Jump to content

KScale64 v1.2.2 16th April 2017


Paul Kingtiger
 Share

Recommended Posts

Also, for those of you who want to have EVE but don't like the really high clouds (I sure dont), here is a config file to make all the clouds scale correctly. (And im sorry if someone else has already posted this and I missed it)

EVE_CLOUDS
{
	OBJECT
	{
		name = Kerbin-clouds1
		body = Kerbin
		altitude = 625
		detailSpeed = 0,6,0
		settings
		{
			_DetailTex = BoulderCo/Atmosphere/Textures/detail1
			_DetailScale = 30
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_MainTex
			{
				value = BoulderCo/Atmosphere/Textures/fair
				type = CubeMap
			}
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_DetailDist = 2E-06
			}
		}
		layerVolume
		{
			maxTranslation = 100,200,100
			size = 2000,2.2
			area = 18000,4
			noiseScale = 1.2,1.3,90
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_MinLight = 0.5
			}
		}
	}
	OBJECT
	{
		name = Laythe-clouds1
		body = Laythe
		altitude = 947
		detailSpeed = 0,6,0
		settings
		{
			_DetailTex = BoulderCo/Atmosphere/Textures/detail1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 20
			_Color = 102,102,153,255
			_MainTex
			{
				value = BoulderCo/Textures/cube
				type = AlphaCubeMap
			}
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_DetailDist = 2E-06
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_MinLight = 0.5
			}
		}
	}
	OBJECT
	{
		name = Duna-clouds1
		body = Duna
		altitude = 1250
		detailSpeed = 0,6,0
		settings
		{
			_DetailTex = BoulderCo/Atmosphere/Textures/detail1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_UVNoiseScale = 0.05
			_UVNoiseStrength = 0.005
			_UVNoiseAnimation = 0.5,0.02
			_DetailScale = 20
			_Color = 150,150,150,255
			_MainTex
			{
				value = BoulderCo/Textures/cube
				type = AlphaCubeMap
				alphaMask = ALPHAMAP_G
			}
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_DetailDist = 2E-06
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_MinLight = 0.5
			}
		}
	}
	OBJECT
	{
		name = Eve-clouds1
		body = Eve
		altitude = 625
		speed = 0,90,0
		detailSpeed = 0,6,0
		offset = 0,0,0
		settings
		{
			_MainTex = BoulderCo/Atmosphere/Textures/eve1
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 120
			_DistFade = 1
			_DistFadeVert = 4E-05
			_Color = 80,55,111,255
			_DetailDist = 2E-06
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_FalloffPow = 2
				_FalloffScale = 3
				_DetailDist = 2E-06
				_MinLight = 0.5
				_RimDist = 0.0001
				_RimDistSub = 1.01
				_InvFade = 0.008
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			area = 24000,4
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_MinLight = 0.5
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = Eve-clouds2
		body = Eve
		altitude = 938
		speed = 0,80,0
		detailSpeed = 0,6,0
		offset = 0,0,0
		settings
		{
			_MainTex = BoulderCo/Atmosphere/Textures/eve1
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 120
			_DistFade = 1
			_DistFadeVert = 4E-05
			_Color = 80,55,111,255
			_DetailDist = 2E-06
		}
		layer2D
		{
			macroCloudMaterial
			{
				_FalloffPow = 2
				_FalloffScale = 3
				_DetailDist = 2E-06
				_MinLight = 0.5
				_RimDist = 0.0001
				_RimDistSub = 1.01
				_InvFade = 0.008
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			area = 24000,4
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_MinLight = 0.5
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = Eve-clouds3
		body = Eve
		altitude = 1250
		speed = 0,70,0
		detailSpeed = 0,6,0
		offset = 0,0,0
		settings
		{
			_MainTex = BoulderCo/Atmosphere/Textures/eve1
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 120
			_DistFade = 1
			_DistFadeVert = 4E-05
			_Color = 80,55,111,255
			_DetailDist = 2E-06
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_FalloffPow = 2
				_FalloffScale = 3
				_DetailDist = 2E-06
				_MinLight = 0.5
				_RimDist = 0.0001
				_RimDistSub = 1.01
				_InvFade = 0.008
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			area = 24000,4
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_MinLight = 0.5
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = Eve-clouds4
		body = Eve
		altitude = 1565
		speed = 0,60,0
		detailSpeed = 0,6,0
		offset = 0,0,0
		settings
		{
			_MainTex = BoulderCo/Atmosphere/Textures/eve1
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 120
			_DistFade = 1
			_DistFadeVert = 4E-05
			_Color = 80,55,111,255
			_DetailDist = 2E-06
		}
		layer2D
		{
			macroCloudMaterial
			{
				_FalloffPow = 2
				_FalloffScale = 3
				_DetailDist = 2E-06
				_MinLight = 0.5
				_RimDist = 0.0001
				_RimDistSub = 1.01
				_InvFade = 0.008
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			area = 24000,4
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_MinLight = 0.5
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = Eve-clouds5
		body = Eve
		altitude = 1875
		speed = 0,50,0
		detailSpeed = 0,6,0
		offset = 0,0,0
		settings
		{
			_MainTex = BoulderCo/Atmosphere/Textures/eve1
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 120
			_DistFade = 1
			_DistFadeVert = 4E-05
			_Color = 80,55,111,255
			_DetailDist = 2E-06
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_FalloffPow = 2
				_FalloffScale = 3
				_DetailDist = 2E-06
				_MinLight = 0.5
				_RimDist = 0.0001
				_RimDistSub = 1.01
				_InvFade = 0.008
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			area = 24000,4
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_MinLight = 0.5
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = Jool-clouds1
		body = Jool
		altitude = 770
		speed = 0,90,0
		detailSpeed = 0,6,0
		settings
		{
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_UVNoiseScale = 0.1
			_UVNoiseStrength = 0.007
			_UVNoiseAnimation = 1,0.1
			_DetailScale = 120
			_Color = 26,43,16,255
			_MainTex
			{
				value = BoulderCo/Textures/jool
				type = AlphaCubeMap
				alphaMask = ALPHAMAP_R
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
				_DetailDist = 2E-06
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_MinLight = 0.5
			}
		}
	}
}

in the atmosphere folder of the boulderco folder open clouds.cfg, delete the previous code and put in this.

Link to comment
Share on other sites

Might be better to use a MM config to adjust the Sigma Dimensions settings instead. That way you won't have to reapply or readjust whenever Sigma/Kopernicus/64K updates. So say something like this:

@EVE_CLOUDS:AFTER[SigDim2]
{
  @OBJECT,*
  {
    @altitude *= 0.15625 // returns to original cloud height
  }
}

Or maybe this if you want to keep with the 33% increase in atmosphere height for all planets:

@EVE_CLOUDS:AFTER[SigDim2]
{
  @OBJECT,*
  {
    @altitude *= 0.2078125 // original cloud height * 1.33 to match 64K atmo height
  }
}

Drop in a .cfg file in /GameData/ and you should be good. Also will work with any EVE-derived settings, such as SVE.

Disclaimer: I haven't tested these yet personally, but I'll report back once I do.

Seems to work nicely for me. Used the second one and I'm happy with it.

Edited by Raptor831
Tested
Link to comment
Share on other sites

3 hours ago, Ricardo.b said:

it is only rescaling when I have sigma installed, is it right? I cant remember why did I install sigma dimensions for the first time

Sigma Dimensions is a dependency for 64K. You need it to have everything scale properly.

Link to comment
Share on other sites

TAC doesn't really "scale". Hours don't pass any slower or faster, it just takes longer to get anywhere. Which, IMO, is part of what makes upscaled systems more challenging.

I mean, you could adjust the consumption rates, but I don't think that's MM-able.

Link to comment
Share on other sites

 

I have a question. I tried to look at all the pages but noone seems to be asking about that. I may be blind but I will ask anyway.
My KSC is hovering above ground with a hole big enough for a rover. It's not something that horrible but it bugs me out.
And one more problem. When I try to drive my plane on the runway it always bounces up somewhre near the beggining of the runway and crashes. Anyone who can help?

 

 

Edited by MajesticKraken
Wrong english, Weird words
Link to comment
Share on other sites

3 hours ago, rohlb said:

Hi

I was wondering, is the file still available for KSP on 1.0.5 ? Because on spacedock only the versions of the mod for v1.1 are available

You probably want to look for 64K. The mod just changed names, so it might have older versions there (though I'm not sure how far back). And welcome to the forums!

2 hours ago, MajesticKraken said:

 

I have a question. I tried to look at all the pages but noone seems to be asking about that. I may be blind but I will ask anyway.
My KSC is hovering above ground with a hole big enough for a rover. It's not something that horrible but it bugs me out.
And one more problem. When I try to drive my plane on the runway it always bounces up somewhre near the beggining of the runway and crashes. Anyone who can help?

 

 

Sounds like your install may be messed up. I'd try making sure you have Kopernicus, Sigma Dimensions, and KScale64 all installed properly (uninstall and reinstall if needed). If not we'd probably need logs to find out anything further. The runway one might just be stock issues, though, especially if it's the dirt one in career mode. Also, welcome to the forums!

Edited by Raptor831
Link to comment
Share on other sites

On 24/5/2016 at 1:06 AM, Raptor831 said:

You probably want to look for 64K. The mod just changed names, so it might have older versions there (though I'm not sure how far back). And welcome to the forums!

Sounds like your install may be messed up. I'd try making sure you have Kopernicus, Sigma Dimensions, and KScale64 all installed properly (uninstall and reinstall if needed). If not we'd probably need logs to find out anything further. The runway one might just be stock issues, though, especially if it's the dirt one in career mode. Also, welcome to the forums!

Thank you dear !

Link to comment
Share on other sites

On 2016-05-24 at 4:51 PM, MajesticKraken said:

 

I have a question. I tried to look at all the pages but noone seems to be asking about that. I may be blind but I will ask anyway.
My KSC is hovering above ground with a hole big enough for a rover. It's not something that horrible but it bugs me out.
And one more problem. When I try to drive my plane on the runway it always bounces up somewhre near the beggining of the runway and crashes. Anyone who can help?

 

 

I had the first problem when playing with the pre-sigma dimensions 64k but not with this version. At that time, KSC building and runway pads were floating just a meter or two above the surface. I went looking for the config file that had the PQSCity entry for KSC and adjusted (if I recall correctly) the "repositionRadiusOffset" value downwards by a few meters. I haven't looked thoroughly through the Sigma dimensions files, but there is an entry in setDimenions.cfg that MIGHT be what is needed. Make a backup save before you try anything, and if (and only if) you're willing to experiment, and not blame me for any negative consequences, try changing the @repositionRadiusOffset value (bolded below) by however much you feel is appropriate. Or maybe ask Sigma88 if this would work first...

        @SpaceCenter
        {
            %Resize = #$../PlanetDimensions[0]$
            %landscape = #$../PlanetDimensions[5]$
            @heightMapDeformity *= 0.9255
            @absoluteOffset += #$heightMapDeformity$
            @absoluteOffset *= #$Resize$
            @absoluteOffset *= #$landscape$
            @heightMapDeformity = 0
            %repositionRadiusOffset = #$absoluteOffset$
            @repositionRadiusOffset -= 22.3
        }

 

As for the second problem, you didn't say, but I assume that you have only upgraded your runway one level?  If so I have had the same problem on every install of a x6.4 rescale and I've started playing with the 6.4x versions that predated Paul Kingtiger's 6.4K rescale. The good news is it doesn't seem to happen with the final upgraded level of runway. So the obvious thing to do is either upgrade to the L3 runway or just drive off the runway and use the perfectly flat terrain to take off, just like most people do to avoid that pile of discarded building rubble they call a starter runway. Of course if your KSC is floating a few meters in the air, that might be problematic. The third option is to roll slowly along on the margin of the runway until you are sure you've passed the point where you bounce, and then get back on and take off normally. A fourth option would be to invest in VTOL or use some small SRBs as JATO pods. :D

I think the problem might be that there is a little gap in the collision meshes(?? or whatever) of the L2 runway in stock KSP but the dip is so small you don't really notice it and the wheels just roll over. But when everything is expanded by 6.4 times, the gap is now big enough for the vessel's wheels to drop in and then hit the far side of the gap and either break completely or cause a big enough bounce that you lose control.

Link to comment
Share on other sites

  • 2 weeks later...

Can anyone tell me if RealHeat or Deadly Reentry is recommended for this mod? Or both? I see there is a DR config in the compatibility folder, but wondering if that addresses heating issues rather than just increasing difficulty?

Link to comment
Share on other sites

29 minutes ago, amo28 said:

Can anyone tell me if RealHeat or Deadly Reentry is recommended for this mod? Or both? I see there is a DR config in the compatibility folder, but wondering if that addresses heating issues rather than just increasing difficulty?

Deadly Reentry now mostly deals with g-forces (i.e. you can't subject Kerbals to 50g reentry and get away with it) and tweaks to heating (maybe...?). Real Heat makes heating behave a bit more realistically, and scales it to a life-sized Earth (not a tiny Kerbin). Using Real Heat/DR on KScale64 will give you an easier time compared to 10x scale orbital velocities, but you'll still need to pay attention to reentry to get it right. Personally, I'd recommend them for use with this mod (same as FAR, really). Doesn't feel quite right to me without them installed.

If you search this thread you'll find some notes by NathanKell on heating and Real Heat/Deadly Reentry. They explain things better than I did, but I can't recall where in the thread they are. :wink: Also, I may have gotten details wrong, so check the DR/Real Heat threads for details.

Link to comment
Share on other sites

Is there anybody else having severe overheating problems? I've tried a number of things to fix it, but I can't reenter without heatshields exploding, even from relatively gentle profiles (i.e. 10,000 apo/30 peri, w/ some lift). These are the sorts of reentry profiles which worked for me back in 1.0.5.

 

EDIT: Finally tracked down the major issues (at least as they apply to what's currently available via CKAN):it doesn't use any aero physics tweaks, and it sets heatshield max temps to 1800, leading to very, very, very crispy heatshields at 64k reentry speeds. I'm not sure why there's such a discrepancy between what's on CKAN and what's on the GitHub repository, but mangling out sections of RSS configs fixes things; I'm guessing the configs on GitHub will do so as well.

EDIT THE SECOND: Also, just going to say: with the non-flat terrain, and EVE installed? 64k is beautiful.

Edited by Starman4308
Link to comment
Share on other sites

Hi all.   Problem I have getting a lander to the Mun - 

 

I have Real Fuels, Real-Scale Boosters and Ven's ReVamp installed.   I cannot seem to build a Lander for the Mun that has 1)  Enough D/V to lower to the surface, and return to circular orbit (which, if I estimate is about 1800 each way)(Yes, I am using a two-stage lander), and 2) the engines that came with Real Scale Boosters seem to be way large and I cannot effectively build a rocket around an engine that has enough thrust to be effective, while having a size that actually fits the rocket I'm building. (They end up looking cartoonish because I have to use TweakScale to make the engine MASSIVE in order to lift off the amount of fuel needed for DV to orbit.)

Can anyone give me any pointers?  I feel there is something that is horribly not configured correctly, as I effectively can't get around the solar system using this mod at all, without hacking the files of Real Scale Boosters and Real Fuels, which seems...well...counter to what they're supposed to offer.

 

Edited by Bosun
Link to comment
Share on other sites

1 hour ago, Bosun said:

Hi all.   Problem I have getting a lander to the Mun - 

 

I have Real Fuels, Real-Scale Boosters and Ven's ReVamp installed.   I cannot seem to build a Lander for the Mun that has 1)  Enough D/V to lower to the surface, and return to circular orbit (which, if I estimate is about 1800 each way)(Yes, I am using a two-stage lander), and 2) the engines that came with Real Scale Boosters seem to be way large and I cannot effectively build a rocket around an engine that has enough thrust to be effective, while having a size that actually fits the rocket I'm building. (They end up looking cartoonish because I have to use TweakScale to make the engine MASSIVE in order to lift off the amount of fuel needed for DV to orbit.)

Can anyone give me any pointers?  I feel there is something that is horribly not configured correctly, as I effectively can't get around the solar system using this mod at all, without hacking the files of Real Scale Boosters and Real Fuels, which seems...well...counter to what they're supposed to offer.

 

I haven't really played with that parts pack, but I'm not sure Real Scale Boosters even has something I'd use for a Mun lander. I usually wind up using one of the 0.625m Spark engines from NecroBones's Modular Rocket Systems pack (maybe an Ant for particularly small landers or a Terrier for particularly large ones); that's around the perfect size for this sort of work.

And since low Munar orbit is about 1.4 km/s, 1.8 km/s seems about right, unless you have really low TWR.

 

In any case; are you using the Stockalike configs for RealFuels? I'm not sure RF does anything by itself.

Link to comment
Share on other sites

52 minutes ago, Bosun said:

Hi all.   Problem I have getting a lander to the Mun - 

 

I have Real Fuels, Real-Scale Boosters and Ven's ReVamp installed.   I cannot seem to build a Lander for the Mun that has 1)  Enough D/V to lower to the surface, and return to circular orbit (which, if I estimate is about 1800 each way)(Yes, I am using a two-stage lander), and 2) the engines that came with Real Scale Boosters seem to be way large and I cannot effectively build a rocket around an engine that has enough thrust to be effective, while having a size that actually fits the rocket I'm building. (They end up looking cartoonish because I have to use TweakScale to make the engine MASSIVE in order to lift off the amount of fuel needed for DV to orbit.)

Can anyone give me any pointers?  I feel there is something that is horribly not configured correctly, as I effectively can't get around the solar system using this mod at all, without hacking the files of Real Scale Boosters and Real Fuels, which seems...well...counter to what they're supposed to offer.

 

You didn't mention it, so I'll ask: do you have the Stockalike configs installed for Real Fuels?

That said, you should be able to use the LV-909 or the Poodle to do what you need. Also, Tweakscale tends to do odd things with the realism mods, and tweakscaling engines with RF installed is not a great idea, since I don't believe they actually get scaled appropriately for everything that RF changes.

Third, you might want to pick up something like Tantares/TantaresLV and/or FASA to get some nice lander engines for various designs. Personally, I use the B9 pancake engine (I forget the name) for landers all the time. Also, you need to pick your fuels and stages carefully. 2.5m is about right, with a lander can as the pod. You should be able to do an Apollo-style lander with a short tank below the can, with a small engine (plus RCS) as the ascent stage, and a larger tank below with the legs and a slightly larger engine. Also, remember you don't need a TWR above 1 to land. It helps, but if you do the descent right you don't need it initially. And also, the TWR > 1 on the Mun is going to be much easier to get. Ascent you do obviously need TWR > 1 on the Mun initially. :wink:

Pictures might help as well, to show what you have initially.

Link to comment
Share on other sites

26 minutes ago, Dermeister said:

Does Scaterer  and cloud mods work with this? I'm thinking of installing this coming from RSS.

Scatterer works just fine, and EVE works ok. Use SVE (Stock Visual Enhancements), though. It works great and between SVE and Sigma Dimensions it'll take care of most things. There's a config to make the clouds not so high floating somewhere in the thread, too.

Edited by Raptor831
Link to comment
Share on other sites

I'm making a set of Module Manager patches to adapt the SSTUlabs parts (especially the engines) to the rescaled system. Right now the sun is rising and I still have a lot to learn about MM and how it interacts with mods, but I have a rough first draft that's actually working for me. I have not tested if the engines do look right in flight (I they don't I'm not sure if I can do much about it for now), but at least the scaling work well in the editor. So far I rescale all the engines by a factor of 1.5, which works well for the F1 engine that comes with the mod (which is the one I have done most of my testing with...), and increase the thrust accordingly, which means every engine has about twice the thrust.

The scale factor can easily be changed though, and the each engines thrust should adjust somewhat realistically.

//Manual Configs

RESCALECONFIGS							//Scales the selected engines by a factor of 1.3 up if Kscale64 is installed
{
	engineScaleFactor = 1.5				//This factor works well for the F-1 engine. May need more intricate  
}


//Automatic Patches

@RESCALECONFIGS
{
	thrustScaleFactor = #$engineScaleFactor$
	@thrustScaleFactor != 2
}


@PART[SSTU*]:HAS[@MODULE[SSTUModularEngineCluster]]:After[SSTU]
{
	
	@MODULE[SSTUModularEngineCluster]
	{
		@engineScale = #[email protected]/engineScaleFactor$
	}
	@MODULE[ModuleEnginesFX]
	{
		@maxThrust *= #[email protected]/thrustScaleFactor$
	}
}

To install it, make a folder in your GameData called "SSTU 64K" and put the above code into a config file inside that folder and name it "EngineRescale.cfg". But you can do whatever you want with it... and frankly, I'd guess that putting the code into any random .cfg file inside GameData works just as well.

I plan on making it a bit more balanced against the Kscale 64 system and putting it into a more polished release. But for now, I'll try to ignore the rising sun and get some sleep.

 

Edit: I just tested it, and at least with the stock engine effects this works pretty well. I guess this means RealPlume (with stock configs) won't have a problem either. Hopefully.

Edit2: I worked a bit more on it, and now the SpaceX Merlin engines are rescaled to a slightly smaller size than everything else making them more like their real-world counterparts (but with a focus on KSP balance). Also, I did all balancing with RealFuels installed, so if there are problems with the stock fuels, let me know. You can get the updated file here

Edited by Katia
Updated
Link to comment
Share on other sites

48 minutes ago, lolmanxD said:

I can't install it. I did everything as told but ingame Kerbin is still that small :(

Do you have Sigma Dimensions and Kopernicus installed?  The version of Kopernicus for KSP 1.1.3 was only released today.

Link to comment
Share on other sites

43 minutes ago, blowfish said:

Do you have Sigma Dimensions and Kopernicus installed?  The version of Kopernicus for KSP 1.1.3 was only released today.

Sigma is installed and Kopernicus is included but it's still not working

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...