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Kerbonautical

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Everything posted by Kerbonautical

  1. Sorry probably didn't explain that very well, I meant if facing the planet from a distance with the poles in their by-name positions at the equator. They should all be pointed at each other though :/ is there any way to tell how much power should be transferred from vessel to vessel rather than having to stick something on the launchpad to find out? All of my antenna's say they're at 100% except the ship I'm launching which says around 70%, yet the amount of power received seems relatively weak considering the connection and small distance
  2. What's a good way to face the satellites then? I have mine facing over the right edge of the planet and the stations facing over the left edge. But I figured during their rotation around the planet they would end up facing the wrong way anyway
  3. I'm really confused about the transmitted power. I'm finally getting the hang of the thermal side of things but there's two things about transmission that I don't get. Firstly, I have 2 reactors in orbit at 200k pushing about 60 GW combined. I also have a relay system at 750k. When I launch something from the ground I can only pick up Megawatts of power. What's going on here? I've set up this system three times now and twice I've had this same problem and only once been able to receive GW, but I used the same gear each time. Secondly when using the thermal helper to build a ship that will exploit the thermal beamed power how do you work around it? I always build something in the green and then they overheat when in use so I'm guessing I'm overheating from the beamed power
  4. It should. It might be an idea to keep the KSPRC folder laying around too just in case it's needed. Edit: To clarify I've trimmed different parts out of the mod and added them to them individually now a good few times over and I've not had any issues.
  5. It depends how much of the mod you want. The EVE tweaks only make up a part of it. I'll try break them down a bit so you can choose what you want, aiming for the ones that make the most difference visually. EVE - Clouds etc, they're very different to standard EVE clouds so they're a big part of the image quality DOE - changes how the stars show up in the sky relative to the amount of light in your point of view (sun/planets/moons) RSS - Not for use with Real Solar System actually, this uses a part of RSS to remove the white horizon and make it blue instead Texture Replacer - Changes textures of the planets/moons/kerbals and even galaxy map, adds a lot to the overall image quality
  6. Ah thanks! That's even more perfect as it's only the SRB's causing me issues since they're typically being used in large numbers and give off huge smoke trails so I think I'll trim just them a bit. Awesome mod though, I've been messing around with lots of different engines today and it really changes the feel of them, especially when your switching from one type to another in staging. Each engine feels a lot more unique now!
  7. Is there a way to reduce the length of the smoke trails? I really like the mod but the trails are a little bit too power hungry, but they look a lot better than the stock ones too so I don't want to swap them out if I can help it
  8. Hey Proot, which parts does soundtrack editor actually change? I have the new intro screen music but haven't stumbled across any others yet. Also it seems we share a grudge against windows 8. Its the whole reason I wont buy a new laptop
  9. Looking forward to pics but just curious why the node costs so much? It sounds like this would work nicely alongside Interstellar but at double the cost of an alcubierre drive what advantage do they offer?
  10. Well, I definitely need to try a fresh install again then. My reactor looks very much like yours just with only one reactor, one generator and a couple of inline radiators for safe measure. I have the same array set to transmit and just as many radial radiators by the looks of it. I did think at one point, surely it can't be this hard. Well at least I'm learning a fair bit about fuel types etc as I go
  11. Already done! And with a thanks to you for pointing them out here too Also this just reminded me I need to go grab Green Skull's EVA suits again. Gonna have to try the low impact ATM configs tomorrow and see if I can get by with them instead now
  12. Those configs also just fixed the performance issues I was having with KSPRC, big thanks!
  13. Thanks! I've seen a few of his videos but not this one before. Looking at it something isn't adding up, everything on my thermal helper was in the green at launch and I've stuck more than double as many radiators on since then. I'll try a fresh install tomorrow but that will be the third in a week, and I have the latest version too. Are there any known mod conflicts in the latest version that I might be running into?
  14. Huh that is kind of odd then, yeah it's set to transmit but the relays are getting by with only a couple of radiators. I also just noticed that my waste heat before adding more radiators was increasing by -3xx and after adding more it's now at 5xx, Would I be right in assuming that adding more has actually increased my heat rate? Another thing that may be worth mentioning is the only difference between this craft and the one that could only hardly produce Kw's was that I pulled the cupola,crew tank and interstellar science lab off the top of it and relaunched it. I dunno if that's a sign that something isn't working right for me
  15. yeah I eventually got it to embed the gallery but it just started showing a dead link placeholder image instead despite the actual link being perfectly fine, I even re uploaded it three times now and it continued to give the same result. No idea what's going on there. I've had trouble with embeddiing in the past but never to that extent. But hey, I learnt how to use spoilers today at least! Edit : PERFORMANCE BREAKTHROUGH!! So, if anyone has been hitting a performance wall I think I may have just stumbled across the fix thanks to Einarr in the Interstellar thread. Green Skull released a set of configs for Active Texture Management that took my constant in-the-yellow framerate all the way back to it's defacto 100fps without taking away any mods at all. You can grab them here. I grabbed the high saving version to boost as much FPS as possible and to my surprise I saw very little effect to the visuals outside of a huge performance boost whereas installing the standard ATM's high saving configs really broke the look of KSPRC for me. It may be perhaps slightly adjusting how the clouds operate as you pass through them, looking a little bit worse (can't garuntee as I didn't do a side by side comparison) but everything else is still intact from KSPRC. Amazing looking clouds from orbit as usual and cloud shadows being cast on the planet. Give it a try and see if it frees up some headroom, it did wonders for me and I have Novapunch, B9, KW, Interstellar, KSPRC and many many more without hitting any walls now! Big thanks to Green Skull for the configs!
  16. Graphene? Yup. If I'm Deterium/Helium it overheats rapidly and shuts down, if I swap over to the other two fuel types it loses electrical charge and shuts down. (but doesn't overheat) I'm really getting the feeling this mod is just too complicated for me, which is a shame because I really want to love it, just no matter what I do it seems everything results in failure.
  17. I'm so very confused. So I have a Fusion reactor set up with a relay system (4). My first only produced Kw's of power for some reason so I launched another without any crew at all which now generates Gw's. Oddly my received power didn't move at all on the ground. On top of that anything that I build always loses it's entire TwR on the launchpad yet I don't get any messages about missing a vital piece to produce thrust. Is this purely due to signal loss? My reception is around 70% Edit: Just realized my reactor had shut down, but now I have a new problem. I have a 3.75M fusion reactor in orbit with 24 huge radiators and 10 normal radiators yet it's still overheating at 500Km above Kerbin. How many more does this thing need to actually function? My framerate is already getting pretty ugly when controlling it so I'm afraid of sending up yet another radiator expansion.
  18. Ahh that did the job. I think Imgur may be playing up as it presented what should be a gallery but claimed the link was dead despite it working in every other way. Cheers though!
  19. Thanks man but it still won't work even with the correct embedding code. I've removed it instead as after an hour of trying different methods I figured either something isn't working right currently or Imgur has a personal grudge against me. Edit: Fixed
  20. I never had any problems with the textures myself, but if they are causing you issues you can remove them. GameData/TextureReplacer/Default/Squad. You can either take out just the textures and keep the FX or get rid of both, it won't cause any conflicts. As for a fix, sorry not a clue. All I can suggest is make sure you have the latest version of Active Texture Management.
  21. I tried using a gallery a couple times before but I think maybe I did something wrong as they came out pretty heavily compressed. I haven't managed to figure out how to stop it either or what I'm doing wrong yet that's causing them to compress so it was the only way I know of getting them on the forum without killing the visual quality, which I didn't want to do since it's all about visuals with this compilation. I'll give it another shot though to see if I can clear some space. Edit : Spoilered to save space Plus this, It's probably the display size of the gallery that makes it look like it's being compressed to me actually
  22. Edit: Spoilered to save space. During my trip to Duna I noticed a whole load of really nice looking effects that I previously never noticed when visiting it, I can't be sure if all of them are down to KSPRC, but here's 5 shots from my Duna mission using your compilation. Apologies in advance for the incoming wall of images but during my trip to Duna I noticed a whole load of really nice looking effects that I previously never noticed when visiting it, I can't be sure if all of them are down to KSPRC, but here's 5 shots from my Duna mission using your compilation. [spoiler=] On my way to a circularizing burn I got this really nice shot of the sunlight reflecting off of Duna, looking like it's actually lighting up the dust below, and the icing on the cake is the three planets hanging above and below the Sun thanks to DoE. I know one is Moho (top) but no idea what the other two are as I started to miss my node. [spoiler=] Here's my unfortunate landing I actually passed over a rather huge gathering of clouds that I hoped to descend through but I unfortunately missed and found this relatively cloud barren area instead, However Ike hanging in the sky really completed this shot as it highlights the dustiness of the planet that this mod brings out. [spoiler=] This one made it in as my screenshot of the lit horizon, another effect that again really makes the planet feel like a dust covered dead (mostly at least) counterpart to Kerbin. [spoiler=] This is one of my favourites! As the sun set I was treated to an incredibly warm red tone erupting from the planets surface which intensified more and more as the sun went down. It truly felt like an alien planet watching the planet burn deeper reds as dust storm came and went....speaking of which [spoiler=] I absolutely love the effect for dust storms! I had to leave this screenshot in just to show off how great it looks when you have a dust cloud of deep reds lighting up the sky, giving it a temporary red tone, whilst in the background you can still barely see the clouds with their light brown tones combining to give Duna a whole new feel. Thanks for the mod Proot and hopefully one of these screens will be of some use to you, (though I'm not great at picking shots) I would have planted a flag but forgot to pack one of the KSPRC ones Now I'm itching to get to Laythe or Eve and see it for myself!
  23. Awesome! Congrats on the latest developments on EVE, it sounds like you've made a really big leap in progress here and can't wait to see how it pays off down the road! But I bet everyone working with EVE for their packs (Astronomer/TheSonicGalaxy/Proot etc) must be very excited by it. I see some have already started toying around and getting some really nice results with hardly a day to twiddle with it, so am very excited to see how everyone is doing with it come time for the next release!
  24. Yeah I noticed HSH does behave odd in this manner, if you can't get it to pick up I find it's much quicker and easier just to rebuild the part on the opposite side or just copy it with Alt+Left Click Thanks for the heads up, I'll just steer clear of it in the VAB then!
  25. So just out of curiosity, what new capabilities does this open up for you guys that the end user will see in the next release of EVE?
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