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Sigma88

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Everything posted by Sigma88

  1. I don't think reparenting is the issue since I just tried reparenting kerbin to jool in stock and it works fine
  2. all planets load successfully so it's more difficult to pinpoint where the issue comes from
  3. click the nyan cat in my sig and follow the instructions the log folder still doesn't show any errors so I have no idea what is going wrong @Thomas P. could you take a look at the output log in the link above? there are some kopernicus nullrefs I don't know where they come from
  4. I meant that looking at the logs you provided I cannot see any errors, what was exactly the problem you wanted me to solve?
  5. My modlist (in the current folder): Kopernicus, scatterer, TextureReplacerReplaced, Zyansias Mod (my WIP mod) Dropbox information (contains Kerbin cfgs for removal of stock Kerbin and added new cfg, and the ConfigCache from ModuleManager If you need anymore information, let me know! you need to make that a public link, otherwise I can't download the files
  6. @Tynton I am not sure what is going on. We will need more information to help you. Please click on the nyan cat in my sig and follow the instructions
  7. don't you know any mods that might fit that description?
  8. Released a new mod: Sigma Replacements: SkyBox
  9. @Steven Mading I tried looking at the code of laserdist but I got a bit lost, I need to check the altitude of the terrain at a certain lat/lon this seems like a simpler case compared to your problem since my origin is always the center of the planet so I only really need to input the direction to get my result. the problem is that all the Methods I've tried either don't work or don't return the correct value. could you give me a couple of pointers so that I can get to the number I'm looking for... thanks
  10. I'm interested in this as well since CelestialBody.pqsController.GetSurfaceHeight doesn't work properly anyways
  11. I was trying "lights out" with my skybox replacer but it seems it doesn't pick up the correct texture for the night sky I tried to look at the code of LO to see how you look for the "night" cubemap and the only thing I found was this: https://github.com/Real-Gecko/LightsOut/blob/master/LightsOut/LOAmbient.cs#L46-L72 I have an idea of how to fix that, is it fine for you if I send you a PR on github?
  12. that's interesting, haven't received a single bug report from you tho.... just saying
  13. actually friction is proportional to the normal force, so higher gravity means more friction. if Eve is slippery the cause must be the type of material that cover its surface from a technical point of view, there should be a parameter defining how "slippery" the surface of a planet should be. not sure if what you are experiencing is a bug introduced by some recent changes or if is like that on purpose anyways, using kopernicus it should be possible to correct this. @Kopernicus { @Body[Eve] { %PQS { %PhysicsMaterial { %bounciness = 0 %staticFriction = 0.8 %dynamicFriction = 0.6 } } } } 0.8 and 0.6 are the stock parameters, try to increase those and see what happens
  14. mostly from tests, Heads: Suits: Navigation: SkyBox:
  15. @Citizen247 sorry, I thought I had replied to you but I totally forgot... I would need to take a look at your statics, could you please add "debug = true" inside the sigma dimensions settings node and run the game with the 10x resize? then send me the mm cache file, the output log and the KK statics you added
  16. You can just delete the LoadingScreens folder
  17. you need to put C in orbit around A, and then do the same I explained above
  18. assuming you have 3 bodies where C orbits B and B orbits A and assuming you want AB to be binary and BC to be binary inside the Body node of C you can just add: SigmaBinary {} inside the Body node of B you need to add this: SigmaBinary { after = C }
  19. PQSCity_Groups { GROUP { name = KSC++ body = Kerbin CENTER { CentralPQSCity = KSC } } } this cfg plus KKtoSD should suffice, if you have any questions you can contact me on the forum or on discord
  20. You need to install KKtoSD and add a small cfg I'll post it when I get back to my pc
  21. I was asked from @Galileo to check why when TRP and GPP are installed the level of the generated kerbal reverts back to zero I installed TRP on a stock game, just to get a feel of how it works and: 1- I can't get the level button to work (click on it but nothing happens) 2- even if I have not enough funds I can hire the kerbal (funds go down to zero) Also, I can't see anything in GPP_Renamer that might mess the level of the kerbal, so maybe the issue is linked to te two bugs I've mentioned above. the logs don't show any errors, let me know if you still want them. (or if you want anything else) cheers EDIT: turns out 1 was my fault since I didn't know you need to upgrade the AC to get kerbals with higher levels (a warning might be a good idea) also, turns out the issue has nothing to do with the renamer since it shows up on a GPP install without the renamer
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