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AndreyATGB

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Posts posted by AndreyATGB

  1. I have heard that none of the Planet Factory stars function with solar panels? Would it not make sense to locate that code with in the default star config file and use it in the stars for Planet Factory?

    Even if anyone here can fix it, the license doesn't allow sharing of modified code. You can use StarSystems for functional stars.

  2. Just got to try this mod for the first time.. Completely blown away.. Great job!

    Question. The link to the cfg file in the op for a 1/10th scaled version of RSS doesn't work with 7.0.. Is there an easy way to convert that cfg to work with the newer version? Or has someone already? I'd rather have a 1/10th scale RSS to avoid having to install RO to balance it out.

    Thanks again for the hard work obviously put into this!

    The lazy/fast way would be to cut down the radius of all planets by 10, but that will probably ruin their gravity assuming you don't change mass as well. You should snap the 1/10th config to one side of your screen an 7.0 to the other, then change mass/gravparameter, radius and anything else. Basically make the 7.0 have the same numbers as 1/10th does.

  3. Europa and Jupiter look real, it's so nice to see Jupiter with a color map instead of EVE, the Z-fighting was ruining it completely.

    When I tried the version on git a few minutes ago, I time warped right in jupiter's atmosphere. I think the lack of uselegacyatmosphere is to blame there, the line is missing completely.

  4. I don't normally do this, but could you post all the color, height and normal maps mentioned in v7? It works with spacedinvaders' combined with 6.1 but I'm curious what you're actually working with.

    Also why is Kerbin's orbit green? The others make sense I suppose, but green?

  5. I disagree with having to grind out every single experiment in the game. Collecting science at the moment is a pretty tedious thing to do, and in no way fun if you go to such extremes. Maybe a kind of alternate way to unlock the node like have a ship land and take off of 3-4 planets rewards you a few thousand science (assuming 50k warp). I'd much rather see big rewards for setting up a functional colony and sat network through MKS and RT2 respectively, though I really doubt Fractal wants to make this mod dependent on others to get its trademark feature.

  6. Why do ships accelerate when getting close to the black hole? Also I thoroughly enjoyed breaking the game by setting the black hole to 4 million solar masses and going around it at 100km from the "surface". Ah happens with any insanely massive object/at very high speeds.

    This mod has a lot of promise. In combination with a launch site chooser, we can potentially have both RSS and Kerbol in the same save.

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