Galileo Posted August 5, 2017 Author Share Posted August 5, 2017 (edited) 7 minutes ago, N70 said: @Galileo I noticed on 10.675x, you can't see remotetech ground stations. I figured out this was because the distance to make them invisible was too low, would it be possible to multiply the "DistanceToHideGroundStations" in RemoteTechSettings by the Rescale factor? Here's some code that should, in theory, do it: @RemoteTechSettings { @DistanceToHideGroundStations *= #[email protected]/Rescale$ } that should make RemoteTech ground stations visible in any rescale Thanks! that's a good one to add! I figured remote tech did that on its own seeing as how many RO users use it Edited August 5, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
N70 Posted August 5, 2017 Share Posted August 5, 2017 Just now, Galileo said: Thanks! that's a good one to add! Yeah, i'm doing a career mode with SMURFF and 10.625x. I'll be sure to tell you about any bugs I find, and fixes too, if I figure them out. Quote Link to comment Share on other sites More sharing options...
Galileo Posted August 5, 2017 Author Share Posted August 5, 2017 (edited) Another small update. • Added support for RemoteTech. Distance that tracking stations are visible, now rescale automatically. Thanks @N70 Edited August 5, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
babaelc Posted August 6, 2017 Share Posted August 6, 2017 Hello, first of all thank you for this rescale. I'm trying the 2.5x version and I'm getting some visual artifacts while using SVE and Scatterer. Doesn't seem to happen with vanilla scale. Do you have any idea what might be causing it? I'm not sure which configs I should try tweaking. Thanks in advance. Quote Link to comment Share on other sites More sharing options...
IronCretin Posted August 6, 2017 Share Posted August 6, 2017 Does this also scale CommNet ranges? Quote Link to comment Share on other sites More sharing options...
ioresult Posted August 13, 2017 Share Posted August 13, 2017 Does it work with SSRSS? Quote Link to comment Share on other sites More sharing options...
Galileo Posted August 13, 2017 Author Share Posted August 13, 2017 No, SSRSS is Also a Sigma Dimensions cfg and you can't stack those. Quote Link to comment Share on other sites More sharing options...
Tex_NL Posted August 14, 2017 Share Posted August 14, 2017 This was EXACTLY what I was looking for. I've been in doubt whether or not I should switch to a larger stock solar system. I always knew Kopernicus could rescale the solar system but I was not looking forward to faffing about with all kind of config files in various other mods that would that would be messed up after rescaling. But this .... this is perfect. I installed the dependencies, dropped in the 3.2x rescale configs and it worked. No fuss, no hassle. It just works! Now I just have to 'unlearn' what I had learned. Dependable craft I relied on in the past suddenly won't suffice. Craft that used to reach Mun with ease now barely make orbit. But KSP is finally a challenge again. Quote Link to comment Share on other sites More sharing options...
Tex_NL Posted August 14, 2017 Share Posted August 14, 2017 (edited) @Galileo I just spotted a minor but rather fatal flaw in the 3.2x rescale: Low Kerbin rescue contracts spawn between 70 and 100km. Stock this would be just outside the atmosphere. But with the 3.2x rescale they are just within the new heigh 100km atmosphere. Edited August 14, 2017 by Tex_NL Quote Link to comment Share on other sites More sharing options...
Galileo Posted August 14, 2017 Author Share Posted August 14, 2017 1 hour ago, Tex_NL said: @Galileo I just spotted a minor but rather fatal flaw in the 3.2x rescale: Low Kerbin rescue contracts spawn between 70 and 100km. Stock this would be just outside the atmosphere. But with the 3.2x rescale they are just within the new heigh 100km atmosphere. Yeah it's a pretty common issue as stock is not set up to work with scaled systems natively, so the contracts can be a messed up a little. I will look into what options I have, but I'm unsure if a true fix beyond removing rescue missions from the game. Quote Link to comment Share on other sites More sharing options...
Mipe Posted August 15, 2017 Share Posted August 15, 2017 Perhaps ContractConfigurator could be used to fix (replace) stock contracts for rescale? Also, thumbs up for these configs! Just what I needed to freshen my summer up. Quote Link to comment Share on other sites More sharing options...
Iso-Polaris Posted August 15, 2017 Share Posted August 15, 2017 can I get a reasonable life support consumption ratio if i use 6.4x rescale…… better if that can be included in the config file Quote Link to comment Share on other sites More sharing options...
klgraham1013 Posted August 15, 2017 Share Posted August 15, 2017 21 hours ago, Galileo said: I'm unsure if a true fix beyond removing rescue missions from the game. I have exactly zero problems with this solution. Quote Link to comment Share on other sites More sharing options...
Galileo Posted August 15, 2017 Author Share Posted August 15, 2017 (edited) 1 hour ago, Iso-Polaris said: can I get a reasonable life support consumption ratio if i use 6.4x rescale…… better if that can be included in the config file So you want your life support mod to consume 6.4x more over the course of a day? 54 minutes ago, klgraham1013 said: I have exactly zero problems with this solution. I would, because I hate the rescue missions. Explain to me why I'm rescuing kerbals that I didnt hire and that I didn't put into space. Who are they and how the heck did they get there when I'm the only space program around? Really breaks the immersion for me. I have a hard enough time rescuing the kerbals that I actually do strand Edited August 15, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
klgraham1013 Posted August 15, 2017 Share Posted August 15, 2017 58 minutes ago, Galileo said: I would, because I hate the rescue missions. Explain to me why I'm rescuing kerbals that I didnt hire and that I didn't put into space. Who are they and how the heck did they get there when I'm the only space program around? Really breaks the immersion for me. I have a hard enough time rescuing the kerbals that I actually do strand I was agreeing with this sentiment. Rescue contracts are ridiculous. What's worse is people justifying them because of rising hiring costs. Implementing a bad mechanic as a work around to another bad mechanic is not good design. Quote Link to comment Share on other sites More sharing options...
Theysen Posted August 15, 2017 Share Posted August 15, 2017 Setting an incomplete, patchworked "career" system as basis for balancing or feature request is a bad approach anyways. It's like always - singleplayer doesn't restrict you to do whatever floats your boat. Quote Link to comment Share on other sites More sharing options...
Galileo Posted August 15, 2017 Author Share Posted August 15, 2017 31 minutes ago, klgraham1013 said: I was agreeing with this sentiment. Rescue contracts are ridiculous. What's worse is people justifying them because of rising hiring costs. Implementing a bad mechanic as a work around to another bad mechanic is not good design. Oh I know you were agreeing I was just ranting lol Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted August 16, 2017 Share Posted August 16, 2017 Anyone got pics of the rescaled versions? Quote Link to comment Share on other sites More sharing options...
Galileo Posted August 16, 2017 Author Share Posted August 16, 2017 (edited) 8 minutes ago, The-Doctor said: Anyone got pics of the rescaled versions? they look exactly like the stock versions. the larger you go the flatter terrain will look due to applying realistic landscape deformity. Edited August 16, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted August 16, 2017 Share Posted August 16, 2017 Just now, Galileo said: they look exactly like the stock versions. the larger you go the flatter terrain will look due to applying realistic landscape deformity. I wondered how it looked like from orbit, if it looked as eye inspiring as RSS orbits look Quote Link to comment Share on other sites More sharing options...
Galileo Posted August 16, 2017 Author Share Posted August 16, 2017 16 minutes ago, The-Doctor said: I wondered how it looked like from orbit, if it looked as eye inspiring as RSS orbits look looks exactly like the stock size. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted August 16, 2017 Share Posted August 16, 2017 Just now, Galileo said: looks exactly like the stock size. large planets in your face while in orbit is lovely Quote Link to comment Share on other sites More sharing options...
Galileo Posted August 16, 2017 Author Share Posted August 16, 2017 1 minute ago, The-Doctor said: large planets in your face while in orbit is lovely might look a bit more epic, but it will look good. you wouldn't be able to tell the difference. Now in low orbit, the textures might seem stretched a little, but this is normal for large scale bodies Quote Link to comment Share on other sites More sharing options...
klgraham1013 Posted August 16, 2017 Share Posted August 16, 2017 I've actually found that larger planets certainly do look more epic from low orbit. I quite enjoy it. Quote Link to comment Share on other sites More sharing options...
Mipe Posted August 16, 2017 Share Posted August 16, 2017 (edited) Also, stock reentry vs. rescale reentry is like "Lalala~" vs. "LalalaaaaAAAAAAAAAAAAAA" *puff of smoke* Keep orbital velocities in mind! On another note, what about a downscale mod? I wonder what would it feel like the Little Prince... Edited August 16, 2017 by Mipe Quote Link to comment Share on other sites More sharing options...
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