Miza
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Posts posted by Miza
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Wonder if its possible to setup this mod with KSP2's dynamic music?
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12 hours ago, Snigel said:
just wondering, what mod are you using for the expanded KSC?
Pretty sure its Tundra Space Center
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I've also encountered a bug where sometimes the camera gets locked outside the spacecraft and wont respond to any inputs any further ( - and = prompt the text above, but wont switch between cameras; the Backspace reset (which I've remapped to \ ) wont reset, and switching camera modes also wont do anything.
I'm not entirely sure what is causing this. I do have quite a few cameras on my spacecraft and most of the time, I can switch between them just fine but then randomly my camera will lock up. Has anyone else had this issue?
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Is there a way to disable the effect on certain planets only? I'm getting a lot of flickering with EVE's city lighting/textures. I wouldn't mind turning this mod off on just Kerbin.
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I'm having this glitch with Physics Range Extender where the camera view's clipping distance glitches the further away I get from the ground.
Here it is when normal:
A few km up:
Another, at the launch pad:
And a few km up:
And it returns to normal as soon as I exit the physics range. Is this a known issue? Is there a fix for it?
PRE's "camera fix" option didn't seem to help. -
17 hours ago, Caerfinon said:
Are the launch pads "open"? You can check on their status in the VAB/SPH using the KK icon to view them in base manager.
Oh! That's different, but it works. Thanks!
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I can't seem to able to launch from any of the new pads, any idea what may be going on? I'm on 1.12. I can't select them in the space center view, and they don't show up under the 'launch' list in the VAB.
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On 2/1/2020 at 9:24 PM, SpeedShot7 said:
Three Questions:
Will there be any update to the Crew Dragon (Rodan)'s engines? Such as the plume, throttle etc.
I am trying to disable the Superdraco thrust delay in the RO version of the Crew Dragon, but with no success. How could I do that? What do I need to change in the cfg file?
And finally: Will there be another RO update for Tundra?
In TundraExploration\Patches\RO, open D2_RO.cfg. Under @MODULE[ModuleEngines*] add"%throttleResponseRate = 100000" (without the quotation marks). I pasted mine in between ignition threshold and minthrust.
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4 hours ago, Dragon01 said:
This is a problem with KSP, and something that annoys me to no end (and if Star Theory messes them up, as well, I'm gonna pester them until they fix it). IRL, most solar panels are black and highly reflective. The new shader is pretty good for that.
For someone who knows anything about how real solar panels work, KSP ones are horrible, and even ReStock/NFSolar ones are lacking. Sadly, I've never had the skill to edit them (not for the lack of trying).
It might just be a deliberate stylistic choice. But with KSP having drifted to a slightly more realistic, industrialized style with its parts over the years, the panels certainly look a tad outdated now, and I too would love black/reflective ones, especially on Dragon.
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Does this work with realism overhaul?
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On 1/10/2020 at 8:38 PM, alberro+ said:
I know this mod is supposed to be (re)stockalike, but how come the solar panel on the Dragon V2 trunk is blue and not black? I think it’d look a lot cooler with a black curved panel.
Edit: I just noticed that the trunk doesn’t decouple on stage.
This would be awesome! Especially if the panels were also reflective.
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On 1/9/2020 at 1:39 PM, Miza said:
How do I get scatterer to work with RSS on 1.7.3? I copied the config listed on it's page and followed the instructions, but it doesn't work in game and the ocean's all gone.
Anyone?
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How do I get scatterer to work with RSS on 1.7.3? I copied the config listed on it's page and followed the instructions, but it doesn't work in game and the ocean's all gone.
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Is this still compatible with RSS on 1.7.3? I copied the config and followed the instructions, but it doesn't work in game and the ocean's all gone.
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3 minutes ago, JadeOfMaar said:
Hi there. There is no RO patch for Tundra. I could write them...but RO is far out of my scope as a player. So, as I'll tell anyone who asks, it's better you learn to create these configs because months have passed, and months will pass, and others come asking for them, and nobody has come saying "Hey. I made RO configs for this. Try'em out."
Literally the third post on this topic has RO configs.
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Hi, does the RO patch also allow this mod to work with RSS on KSP 1.7.3?
EDIT: I tried it out real quick. It seems to work fine but I'm not sure if the values are proper for RSS. Would still like to know if the RO patch is compatible with it.
However the craft files are completely messed up, and some attachment nodes are out of place. I have to manually rebuild the rocket and move parts that are attached incorrectly.
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I see there are configs for KK's SpaceX pack included in RO, but they don't seem to do anything to the parts in-game? Do I have to move those configs somewhere else for it to work?
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On 10/23/2018 at 12:41 PM, sam_milne said:
does anybody know where I could download RO configs for ksp version 1.22 for the space x launch vehicles mod by Kartoffelkuchen
I would like to know this too, please.
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12 hours ago, Nessus_ said:
@Miza @Starwaster I uploaded RO configs a few pages back, they're not 100% perfect yet but they give you a pretty realistic BFR and Raptor engines in RSS/RO. The BFS plumes you see on the first page are Real Plume configs by me, based on the awseome plumes by @JadeOfMaar. The stock-size plumes are already part of the TE github, you can download the RO configs with the RO-size plumes here: https://drive.google.com/open?id=1DGrzOa6sgHp2y2pmTUkg94H8Nr_YAWk5
Only for BFR? What about the rest?
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Are there any configs to make this compatible with RSS/RO?
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1 hour ago, RoboRay said:
I did RSS/SMURFF for months before I tried it with RO and RP-0.
I can never play stockish KSP again. It's too simple.
You have so many more design decisions to make with RO, and they all interact. Everything has to be considered and planned. The sense of accomplishment when you reach mission goals is just huge.
And the dev RP-0 campaign game is fantastic. The tech tree alone is worth it... all the fundamental flaws of the ridiculous stock tech tree progression are addressed.
Keep at it and give RO a chance.
I might keep two separate installations; one with and the other without RO. I will admit I do like the staggered and limited ignition for engines, as well as specifying the amount of and what type of fuel you want tanks to hold.
However, there are so many added parts that building a rocket from scratch is extremely tedious. I used CKAN, so I installed a couple of extra mods just for the heck of it. Should I just stick to stock parts and the RSB mod?
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9 hours ago, RoboRay said:
If you're trying to use Kerbal-sized rockets in RSS, it's not going to get you far... even with SMURFF. Real world rockets are big compared to stock KSP rockets. I wouldn't expect any of the Squad-provided designs like KerbalX to accomplish anything more than suborbitals in RSS.
With SMURFF, your engines are lighter, meaning your thrust to weight ratio is higher. And your fuel tank structure is lighter, so your TWR is higher. You should be taking advantage of this much better TWR to add a lot more fuel. You're going to need it.
Ahh I see. I kept reading about scaled up boosters here and there, I didn't think of that. I thought it was as simple as increasing the fuel by a certain amount, haha.
I installed RO earlier just to see what all the fuss was about and holy... People weren't joking when they said the learning curve was much steeper than the stock game. I still can't even reach orbit, and often times my rocket just loses control and explodes. I'm no master at the stock game, but I wasn't expecting this level of complexity. It's frustrating yet exciting at the same time. Though a little too daunting still. I might just stick to RSB or the Simple RSS patch if it's as easygoing as it sounds.
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On 10/10/2018 at 8:01 PM, Gordon Dry said:
... at least.
You could also use this if you want:
GameData\zFinal\zzz_SMURFF.cfg
https://www.dropbox.com/s/ug7dmo1g7a1t2z2/zzz_SMURFF.cfg?dl=1@SMURFFCONFIG:NEEDS[SMURFF,Kerbalism,!FerramAerospaceResearch,!SigmaDimensions]:BEFORE[zzz_SMURFF] { // 1 = real-ish performance ("classic" SMURFF), 0 = stock, and anything in between is in between. Probably shouldn't go beyond 1, since strange things might happen if too much mass gets subtracted. @tanklever = 0 @enginelever = 0 @podlever = 0.3 } @SMURFFCONFIG:NEEDS[SMURFF,Kerbalism,FerramAerospaceResearch,!SigmaDimensions]:BEFORE[zzz_SMURFF] { // 1 = real-ish performance ("classic" SMURFF), 0 = stock, and anything in between is in between. Probably shouldn't go beyond 1, since strange things might happen if too much mass gets subtracted. @tanklever = 0.1 @enginelever = 0.1 @podlever = 0.3 } @SMURFFCONFIG:NEEDS[SMURFF,SigmaDimensions]:BEFORE[zzz_SMURFF] { systemScale = #$@SigmaDimensions/Resize$ @tanklever = 1 @enginelever = 1 @podlever = 1 @tanklever *= #$systemScale$ @enginelever *= #$systemScale$ @podlever *= #$systemScale$ @tanklever /= 6.4 @enginelever /= 6.4 @podlever /= 6.4 !systemScale = delete } @SMURFFCONFIG:NEEDS[SMURFF,RealSolarSystem]:BEFORE[zzz_SMURFF] { @tanklever = 1 @enginelever = 1 @podlever = 1 } @SMURFFCONFIG:NEEDS[SMURFF,Kerbalism,SigmaDimensions]:BEFORE[zzz_SMURFF] { @podlever += 0.3 } @SMURFFCONFIG:NEEDS[SMURFF,SigmaDimensions]:HAS[#tanklever[>1]]:BEFORE[zzz_SMURFF] { @tanklever = 1 } @SMURFFCONFIG:NEEDS[SMURFF,SigmaDimensions]:HAS[#enginelever[>1]]:BEFORE[zzz_SMURFF] { @enginelever = 1 } @SMURFFCONFIG:NEEDS[SMURFF,SigmaDimensions]:HAS[#podlever[>1]]:BEFORE[zzz_SMURFF] { @podlever = 1 } // @BDBRESCALECONFIG:NEEDS[SigmaDimensions,Bluedog_DB]:BEFORE[zzzBluedog_DB_1] // { // @systemScale = #$@SigmaDimensions/Resize$ // %scaleFactor = #$systemScale$ // @scaleFactor -= 1 // tempz = #$systemScale$ // @tempz /= 1.4143094841930116472545757071547 // @scaleFactor /= #$tempz$ // !tempz = delete // } @PART[*]:HAS[@MODULE[ModuleEngines*]]:NEEDS[SMURFF,SigmaDimensions]:FINAL { @MODULE,*:HAS[#name[ModuleEngines*]] { tempx = #$@SigmaDimensions/Resize$ @tempx /= 17.708333333333333333333333333333 @tempx += 1 @maxThrust *= #$tempx$ !tempx = delete } }
and this
GameData\RealSolarSystem\SimpleRSSPatch\RSS.cfg// Simple patch to scale thrust to levels where realistically proportioned rockets behave like they would in the real world at RSS scale // This patch allows you to fly in a bare RSS install without needing RO or other complicated patches/mods. @PART[*]:HAS[@MODULE[ModuleEngines*]]:NEEDS[RealSolarSystem&!SSRSS]:FINAL { @MODULE[ModuleEngines*] { @maxThrust *= 1.55 @atmosphereCurve { @key[1, ] *= 1.55 @key,1[1, ] *= 1.55 @key,2[1, ] *= 1.55 } } }
Would I have to install SMURFF and those 2 configs?
I've tried out SMURFF already but something just seems off; or getting to orbit is really that much harder in RSS. Rockets seem stupidly overpowered but still run out of fuel too quickly to get anywhere close to orbit. Not even the KerbalX is able to (or should I be building bigger rockets myself?). I'd just like a similar experience to stock while playing in RSS.
Contracts not appearing in Mission Control
in KSP1 Technical Support (PC, modded installs)
Posted
I was about to start a new Career saved but noticed nothing was showing up in Mission Control. What gives?
Game log
Mods: