Galileo Posted December 3, 2017 Author Share Posted December 3, 2017 (edited) 46 minutes ago, Pand5461 said: Everything works fine without scatterer or if that patch is not applied for some other reason. Player.log: https://drive.google.com/open?id=1A4iHX0hSRz1SDOfq-3n2SPVrHAH1yGQh Kopernicus logs: https://drive.google.com/open?id=1RRK-baCZ7LVZF3QKprQNk88RysJTpdWb Do I understand correctly that the patch just corrects the color of rescaled sun and can be safely got rid of? Have no clue what scatterer patch you are talking about. Looking at your player log, you have a lot of errors going one. Post s screenshot of your gamedata. I think you may have installed something incorrectly. Edited December 3, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
Pand5461 Posted December 3, 2017 Share Posted December 3, 2017 The one that changed from 1.0.2.7 to 1.0.2.8: @Kopernicus:AFTER[Kopernicus]:NEEDS[scatterer] { %Body:HAS[@Template:HAS[#name[Sun]]] { %ScaledVersion { %Light { %sunLensFlareColor = 0,0,0,0 } } } } It does not affect gameplay, so I can safely remove it if it bothers me, right? Quote Link to comment Share on other sites More sharing options...
Galileo Posted December 3, 2017 Author Share Posted December 3, 2017 (edited) 3 minutes ago, Pand5461 said: The one that changed from 1.0.2.7 to 1.0.2.8: @Kopernicus:AFTER[Kopernicus]:NEEDS[scatterer] { %Body:HAS[@Template:HAS[#name[Sun]]] { %ScaledVersion { %Light { %sunLensFlareColor = 0,0,0,0 } } } } It does not affect gameplay, so I can safely remove it if it bothers me, right? If you remove that, the stock sun flare will show behind the scatterer flare and will look awful. I’m sure that is not the cfg you want to remove. It has nothing to do with the stars color. You have a LOT of errors going on in your logs. I recommend posting a screenshot of your gamedata folder Edited December 3, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
Pand5461 Posted December 3, 2017 Share Posted December 3, 2017 Looks fine. At least, I can live with it. Is there a way to check what body is missing a name? Provided, I have no planet packs other than GPP. Quote Link to comment Share on other sites More sharing options...
Galileo Posted December 3, 2017 Author Share Posted December 3, 2017 27 minutes ago, Pand5461 said: Looks fine. At least, I can live with it. Is there a way to check what body is missing a name? Provided, I have no planet packs other than GPP. There isnt a body name missing in GPP. I think you are having issues elsewhere. I recommend going here: and getting the troubleshooting information needed, then @Sigma88 and I can help you further Quote Link to comment Share on other sites More sharing options...
Pand5461 Posted December 3, 2017 Share Posted December 3, 2017 @Galileo I've got it! This: %Body:HAS[@Template:HAS[#name[Sun]]] { %ScaledVersion { %Light { %sunLensFlareColor = 0,0,0,0 } } } created a body without a name, therefore all the fuss. Has to be @Body, I guess. Quote Link to comment Share on other sites More sharing options...
Jamesstewart97 Posted December 18, 2017 Share Posted December 18, 2017 KSC is underwater when i use 10x solar system, any way to fix this? Quote Link to comment Share on other sites More sharing options...
OhioBob Posted December 18, 2017 Share Posted December 18, 2017 1 hour ago, Jamesstewart97 said: KSC is underwater when i use 10x solar system, any way to fix this? Shouldn't be. Is it always underwater or just sometimes? One of the mods (scatterer, in think) sometimes causes KSC to appear underwater, but this is usually fixed just be changing the scene and going back. If it's always underwater, then you must have done something wrong. You're going to have to provide more information about your installation if anybody is going to help you. Quote Link to comment Share on other sites More sharing options...
eberkain Posted December 28, 2017 Share Posted December 28, 2017 What would be cool is a 'live' delta v map, where you could go to a website or something and plug in your rescale factor and it would show you something like this, but with updated numbers. Quote Link to comment Share on other sites More sharing options...
MajesticKraken Posted December 31, 2017 Share Posted December 31, 2017 Hey there, may I ask for help? I have tried almost everything, that I have thought of, but this mod still doesn´t work. I have installed Kopernicus, Sigma dimensions and this mod, but the planets are still the same size. It may be Sigma issue, because when I tried to modify the values in its config, still nothing happened, but it used to work with KScale 64. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted December 31, 2017 Share Posted December 31, 2017 6 hours ago, MajesticKraken said: Hey there, may I ask for help? I have tried almost everything, that I have thought of, but this mod still doesn´t work. I have installed Kopernicus, Sigma dimensions and this mod, but the planets are still the same size. It may be Sigma issue, because when I tried to modify the values in its config, still nothing happened, but it used to work with KScale 64. How about a screenshot of your GameData folder? Seeing what you have installed would be a big help. Also, you shouldn't change the config inside the Sigma folder. That won't do anything anyway because RESCALE overwrites all those settings. Quote Link to comment Share on other sites More sharing options...
MajesticKraken Posted December 31, 2017 Share Posted December 31, 2017 1 hour ago, OhioBob said: How about a screenshot of your GameData folder? Seeing what you have installed would be a big help. Also, you shouldn't change the config inside the Sigma folder. That won't do anything anyway because RESCALE overwrites all those settings. https://imgur.com/xC3TdSd I have a lot of mods, so there could be the problem. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted December 31, 2017 Share Posted December 31, 2017 1 hour ago, MajesticKraken said: https://imgur.com/xC3TdSd I have a lot of mods, so there could be the problem. I don't see ModularFlightIntegrator. It comes packaged with Kopernicus and must be installed. You might also want to upgrade ModuleManager to version 3.0.1. Quote Link to comment Share on other sites More sharing options...
klgraham1013 Posted December 31, 2017 Share Posted December 31, 2017 I'm assuming 12 hour days are not intended on the 10x rescale? Quote Link to comment Share on other sites More sharing options...
OhioBob Posted December 31, 2017 Share Posted December 31, 2017 12 minutes ago, klgraham1013 said: I'm assuming 12 hour days are not intended on the 10x rescale? No, that is intended. The length of day multiplier for 10x is 2. Quote Link to comment Share on other sites More sharing options...
klgraham1013 Posted December 31, 2017 Share Posted December 31, 2017 2 minutes ago, OhioBob said: No, that is intended. The length of day multiplier for 10x is 2. Awesome. Just wanted to make sure I wasn't crazy. Onward and upward. Quote Link to comment Share on other sites More sharing options...
New Horizons Posted January 7, 2018 Share Posted January 7, 2018 In my 6.4 scaled game I used settings for deadly reentry and ablator parts from RSS configs, but those materials are overpowered with this. Which setings would you suggest ideally? Quote Link to comment Share on other sites More sharing options...
jhonwhr Posted January 10, 2018 Share Posted January 10, 2018 Hi Galileo, its possible a version this to 6.4 sacale for SSRSS plase. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted January 14, 2018 Share Posted January 14, 2018 Does this work with OPM and SVT as well? Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 14, 2018 Share Posted January 14, 2018 2 minutes ago, theonegalen said: Does this work with OPM and SVT as well? I am using these with no problems. Kopernicus Outer Planets Mod Sigma Binary Sigma Dimensions Rescale! 3.2 Kronometer Custom Asteroids Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 17, 2018 Share Posted January 17, 2018 (edited) nevermind Edited January 18, 2018 by eberkain Quote Link to comment Share on other sites More sharing options...
TheCiroth Posted January 23, 2018 Share Posted January 23, 2018 (edited) I am having some issues with rescale and Kopernicus. At 2.5 scale, using OPM and GEP with GPP, when it gets to Lili, it crashes. Below is the errors Edit: Ended up deleting the Simga Cashe and it seems to of fixed it Edited January 23, 2018 by TheCiroth Quote Link to comment Share on other sites More sharing options...
Pointblank66 Posted January 26, 2018 Share Posted January 26, 2018 anyone know what approx. the GSO of kerbin is on the 6.4x scale? I looked that the DeltaV map of the Kscale64 mod but I am not sure if it correct? Quote Link to comment Share on other sites More sharing options...
OhioBob Posted January 26, 2018 Share Posted January 26, 2018 1 hour ago, Pointblank66 said: anyone know what approx. the GSO of kerbin is on the 6.4x scale? I looked that the DeltaV map of the Kscale64 mod but I am not sure if it correct? I don't know what the length of day is in Kscale64, but I doubt they're comparable. Rescale! 6.4x uses a length of day multiplier of 1.75. That should make the synchronous orbit altitude 13,505,312 meters. ---------------------------------------- @Galileo, I just noticed something. Below is what Kerbin's length of day becomes using the current multipliers: 2.5x - 6 * 1.25 = 7.5 hours 3.2x - 6 * 1.5 = 9 6.4x - 6 * 1.75 = 10.5 10x - 6 * 2 = 12 10.625x - 6 * 2 = 12 Having a day that is not an integer number of hours is kind of messed up. Maybe you should consider changing the 2.5x multiplier to 1.5, and the 6.4x multiplier to 2. Quote Link to comment Share on other sites More sharing options...
jdub3350 Posted January 27, 2018 Share Posted January 27, 2018 I've noticed with the 6.4x rescale installed, using mechjeb to do interplanetary transfers is a total crapshoot, if not impossible. Every time I create the maneuver node, the time to burn start is different. Is this expected? Quote Link to comment Share on other sites More sharing options...
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