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ruiluth

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Everything posted by ruiluth

  1. I was on 1.0.5. I tried just now with 1.0.4 also, but same issue. Those are the latest releases, not the dev builds, correct? Also, I installed TST to try to get rid of the problem, but it didn't. I'll try removing it, but I'm pretty sure it won't do anything. EDIT: Removed TST and now the space center is gone, I get empty space with the message, "Focus: Helios-III", referring to a Kerbin duplicate orbiting the star Helios. I can figure out how to fix that, it's no big deal, but the textureless bodies are still textureless, so no fix there.
  2. I'm not sure how to display the whole tree with this file manager, but I do know that all the archives were unzipped, and all these folders are from inside the GameData folder inside the archive. I could double check that, but this is like my foruth or fifth clean install trying to get things working so I doubt that's the problem. EDIT: Double checked and yes, they are all correct.
  3. Help, I have a problem with... well, something, that's preventing me from taking advantage of this mod. This is Sarnus from OPL and one of its moons, with Eeloo in the background. I originally thought this was a problem with OPL itself, but I installed several more packs and found that a few of them share this problem. I use Galactic Neighborhood to load multiple planet packs, and the only ones that work completely are the Real Solar System and the Tyfon System with Asclepius and Kronkus. OPL has no textures, neither does Kplus, New Horizons, or Uncharted Lands, although New Horizons has a few planets with textures and its planets have a slightly different texture, sort of bluish with white lines instead of yellow with black lines. I have no idea what might be causing this, although I'm off to find the thread on Active Texture Manager or whatever it is to see if somehow that mod is doing something. Since I didn't install it I don't know anything about it but I think it was installed as a dependency. I have Tarsier Space Tech which I thought disabled Active Textures for its telescopes, but I'm out of other things to try. Oh, and I'm on Linux and CKAN isn't working at all, so no solutions involving that will work.
  4. Has anyone got a solution to this problem? I really would like to use OPL and a number of other planet packs, but it seems that some of them have this problem. For example, the New Horizons mod has a few planets with textures, and a few like this, with a slightly different coloration than the ones in OPL. Could it be a problem with Kopernicus or Galactic Neighborhood? I can't think why GN would have an effect, it only rearranges the planets. I posted on the OPL thread but no luck yet. EDIT: Going into the planet configs to the Material { ... } section and removing the .dds extension from the texture and normal map file paths has changed the planets to pure white, like the OP. If anyone else has this problem, that is a good place to start.
  5. The year is 1. The day is also 1. Today is the day that the Kerman family has undertaken a new mission: To explore strange new worlds, to seek out new life and new civilizations, and to boldy go where no kerbal has gone before: another star. A few decades ago, the discovery was made by the Kerbal Space Center that there are a number of asteroids in Kerbol orbit with trajectories that bring them close enough to kerbin to be dangerous. Of course this sparked a huge investigation and subsequent missions to study the asteroids and redirect a few of the most dangerous ones. Unfortunately, it quickly became apparent that no matter how many they tracked and diverted, there were just too many to avoid them all. This realization, coupled with the discovery that the Klaw that was developed for these missions turned out to be a beacon for the Space Kraken, led to the demise of this program. They of course kept this a secret, since the news would have thrown Kerbin into panic, and probably started a colossal outcry for planetary kolonization on a massive scale. Unfortunately, this came right about the time that Umbra Space Industries released their new line of "life support" equipment and the Astronaut Center began demanding that they be supplied with snacks and other supplies on long missions. After lengthy debate, the space program decided that the cost was simply too much and the company would be driven to financial ruin if they attempted this, dooming the space program and any hopes of even limited survival. However, certain kerbals of the Kerman family, high up in the KSC bureaucracy, were not so easily discouraged. They held a family meeting and decided to use their vast ancestral wealth and influence as one of the oldest and most respected families on Kerbin to build and launch their own kolonization attempt, with the goal of sending 16 brave kerbals to another star to set up a permanent, self-sustaining base that would survive if the entire Kerbolar system fell prey to the mysterious Kraken (rumors of its demise on Bop notwithstanding). With the recent breakthroughs in electric and nuclear propulsion by the Post-Terran Mining Corporation and Kerb Kastria Inc, research was done on the possibilities of a gernerations ship using such propulsion methods. However, it was ultimately discovered that that USI products were not capable of creating a closed life support loop in space and the risk of a Kraken attack with such a massive ship would be prohibitive. The entire project was put on hold for several years, while KSC continued tracking the near-Kerbin asteroids, losing money on every redirect mission and worrying that one day they would run out and one of the enormous E-class ones would strike the ground. However, this all changed with the recent breakthroughs in warp propulsion by Umbra Space Industries and Mikel Alkubierre. A genius kerbal named Zefram Kerman took this advanced technology and created a fast, efficient interstellar warp drive capable of propelling a kolony ship to another star in just a few minutes. The Kerman family seized upon this concept and, after some preliminary research involving a secret FTL probe, decided that the technology was all in place to launch their much-hoped-for kolony ship. An old launchpad, in a hidden valley on the other side of the world, was dusted off by a secret team and a team was created to make this goal a reality. At this time, the mission consists of four phases: Test a number of components to figure out exactly how much life support is necessary to support 16 kerbals indefinitely, such as: The life support capabilities of the Modular Kolonization Systems from USI The utility and resource tree of workshops from OSE The feasibility of constructing extrasolar launch facilities in collaboration with Kairyuu Shipping. Scout nearby star systems with a series of FTL probes to discover the perfect planet to kolonize. This will also be the test for the as-yet hypothetical transwarp drive, which cannot function inside a star system. Research and assemble the ship, hopefully on another planet to preserve secrecy. Travel to the target system and set up a new civilization. Okay, out of character. This is a plan to set up a permanent extrakerbolar base using a number of mods. The Galactic Neighborhood mod will provide the other star systems, and I will be using Roverdude's warp drive along with a custom, extra fast one to reach the system. I will also be playing with Kolonization, USI Life Support, Extraplanetary Launchpads, OSE Workshops, Planetary Base Systems, and a whole lot of parts mods. I will be playing on sandbox, reasoning that the Kerbal Space Program has already completed career mode, giving us access to all the parts, and that the Kerman family's immense wealth makes funds pointless. I'm still working out some bugs with Kopernicus, so no screenshots yet, and I won't be starting this for a little while. Of course, if enough people are interested I will put this on the front burner and make more progress with it. Also, I'm just going to say this now, I tend to start things and never finish them so feel free to bump this thread and ask for the next post if you really want to see it. It's encouraging to see when people are interested in my work.
  6. I found the case. I got the Galactic Neighborhood mod, and I found this while looking for a way to actually get to the other systems. Unfortunately... at maximum warp it's gonna take me half an hour to get to my target, and I can't time warp. I found this out a few minutes into the journey, and I decided to go through with it. Fuel isn't a problem, but I've been browsing the forums for a while and I'm halfway there... MechJeb tells me I'm 5.250 Tm from my target as I type this. My question is, is it safe to increase the WarpFactor in the Config? If it is and I do, would this make it unusable for in-system exploration? If so, would it be possible to get another part which gives us a separate part for interstellar voyages? Or would it just be possible to enable time warp to work with the bubble? Btw, I'm impressed with this mod. The visual effects are great and it feels very balanced. I'm also a fan of the Exploration Pack and USI Life Support. Thanks for all your excellent work!
  7. Er, pardon me, but this: Is not one of the finest views in the Kerbol system. Btw that's Eeloo, one of three moons I got with this mod. Everything is textured like this. I have a fresh install with Kopernicus 1.0.5 and the latest version of this mod. Um... Any suggestions...? This is my first experiment with planet packs and I'd hate to have to give up and go back to the stock system. I've kind of outgrown it at this point... EDIT: after experimenting with some other planet packs and Galactic Neighborhood, I have found that some but not all of them have this problem as well. Strangely the New Horizons mod has some planets with textures and some without. I think it must be a problem with some other thing than OPL then, although if anyone here has any idea how to fix it, I'm excited to hear it.
  8. Thank you, you were right, that was exactly what happened. Also, since I realized what was happening, I was able to use hyperedit to transfer all the ships I had in kerbolar orbit back into kerbolar orbit, so thanks for the tip! Now I don't have to restart my save and I can get to exploring these new worlds
  9. I just installed this, and found the following: There is exactly one asteroid orbiting Kerbin, and a bunch of them orbiting the galactic core. Is this intended, or did you know about it at all? It doesn't bother me, I never do anything with asteroids anyway, but I thought I'd let you know this happened.
  10. Thank you, I'm glad it turned out to be that simple.
  11. Since when is any 4-6-2 a huge engine? And since when is a pile of tank engine like that respectable? Who appointed you the hype train driver? Er... sorry. I will agnrily insult try to refrain from insulting European trains and get all butthurt instead make a friendly, constructive suggestion. I suggest that the existing Hype Train be re-powered with the following: This is the PRR T-1. You'll notice she's streamlined for maximum hype in any atmosphere. The duplex drive delivers 6,550 hp (hype power) to the rails at speeds up to 120 mph (m . Of course, the T-1 is very heavy and large so we need a branchline backup. For this I suggest the Southern Pacific T-31: With a light axle loading of only 55,000 lbs, this little beauty can handle small to medium loads of hype over even the lightest of branch line trackage. Or I could make my own Hype Train for those of us on this side of the pond, but I thought I'd at least suggest it here before doing such a thing.
  12. I've been wondering about getting new solar systems to give me an excuse to build huge ships with tens of thousands of m/s of dV. Also I explored every planet back in 0.16 and they all feel a little too... familiar. I managed to figure out that such things exist, but I am really at a loss trying to understand how to make it happen. I'd really appreciate if anyone would be so kind as to answer a few questions I have: Where do I get Kopernicus? There seem to be a few different threads and I'm not sure which is the "official" up to date one. How do I install this? Is it as simple as putting folders in Gamedata like all the other mods? Will I have to start a new save? I've already started over a few times due to discovering other mods, and I'd like if all my existing flights could just transfer smoothly into the new universe. If someone can help me solve these things then I think I can figure the rest out on my own. Thanks to whoever can help.
  13. After playing with Nertea's fantastic Kerbal Atomics and Cyogenic Engines, I have fallen in love with liquid hydrogen as a power source and I find myself wanting more. And of course Nertea is busy maintaining more amazing mods than I would think is possible, so I've been wondering (hoping) if there are any other mods which expand his selection of LH2 engines and tanks. Of course there is KSP Interstellar but that is very complicated and I don't really need everything it add, although I can't say I've looked into it very deeply. If there aren't any extensions, how difficult would it be to make some myself? I don't know how to make 3d models and import them into Unity but I figure I could probably make MM configs for existing models, maybe from other mods that I don't use. If so, does anyone have suggestions for this? Suitable models and/or configs?
  14. I'd like to request 0.625m cryogenic tanks and engines. I absolutely love this mod and I've almost stopped using stock liquid fuel because hydrogen is just so great and the models look so cool, but I'm finding that it's a little too big to do tiny probes with. Of course I'll probably use ions once I unlock them, but they and the nuclear reactors to run them are real expensive and high tech, and I don't have them yet anyway. I don't know how much time you have to devote to these things, but if you have the time I'd love to see some tiny cryogenic parts for low-tech, inexpensive probes .
  15. There is a folder inside the KerbalAtomics folder called Patches which contains scripts to refit a bunch of other mods' NTRs to use LH2.
  16. That makes sense, I probably should have thought of that, haha. I did some more testing and that was in fact true, but I did run into the issue of cost. I had a 75.000-t test payload, and I tried a thermal booster and a chemical booster with a similar TWR and the thermal rocket did give about 30% more dV, but at about 175% higher price. I then tried a chemical booster of about the same price as it gave about 50% higher dV with twice as high of a TWR. A booster of approximately the same price and dV of the smaller chemical rocket had only 25% the TWR, although it weighed 50% less. Of course I expect nuclear engines to be expensive, but again it seems that chemical cryogenic engines seem to always be more efficient when cost and TWR are taken into account (although nuclear engines do save weight because their fuel is so much lighter). This is also using the stock LV-N which costs substantially more than your more advanced ones, but the performance is fairly similar with the lower-tech engines in Kerbal Atomics, albeit at a higher price.Although the cryogenic tanks needed to store the hydrogen are quite expensive too, so the high price may just be due to the increased tank volume. This would pretty much restrict their usage to sandbox mode or very late-game, since the Liberator does give significantly better performance, possibly enough to offset this. Again, this isn't a big problem but I'm curious what you think about it, as the developer. Here's another link if you're interested in specific numbers: http://imgur.com/a/q1YKt
  17. Trains are my thing as well but I would never do them in KSP. Not out of rocket or plane parts. Until I can get SD40-2s to Laythe or boxcab electrics to haul my 200-car ore trains on Dres there is no point. On the other hand, rebuilding the Milwaukee Road on Dres would be AWESOME... I'm gonna have to look into photoshopping images of that. EDIT: not my picture and crappy editing but I like this idea
  18. I don't know how much Unity 5 has changed things, but the wisdom I always heard was that you want less cores that run faster, so a dual core Intel CPU would outperform a quad core AMD CPU any day of the kerbin week. That my have changed, but I was careful to select a fast processor when I upgraded my computer and I have been extremely pleased with the performance boost.
  19. ruiluth

    I quit.

    I'm wondering if mods actually help. I crash on vessel loading or scene switching fairly frequently, or glitches in the VAB, but I hardly ever get random glitches during flight. I have a few mods like Kerbal Joint Reinforcement and a few other mods that I wonder if they could be helping to stabilize the game? I couldn't say but I agree with @pandaman about comparing systems to find patterns. Maybe we can help the guys out who seem to be having problems with the update.
  20. I've been playing for about three years and I've not done many interplanetary missions. I've visited everywhere except Vall and Tylo and maybe Dres. Although most of that was before we had career mode and they were boring missions that made no contextual sense. I.e., launch big rocket -> rocket lands on its fins on Bop after 5 years -> rocket comes back after 5 years more. After I did all those missions I decided that I wanted my space program to make sense, which was right about the time career mode and ISRU came out. At that point I lost interest in KSP for a while due both to not wanting to figure out this new facet of the game and confusion over which mods I really wanted. Plus I think my computer broke or something... anyway I've just recently been returning to the game and I must say that I'm enjoying it much more now than I have in the past. My first career in a long time, in 1.1, I had probes and kerballed ships that had landed on and returned from Duna and Ike, a probe at Eve with a kerballed mission on the way, a flyby of Moho, and probes headed for Dres, Jool and each of its moons. I had two bases on the Mun and one on Minmus, as well as a space station around Kerbin. That save got cancelled because I found so many mods that I just had to have and decided it would be easier to start over. Now in my current save, I've got four probes waiting for a Duna transfer window, while I set up my Kerbin station and explore all the various biomes of the Mun and Minmus with the tiniest spaceship I have ever designed (the Mun Beetle, look how cute it is http://imgur.com/a/e9ROx). However I'm getting QUITE sick of the Mun and Minmus so I'll have to go back to my old habits of launching missions to everywhere, but unfortunately I can only bear to time warp through weeks to get to a transfer window if there is nothing left for me to do between now and then, so... I've got 180 days until Duna transfer, and all my funding is more or less depending on exploring Ike... so I'm going interplanetary no matter if I like it or not the free market says so. Anyway, I think the biggest barrier to me back when I first was doing missions was rocket design. Although back then rockets were fairly simple, not a lot of science or heat shielding or anything like that. So it really wasn't much challenge. But now... Now I think there are two big challenges. Designing ships that are capable of doing science and bringing it back is tough. Re-entry means something now and science modules are delicate, so that can be tough. The other main barrier (for me at least) is time. It takes years to get to Jool, and as badly as I want to go back to Pol because I thought it was breathtaking last time I was there, but I just don't have the heart to coop up a kerbal in a Gemini pod for 10 years straight anymore. So for me the challenge is infrastructure for roleplay. (Well, and recently USI life support... still not sure how I'm gonna go interplanetary with that xD)
  21. Just now I unlocked the LV-N in my career game and slapped together a deep space booster to see how it compared with your cryogenic engines, and i was stunned to find that the cryogenic engines with LH2 and oxidizer give more dV and higher TWR than NTRs in all cases. Of course I could just use more LH2 tanks for the NTRs, but it seems that in all cases it's cheaper, smaller, and gives more thrust using cryogenic engines instead. Is this intentional? Not that it's a huge problem if chemical rockets are better than thermal rockets, but I thought I'd ask. EDIT: here are some screenshots to illustrate. The mass of each stage is very close, and in this case the TWR of the nuke is slightly higher, but the cryo engine still gives significantly more dV while being 250% cheaper (10,000 vs 25,000, mostly in fuel tankage). @Vrana Yes I did switch the fuel tanks to work correctly, LH2 only for the nuclear stage. Imgur isn't working for some reason so here's a link: http://imgur.com/a/cUH70
  22. I read about a number of dinosaurs that were originally thought to be separate species but later were discovered to be two different sexes of the same species. This would just be the reversal of that. That was my original thoughts as well, why I thought distinguishing kerbals (into professions and experience levels as well as genders) should be left up to modders. I agree, I wasn't expecting this many people to latch onto this thread. Now I wish I could lock or close it but I guess I can't do that... Clearly I'm not really used to how forums work yet
  23. I'd heard this before (in reference to nuclear tech) but I think I just realized what it means. This makes a lot more sense than anything else, I like it. I also like the theory that they are all siblings. That's a nice compromise between having asexual kerbals and a fully humanized society. This gives me an idea for a backstory... I'm glad I posted this thread. This clears things up a lot in my mind.
  24. Firstly, let me say that I do not think this thread falls into the category of "Discussions of a political, ideological or religious nature". It is directly about the state of the game and makes no more statement or ideology than the developers did when they made this decision. If this goes against forum rules, I apologize and someone can feel free to lock or delete this thread. So Valentina's been wearing the orange suit for a while now, and I've had thoughts running through my head this whole time about that. Before we had female kerbals, in my head-canon kerbals were plant creatures without gender who reproduced via... I dunno probably budding. Now that we have female kerbals, this completely changes the dynamics of kerbal life. It gives kerbals a reproductive life like our own, with all the complexities that brings. It draws all the controversy in real life into KSP and drown it in a sea of politics. For example, now that bathroom segregation is apparently a thing, when I build space stations it always crosses my mind whether to have segregated crew quarters or not. Of course in real life there are plenty of mixed-gender missions, but I tend to picture kerbals as children and not nearly as mature as real astronauts. This doesn't really bother me that much, it's fairly easy to deal with and there are mods to change it, but in my mind it was not a good development decision and opened the door for KSP to become a lot more controversial than it is. I can already picture an outcry over why there are THREE male orange suits and ONE female one. In my games she always ends up being the "backup" pilot, the one who goes if Jeb isn't available. That means she ends up doing a lot of tourist contracts by herself in the Kerbin system while Jeb Bill & Bob are off exploring the solar system. I feel kind of bad for her, but yet if there was a whole crew of female kerbonauts I would always be picturing them as upstart rivals to the three veterans that I've grown attached to. I think it would have been better to keep the kerbals gender-neutral and avoid all this. Has anyone else thought of this, or am I floundering way off in the deep end? By the way, everybody please keep this clean and follow forum rules. I don't want to start a fight but to share opinions on this topic. Please just be respectful and discerning. EDIT: A few good solutions have been proposed, such as: Kerbals are "Unified, utopian, and pacifistic little guys that just wish to explore the cosmos." by @FungusForge The two types of kerbals are actually similar but totally unrelated species. by @Overland "nowhere in the game is Kerbal sex or gender specified...Squad have confirmed as much and it says so in the savefile, but it's never explicit in KSP itself." by @cantab I think my question/concern is more than answered and I am quite satisfied, and unfortunately I realize that opening this discussion was probably not a wise choice. I think this thread is balancing on a knife's edge and I would appreciate if it were locked or closed to prevent it from slipping into discussions we don't want.
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