Windspren Posted October 2, 2016 Share Posted October 2, 2016 Will this break existing saves? And will it mess up resolution in cloud packs? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted October 3, 2016 Author Share Posted October 3, 2016 9 minutes ago, Laythe Dweller said: Will this break existing saves? Yes 9 minutes ago, Laythe Dweller said: And will it mess up resolution in cloud packs? No, but cloud packs may still not work fine. you'll have to try it out to be sure Quote Link to comment Share on other sites More sharing options...
Windspren Posted October 3, 2016 Share Posted October 3, 2016 Does it work with SVE and SVT? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted October 3, 2016 Author Share Posted October 3, 2016 10 minutes ago, Laythe Dweller said: Does it work with SVE and SVT? No idea Quote Link to comment Share on other sites More sharing options...
Norcalplanner Posted October 8, 2016 Share Posted October 8, 2016 On 10/2/2016 at 5:06 PM, Laythe Dweller said: Does it work with SVE and SVT? Yes, but the cloud height gets increased so it can look a little weird with SVE. I think there's a way to set the cloud height in the EVE folder to bring it back down where it's supposed to be, but then you may end up with the "mountain ranges poking out of the clouds" issue at certain altitudes. Everything always looks good by the time you're in HKO. Quote Link to comment Share on other sites More sharing options...
Windspren Posted October 9, 2016 Share Posted October 9, 2016 23 hours ago, Norcalplanner said: Yes, but the cloud height gets increased so it can look a little weird with SVE. I think there's a way to set the cloud height in the EVE folder to bring it back down where it's supposed to be, but then you may end up with the "mountain ranges poking out of the clouds" issue at certain altitudes. Everything always looks good by the time you're in HKO. Would the cloud height increase cause a lot of lag? I'm getting a lot more lag with a 2x rescaled Kerbin than a 1x scale. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted October 10, 2016 Author Share Posted October 10, 2016 1 hour ago, Laythe Dweller said: Would the cloud height increase cause a lot of lag? I'm getting a lot more lag with a 2x rescaled Kerbin than a 1x scale. I don't think so, you could try to delete the file that rescales clouds and see if that solves your problem it's called "resizeClouds.cfg" Quote Link to comment Share on other sites More sharing options...
Windspren Posted October 10, 2016 Share Posted October 10, 2016 1 minute ago, Sigma88 said: I don't think so, you could try to delete the file that rescales clouds and see if that solves your problem it's called "resizeClouds.cfg" Would this mess up my clouds, or just the cloud sizes? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted October 10, 2016 Author Share Posted October 10, 2016 Just now, Laythe Dweller said: Would this mess up my clouds, or just the cloud sizes? that would prevent SD to touch the clouds. if the lag is caused by the height increase you should not have any lag after deleting that file. you may have issues of terrain clipping through the clouds if you don't raise them tho Quote Link to comment Share on other sites More sharing options...
Sandworm Posted October 12, 2016 Share Posted October 12, 2016 1.2 ... I've tried and failed to get it working. So I then tried playing with the stock size. It was horrible. 1.2 is dead to me until I get a larger Kerbin. Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted October 12, 2016 Share Posted October 12, 2016 1.2 just released 4 hours ago and you expect this to be updated. Kopernicus needs to be updated first to be able to update this mod. Quote Link to comment Share on other sites More sharing options...
Sandworm Posted October 12, 2016 Share Posted October 12, 2016 12 minutes ago, Olympic1 said: 1.2 just released 4 hours ago and you expect this to be updated. Kopernicus needs to be updated first to be able to update this mod. No. I said nothing of the sort. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted October 13, 2016 Author Share Posted October 13, 2016 Just a small update on the state of the mod: before my "KSP vacation" I was working on a complete overhaul of the "code", this means that the next version will be much better but at the same time it may have a decent number of bugs. In addition 1.2 more than likely made changes to the stock planets. All this means that before a 1.2 compatible version is released, these conditions will have to be met: [CONDITION NOT MET] Kopernicus is updated to 1.2 [CONDITION NOT MET] KittopiaTech is updated to 1.2 [CONDITION NOT MET] I had enough time to fix what needs to be fixed I'll keep this list updated so you can keep track of where I am in the developing process. Quote Link to comment Share on other sites More sharing options...
Astraph Posted October 13, 2016 Share Posted October 13, 2016 One (most likely stupid) question - are anomalies and easter eggs' positions also rescaled, so that they are still accessible? I remember playing a couple of months ago and the monolith near KSC seemed to have disappeared... Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted October 13, 2016 Author Share Posted October 13, 2016 1 minute ago, Astraph said: One (most likely stupid) question - are anomalies and easter eggs' positions also rescaled, so that they are still accessible? I remember playing a couple of months ago and the monolith near KSC seemed to have disappeared... that depends on on how each single anomaly is coded in ksp: some are coded to stay on the surface no matter the scale. those will be fine some are coded to stay at x meters from the center of the planet, or at x meters above sea level. those will not be moved. This is because kopernicus doesn't allow yet to move anomalies. As soon as that this will be added (if ever) I will make sure SD moves all anomalies accordingly Quote Link to comment Share on other sites More sharing options...
Astraph Posted October 14, 2016 Share Posted October 14, 2016 18 hours ago, Sigma88 said: that depends on on how each single anomaly is coded in ksp: some are coded to stay on the surface no matter the scale. those will be fine some are coded to stay at x meters from the center of the planet, or at x meters above sea level. those will not be moved. This is because kopernicus doesn't allow yet to move anomalies. As soon as that this will be added (if ever) I will make sure SD moves all anomalies accordingly And is there any list of which anomalies belong to which category? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted October 14, 2016 Author Share Posted October 14, 2016 40 minutes ago, Astraph said: And is there any list of which anomalies belong to which category? You can check it by using kopernicus and kittopiatech when they get updated to 1.2 But you would need to look them up individually, there are no lists afaik Quote Link to comment Share on other sites More sharing options...
Astraph Posted October 16, 2016 Share Posted October 16, 2016 On 14.10.2016 at 8:36 PM, Sigma88 said: You can check it by using kopernicus and kittopiatech when they get updated to 1.2 But you would need to look them up individually, there are no lists afaik Hm, taking into account I haven't seen them all yet and I want to have surprises when I finally get around to actually hunt them... I guess I'll just stick with the stock-sized system for the time being ^^' Quote Link to comment Share on other sites More sharing options...
Wahgineer Posted October 20, 2016 Share Posted October 20, 2016 @Sigma88, Kopernicus is updated to 1.2 Quote Link to comment Share on other sites More sharing options...
StarStreak2109 Posted October 20, 2016 Share Posted October 20, 2016 It is amazing how quickly you get used to a rescaled Kerbin. You're back to that small football and it feels so silly... Looking forward to this! Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted October 20, 2016 Share Posted October 20, 2016 @Sigma88 good news, it mostly works, I just made a test with SSRSS and the planets were rescaled as expected. I found the atmo a little too dense however. Quote Link to comment Share on other sites More sharing options...
Sandworm Posted October 20, 2016 Share Posted October 20, 2016 5 hours ago, Nansuchao said: @Sigma88 good news, it mostly works, I just made a test with SSRSS and the planets were rescaled as expected. I found the atmo a little too dense however. We still need FAR to be updated. But that shouldn't be too long Ferram has been very active with his other mods as of late. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted October 21, 2016 Author Share Posted October 21, 2016 Here's the updated update: On 10/13/2016 at 6:54 PM, Sigma88 said: [CONDITION MET] Kopernicus is updated to 1.2 [CONDITION NOT MET] KittopiaTech is updated to 1.2 [CONDITION NOT MET] I had enough time to fix what needs to be fixed For all of you impatients that can't wait for a proper release to be out, you can try to download and install this USE AT YOUR OWN RISK any feedback provided on SD issues is much apreciated and (if done properly) will reduce the time required to make a proper release Quote Link to comment Share on other sites More sharing options...
Eklykti Posted October 21, 2016 Share Posted October 21, 2016 Didn't try this on 1.2 yet, but one of the issues I noticed previously on 1.1.2 and 1.1.3 with sigdim and kscale64 was that the pod in hangar at the old airfield was not visible. The airfield itself, the tower and the hangars were ok, but not the hangar contents. Is there anything you can do with or it's one of the objects which position is fixed from the body center and can't be changed by Koprenicus configs? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted October 21, 2016 Author Share Posted October 21, 2016 5 minutes ago, Eklykti said: Didn't try this on 1.2 yet, but one of the issues I noticed previously on 1.1.2 and 1.1.3 with sigdim and kscale64 was that the pod in hangar at the old airfield was not visible. The airfield itself, the tower and the hangars were ok, but not the hangar contents. Is there anything you can do with or it's one of the objects which position is fixed from the body center and can't be changed by Koprenicus configs? It's very unlikely I can do anything about it. But if you send me a screenshot of the issue and the coordinates to land there I will take a look Quote Link to comment Share on other sites More sharing options...
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