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Qazerowl

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  1. I really love the idea of this mod, but I've never been able to get it to work quite right. I tried adding this to my (1.12.5) RP-1 install (all mods installed on both instances, save the server/client versions of this mod) , and while it looked like it was working great at the space center, everything broke down any time I actually tried to pilot a vehicle. Never had any problems with the "server", but as soon as I took control of a vehicle the client jumped into a loading screen. The loading screen would never go away unless I pressed escape. For some reason that would make it actually go to the vessel's map screen. But it was terribly laggy: single digit fps and any clicking or moving the camera was on a multi-second delay. And I have a pretty beefy computer, I tested having two regular KSP instances (not using this mod) at once and didn't have a problem, so I know it's not just a matter of running out of ram or something. Despite the lag, the mission time for both instances always stayed in sync. Also, it never updated the orbit correctly: the little vessel icon was always at sea level. It would move around the surface to be under where the vessel really was, so that was kind of working, but it always said the vessel was landed and never showed an orbital line. So, I tried with a fresh install, no other mods at all. New save, launch a vessel, and get an infinite loading screen in the client. Press escape, and it goes to the map view correctly, and with no lag! And I launched a vessel, and it actually showed the orbit lines and moved the icon up from sea level correctly. However, the orbital lines are always grey, so the client can't see/make/edit maneuver nodes at all. And that, unfortunately, is the most important part of the map view, IMO.
  2. This mod is incompatible with Kerbalism due to both of them using the "Atmosphere" resource. I'm sure changing that would break backwards compatibility, but any chance an alternate version could be made where the resource is named something else?
  3. Like I said before, all of this information is in the first post in this thread. There are 6 more charts going over other changes in detail. You should read all of the information in the original post before repeatedly asking the same question. Click on the spoiler tag in this post to see the comparison for the vanilla/modified science values for all bodies.
  4. The modified values that this mod comes with are not inflated. The main post shows that science values for Kerbin are slightly higher, but the science values for every other planet are about half of what they are in vanilla. Also, the science values of the experiments themselves have been changed: most of them have been lowered. To quote the main post: "Science rewards have been reduced overall. I recommend you do not set the Science slider below 70%, and that's under the assumption you are at least using DMagic Orbital Science (If not, consider moving the slider higher)." I had mixed feelings about DMagic in the past because it felt like the extra science made the game too easy, but I would recommend the mod for this playthough because A the tech tree was balanced around the extra science, and B most experiments have been tweaked to be applied in fewer situations. In vanilla, it felt like you'd land on a planet, click "run" on a dozen experiments, and then leave. With this mod, most of the experiments are not biome-specific anymore, many of them are used only in space or only when landed, etc. I'm playing with lots of other mods that make the game harder, but I found myself designing missions around the specific situation requirements of certain experiments. I went from feeling like DMagic added too many things in vanilla to wishing it added more experiments for this rebalance. But to summarize: the whole point of including different science modifiers for the bodies is that you use them. If you pick "stock", it resets the modifiers back to the vanilla game's numbers. Meaning, it undoes the changes made by the mod. If the intent was to use the unchanged values, the mod author wouldn't have changed them in the first place. Read the OP.
  5. The setting that tells you 0.8 is the correct one. The main post lists all body science values under the "For those who love the details" section.
  6. I'm using like 4 antennas, and I have the DSN modifier set to 0.35 to reduce it's range. All of my difficulty settings match the recommendation images in the main post. If I build a craft with four DTS-M1 antennas, and have a level 2 tracking station, that's only enough to have a weak connection to Even and Duna, and only when they're close, not even a majority of the orbit. And when the tracking station isn't facing duna? Forget about it, no way I could put enough antennas on a satellite to be a good enough relay. I managed to get such a satellite around duna and it took years to send back the relatively basic science data with kerbalism. So again, I'm not saying it's impossible to progress, but I'm just kind of lost what my first few interplanetary missions are supposed to look like.
  7. I have been really liking this mod, but I feel like I'm "stuck" in my playthrough because of the antenna ranges. I did crewed mun/minmus landings with only a couple of the 90sci nodes unlocked because I desperately needed to get enough science for the 25GM antenna. Even with the tier 3 tracking station, this is just barely enough to let me send probes to just a couple of the other planets, and the connection is pretty weak and spotty. Even though I've only unlocked a single 160sci node, it feels like I have no choice but to spend my next couple thousand science on antennas. And that's probably doable, but I don't think that's how it was designed to be played. What am I overlooking? Am I supposed to send flyby probes with trajectories calculated so carefully that they gather science and then come back into antenna range automatically? Am I supposed to build a big interplanetary constellation of relays? Am I supposed to get every single morsel of science from every biome in the kerbin system before even thinking about another planet?
  8. I'm pretty shocked that you're saying lossless mode increases errors. The OP says "Lossless Physics, meaning that you can keep accurate physics simulation even at high physical time warp." What is lost less in lossless mode if not "accuracy"?
  9. I have been unable to get lossless physics warp to work. The other aspects of the mod are working properly: I am able to rail-warp to configurable values, I am able to physics warp both in slow-mo and at faster-than-vanilla values. Just to make sure I understand correctly: in vanilla, bending/stretching/tumbling during physics warp occurs because the game "rounds" off some of the physics calculations during physics warp. This reduces lag, but can cause failures that wouldn't occur at 1x speed. This mod's lossless physics warp provides the option to instead make the computer perform all calculations as accurately as it would at 1x speed. Potentially meaning that the game will be laggy without a beefy computer, but meaning that there shouldn't be any time-warp-caused rapid unplanned disassembly. I open the time warp settings, enable lossless physics, set it to 1:1 mode, and then try to timewarp during an ascent. My test rocket (purposefully made to be a little extra bendy, mind you) flexes and tumbles immediately on entering physics warp, just like it would in vanilla. Reverting to launch and trying again without physics warp (SAS, no steering), flies straight as an arrow. Tried multiple times, so it's definitely that the calculations are good but the rocket it "supposed" to flex and explode. Log here: https://pastebin.com/mg53yxCD
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