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About Motokid600

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    Capsule Communicator

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  1. How does the parralax shader do with a rescale? Any issues?
  2. Ill have to wait for that update, thank you. I did try that fix awhile back and it really messed up the lighting and terrain textures for some planets. Mostly the lighting. It was as if everything was in a perpetual eclipse.
  3. What's the status of the checkering pattern? Ive tried all fixes I can find besides upgrading to 1.10. ( running 1.9, bleeding edge ) Edit - "This doesn't happen if you use 1.8.1 - It's a bug with how KSP applies the shader to planet templates not using the new shader. It will be patched in the next update" Which update? KSP, BH, Kopernicus?
  4. I found this in the change log. * Implement new Max Time Warp logic to allow faster warp rates when on rails. This is managed by gamesettings (ORBIT_WARP_MAXRATE_MODE = PeAltitude). * Implement Limit modifier for altitude based Max Time Warp logic so players can tune when the mode is set to (ORBIT_WARP_MAXRATE_MODE = VesselAltitude). How can I use this to revert to the old time warp logic? I prefer the slower pace at lower altitudes and it's causing overshoot issues with mechjeb burns.
  5. This mod really throws me some curve balls it seems. I have an odd issue. Two planets with identical comm setups. A main talking to home then using omni for local comms. Two identical scan sats for each planet using omni antenna to talk to the main relay. Same builds. All is in range. Only one works... How? Only one receives signal. The scan sat at the other planet works. The kicker is everything says connected. On the one that works I can see the connection line to home from the scan sat. On the one that does not work the connection line is not there unless the relay is the active sat. Edit: Okay... it seems to be intermittent. The home signal will return periodically when its not an active vessel. However when its active the connection is constant. Edit: Intermittnet turned into not at all. Power is good. I have the master satellite back at home set to active vessel. Can one antenna only support one craft at at time or something?
  6. I used Sigma DImentions for the rescale. I only edited base settings. // Advanced Settings landscape = 1 geeASLmultiplier = 1 resizeScatter = 1 resizeBuildings = 0 groundTiling = 1 CustomSoISize = 0 CustomRingSize = 0 atmoASL = 1 tempASL = 1 atmoTopLayer = 1 atmoVisualEffect = 1 lightRange = 1 scanAltitude = 1 The advanced settings are unchanged, but there are some interesting ones now that I look at them. "groundTiling = 1" Related to the checkerd pattern im seeing on the surface? And "lightRange = 1" which maybe is related to what you mentioned there? Also to which issue are you referring? There's two, but only if a fix for the first is applied. The big one is the checkered pattern on the surface of every moon. However when attempting to fix that via the template name change that causes the lighting issue.
  7. Ill have to bump this as well. Experiencing the SAME exact checkered pattern on bodies in Beyond Home. I was wondering if the 2.5x resale was the culprit. Maybe not. I tried this fix mentioned by Hohmannson. " Temporary and unsupported fix is to go through all planet configs and change template = Laythe to template = Eve and template = Tylo to template = Minmus." That did solve the checkering issue, but it broke the surfaces where they didnt receive sunlight. Will try what R-T-B mentioned next change I get.
  8. So weeks after doing this I noticed an issue with lighting. Upon making this template name change it seems certain bodies no longer receive sunlight. As if they're stuck in a permanent eclipse. Any ideas? And again is this the 2.5x rescale that's causing the checkering issue? Ill consider removing it and going stock scale if so.
  9. Im wondering if I can use this to better analyze SpaceX style launches. As of now flight trajectory and MECO timing is my best guess based on payload mass. But then my booster lands with 300+ Dv :P. Id like to assemble a data set to make better judgment when it comes to said trajectory and timings. A way for me to go back and look at altitude, speed and I suppose acceleration for MECO times.
  10. Is this not the capsule being loaded? Why does it look like the hatch is open?
  11. Ive seen mods for sparkers and venting. But has there ever been anything for a water jet/deluge system?
  12. Something that concerns me about the structures I see. Be it the expansive stations or bases. I hope its not just a case of you setting up a few pieces and the rest builds itself. To an extent anyway. Some automation in that regard would be nice. I just hope they find a good balance between the two.
  13. What does that do exactly? Will it affect anything else?