

    Both of these do not match existing media i have seen, clearly i have done somthing wrong

    please advise

    Ok this is an old post but I’m currently having the exact same problem. Reinstalled scatterer and still wonky. I see the contents of the GPP_scatterer folder look the same as the contents of the scatterer folder except one has configs for stock and the other for GPP.  Do I need to replace the scatterer folder with the contents from the GPP one? Also in logs this line is spammed:

    [EXC 11:25:12.238] NullReferenceException: Object reference not set to an instance of an object
    scatterer.SunFlare.updateProperties () (at <36bf44bca099450cb9f22f4b65b82426>:0)
    scatterer.SunflareCameraHook.OnPreRender () (at <36bf44bca099450cb9f22f4b65b82426>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

     

    I can send the full logs but this seems to be the issue 

    I haven’t reinstalled GPP and have a lot of mods, but no other visuals except for EVE

  4. 16 minutes ago, Slyguy3129 said:

    I just tried the nose cone thing, it sort of  worked, still very unstable and then when I got out of the atmosphere it was stuck to me and causing things to wobble. So I tried again, got out of atmosphere, turned retrograde and tried again, still stuck and causing wobble. Yes, I have the point of the arrow pointing towards the probe, so it should leave. No idea why it isn't, I might have too many thing crammed on top.:lol:

    For the nose cone just wait till 70km, point retrograde (use reaction wheels and batteries for control) and make sure that 

    1. your nose cone is on the very top of your ship with the pointy end up

    2 the decoupler directly underneath it (also rotate it the other way so the arrow is facing the probe so the decoupler will stick to the nose cone and not your ship) and have the force set as high as possible

    what should happen is the nose cone and decoupler will fly off at the speed of light in the opposite direction of your path of travel.

     

    Also if you are wobbling in a vacuum turn on advanced part tweakables  in settings and open the PAW of wobbly parts and auto strut them to root part.

     

    For mun fly by I wrote down some info in the spoiler (in case you want to figure it out alone)

    Spoiler

    -Try and get a free return trajectory if you want to get the most science instead of transmitting (requires heatshield and maybe a YouTube video)

    -the spark engine and Oscar tanks will give you the dv you need easily if you don’t pack too much on the probe

    -burn when the moon is on the orbital horizon to get there (put Ap on its orbit line)… it works don’t question it (I in fact always get an impact trajectory so burn radially once in the soi to avoid it 

    actual dv requirements in next spoiler

    Spoiler

    900ms should get you there

     

     

    29 minutes ago, Slyguy3129 said:

    Agreed, I'm having trouble finding a stable launch vehicle for it. AH! I have a pretty standard 3 stage design I pretty much always use, just trying to get into orbit and test how much dV I need to get to the Mun, and then another launch will test Orbit dV. They do tend to be rather short stages, but again parts and weight limit is holding me back. I figured out building cost for whatever reason is tied to Funds Penalty? So now I won't have to grind for literal months just so I can unlock them. Previous games had that slider maxed. I still have nightmares

    Oh just saw this… I find early game the thumper to be your best friend fighting part count, used as a booster I find 2 stage rockets to be quite feasible to get to orbit (reliant and t-400 bottom burning with thumpers to increase twr above 1.2 at booster separation , terrier at the top) thumper, nose cone and decoupler are three parts that give a lot of dv.

  5. I would try to only put fins on the bottom (4x symmetry) with a swivel engine (for the gimbal) and have the first stage have enough dv to get out of the atmosphere (so you only need to put fins on the bottom, fins on the entire ship will complicate things). This is what has worked for me anyways, but the fairings really do help with the aerodynamics as bare probe cores cause a ton of drag and thus flipping. Also for piloting try to lock or keep as close to prograde as possible or your rocket will flip usually when you stray more than 10 degrees away from prograde. Finally, slapping a nose cone to the top of the probe can work as a makeshift fairing and you can decouple it once in space.

     

    Some more veteran players here can probably give you more specific/better info but this is just what i have found that worked for me.

  6. Landing on and returning from eve is considered one of the hardest things in the game to do (other than landing on Jool and returning, and a moho round trip  :P). You have to send a craft with enough dv to orbit kerbin  and then some to eve, enter it through the atmosphere (very difficult without 10m heat shields ) land it, send it back up and have it rendezvous with an orbiter, (u could attempt to refuel on gilly but that’s advanced) and have the orbiter return home. I’ve never done it either (I just started a different save where I’m ditching JNSQ career grind and just going to try to land on all the planets and such), but my suggestions would be to do a duna landing and maybe even a laythe/ Tylo landing to A) unlock the full tech tree and B) get practice with interplanetary trips before you go into hardcore mode. Also check kerbalX for crafts that are eve return capable just to see some examples.

    Best of luck!

  7. Eve and scatter are still very much great for visuals. I don’t use visual packs but people seem to like Astronomers visual pack or spectra, but don’t remember if they add city lights (they probably do though).  If you like building space stations then there is a part mod called space station parts extended (or expanded I forgot) which I use and the parts look really good. For quality of life I might be missing some but Kerbal engineer redux, xscience (and similar mods) helps you keep track of science experiments, and there are some mods with fruit abbreviations that do various things (they are called fruit goose’s fruit pack or something). Everyone debates this but I wouldn’t use mechjeb at the start at least for rendezvous because the game does have a tutorial mission for it that I found to be very helpful and it’s much more satisfying doing it yourself. I also use restock to reskin the stock parts to make them a bit more uniform.

  8. On 5/15/2021 at 5:34 PM, DeadJohn said:

    I tried a contract playthrough. My experience was that contracts were generally okay within the home planet's SOI, then got increasingly confused about which order to visit bodies.

    For example, a got sent to do a low pass of one of the stars far too early in the game.

    Yeah, it also doesn’t understand that Kerbol is another star (not a planet), and will ask you to visit that when you have like terrier tech. I don’t know of a way things like that can be fixed, just turn off rep hits for declining contracts and cycle through till you get a usable one.

  9. On 3/8/2019 at 6:50 AM, Atkara said:

    Like you said, it has the highest efficiency in a vacuum, not at sea level. However, by the time the launch vehicle reaches 10km altitude, the Rhino is already operating at ~85-90% efficiency. So you add side-boosters, better suited for atmospheric operation and when it gets to 10-15km, you stage and let it go. Like this for example:

    Gy4TPCu.jpg

    And if you are taking it to space anyway, why not install proper guidance & RCS and use it as a transfer vehicle?

      Reveal hidden contents

    nR196Um.jpg

    That's obviously one way of using it. The rest, I think they fall into the category Gargamel described :) 

    Ok I’m quoting an ancient post, but this is how I use them, boosters up to 10-20 km and Rhino engine the rest of the way... I find that to be a really efficient way to build a launcher. I usually light the engine it get it off the pad but I throttle it down depending on how many boosters I’m using.

  10. Suicide burns!!! ~3x rescale on beyond Home makes the third moon ash have a orbital velocity of 1600 m/s, which makes suicide burns essential for any fuel conservative landing, but my god it’s hard to time a 40 sec burn so that you hit the ground at the very end. Either smash into the ground at 200 m/s or stopping 2km above the ground wasting all your return fuel to gravity losses. I eventually (with the help of betterburntime) got it down (quick saves!!!)

  11. Personally, (I used to play on console but switched to my old laptop instead (mods) which runs it okay) I think KSP 2 should only be released on the next gen consoles (at least at first anyways) unless they can somehow make it work on Xbox 1/ PS4. As far as KSP 1 on console, I agree that they can just support it as long as it’s profitable since it is definitely a great option to have for those without a computer.

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