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ArXen42

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  1. Greetings! I have been playing around with Principia for some time and I'm absolutely amazed by the sheer complexity of this mod and what possibilities it brings to the gameplay. However, my eyeballed maneuvers barely do any justice to the precision and complex math behind these orbits, so I have a few questions to devs and/or someone who attempted the same thing: What software did you use while developing Principia to validate it's behavior? For example to check that the same initial conditions lead to the same orbits after N seconds, etc. Did you debug Principia by restarting KSP after every change or you had some other environment to tackle with physics simulation (C++ core) that would visualize orbits without KSP? Basically I wonder if it is possible to create playground where I could programmatically enter a flight plan and see/analyze resulting orbit in our solar system (either with Principia core or some other software that does similar job). I don't have required physics/math background for that sort of things but it will be interesting to at least try to make something like a trajectory optimization tool mentioned above or automatic gravity assist planner. Maybe some RPC to Principia are possible?
  2. @Gameslinx ah, guess I misunderstood how your mod works. From the looks of it I thought you already do something like that (greatly increasing details around the camera by applying secondary "overlay" heightmap or something like that), but my understanding of such things is very limited. Anyway, you've achieved amazing results already! I'm a little sad though that we probably won't see much improvements in that area in KSP2. I was hoping they would go for procedural LODs like in Space Engine or Star Citizen, but seems like terrain will remain the same boring planet-wide heightmap, unfortunately.
  3. Greetings, kerbals! Do you guys know of any 6x or (preferably) 10x planets pack compatible with latest parallax? I've tried Beyond Home, but with 10x rescale planet surfaces are broken, unfortunately. RSS won't work with it too, AFAIK. I'm trying to make some realistic-ish modern KSP build with all the graphical marvels of late (parallax, waterfall, scatterer, etc), but it's hard to find a subset of content mods that play nicely with all of these. I'm probably going to stick to JNSQ for now (though looking forward to Beyond Home update), but was wondering if there is anything bigger with Parallax support. Or are there some technical limitations that would prevent it from working on such scales at all (like heightmaps resolution or something)?
  4. I don't recall doing something special. Fresh installation of KSP, install Kopernicus (latest version from CKAN), install SigmaDimensions (latest release from github), install this rescale pack. Just simple drag&drop into GameData, no .cfg tweaking. Didn't test on 1.9 though, but worked on 1.8.1.
  5. @AlphaKerman Yeah, that new 1.8 terrain render is very cool. Maybe not "Star Citizen" cool but waaaay better then what we had before. BTW, people do ridiculous things with terrain scatter nowadays, I've tried "Beyond Home" planet pack recently and they even have landable floating islands on Jool there!
  6. From your conversation, I have a feeling that someone is mistaking tiny 200KiB plugin (B9PartSwitch) with huge parts pack (B9 Aerospace)
  7. For now I have settled on JNSQ (though it seems to have issue like that too). But on your screenshot Duna is veeeeery blurry, there is practically no terrain. In KSP 1.8 it should look like this even without mods:
  8. Oops, apparently I shoud've read Kerbalism wiki "mod support" page. Thanks for the info! Shame to loose that bit of mod complexity though, but, on the other hand, at least it works and has all that pgen/radiation/ISRU background processing mechanics working. Gonna roleplay a bit and stick some radiators anyway
  9. Greetings, I'm playing with reactors and all that electric engines and can't find anything related to heating. Is reactor core heat is still a thing? I can't find any GUI or at least internal heat info in context menu, here is the screenshot (enabled KSP heat debug just in case):
  10. One can also use alternative image viewer like nomacs instead of crappy Win10 image viewer.
  11. Well, it works with Galileo88's Rescale! 6.4x, though I only tested simple orbit insertion from Rhodes. I wonder how long it will take to make visit to Laythe in old Kerbol system... Principia for some reason don't draw flight plan THAT long
  12. Wow, I just discovered this mind blowing planet pack (now it will be hard to choose between JNSQ and Beyond Home, lol) and started to wonder if it will work with Principia... and @MorePortal just did this 30 mins ago! Gotta try it with 3.7x rescale and Kerbalism.
  13. Yes, cheats/hyper edit/etc seems to affect Kopernicus. For example, whole planet surface can glitch if you do this. F5-F9 usually fix the issue.
  14. I'd like to give a shout-out to the person who came up with the brilliant idea of adding parts "S-MINI/MED Radial Stack Adapter". I spent probably a few hours yesterday trying to somehow attach jet engine radially to my VTOL craft. I couldn't find a single radial engine mount with attachment nodes on both sides so ended up with cubic strut clipping abomination. Now I accidentally stumbled upon this invention of humanity: Thank you.
  15. I'd do the following steps: Backup the whole KSP directory. Make a list of all mods you are using (it seems you are installing them by hand, but if not, CKAN has ability to export modlist/modpack). Install fresh clean KSP 1.8.1. Using CKAN, install Kopernicus, check if it works (it certainly should). Start adding mods from the list through CKAN, check if it works after every few mods, especially ones that are not declared to be compatible with KSP 1.8.1 (however I have a few of them, works fine). Better install your preferred planet pack first (JNSQ has 1.8.1 compatibility, RSS works too, apparently, probably a lof of other packs will work too). If some mods are not present in CKAN, add them when finished with others. I heavily recommend using CKAN because it's pretty good with managing mods dependencies and preventing problems. At this point it is pretty much standard. Package managers are great invention, you can even install CKAN from another, system-wide package manager (chocolatey on Windows, apt-get/pacman/etc on Linux)
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