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Therlun

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Everything posted by Therlun

  1. I assume you mean the cache in the OR folder? Deleting those files did not change anything. I tried using Kopernicus 113 and 114 (june 13-15) and that also didn't change anything. Visible here is that it seems to be range related. I can see the ground near the landed craft, but the mountains further away already turn transparent. https://i.imgur.com/EZyug2K.jpg Further testing Trying older versions of Precursors I can narrow it down to something that got updated in this mod. I tried Precursors 1.3 and it worked fine. I tried different patches to pinpoint it: - 1.5 and 1.4.2 have the issues visible in my post above concerning both transparency and use without scatterer. - 1.3, 1.4 and 1.4.1 do -not- have any transparency issues (1.3 also works normally when I remove scatterer, I assume the same for the other versions). Something in 1.4.2 broke it for me. I don't know how closely related the transparency issue is to the glitches when playing without scatterer , but they seem to have the same cause. Should be possible to confirm if someone does a similar path of: - clean steam install - Ckan, install Precursors (1.5) and any dependencies - either remove scatterer and check KSC for graphics glitches, or play with scatterer and check if Scar terrain starts vanishing beyond 500 meters.
  2. Hiho. I recently started this planet pack and enjoy it (Frontier and Scar only so far). I have however run into some visual issues. First is on the campaign I started, with a bunch of utility mods (no graphics ones). The issue I have is that often (but not always) terrain gets transparent. It happens on Scar gradually in the first few thousand meters and then the moon's surface is completely invisible until I leave atmosphere. On Frontier the ground also occasionally turns completely transparent, although not everywhere. Transferring from orbit to atmosphere might be related. My plane didn't encounter it. Similar problems have been reported in this thread but not for those two planets or to this extend? https://i.imgur.com/4JhsU8L.jpg I uninstalled scatterer suspecting it might cause this, but that just turns the terrain into this (both with other mods and with just Precursor): https://i.imgur.com/igG5gwd.jpg (I tried it in a clean KSP install with just the Precursor pack (without scatterer), Kopernicus and the strictly required mods, with the same result above. https://i.imgur.com/nOZBusd.jpg) So in summary: - extensive transparency issues with terrain on Scar and less often Frontier with scatterer on. Playable as terrain gets visible very close to the ground. - removing scatterer increases transparency issues making the game close to unplayable - I removed all other mods on a clean KSP install and the issue persists Thanks for your work on this, have fun.
  3. I love New Horizons. I played several campaigns in it and always enjoyed it. The solar system is notably different from vanilla and so many of the bodies have very well done charm and distinctive individuality. It deserved much greater popularity. An updated version would be very nice but I don't know if it would be a sensible project. Anything less than full, committed long term support would be a waste of both the modder's time and New Horizon itself in my opinion.
  4. I have the same issue. When either of the menu windows of this mod is open the game freezes for a second every time it checks for the experiments and every time it changes (after doing an experiment).
  5. I didn't play much KSP when 2.0 of New Horizons came out, I really liked the earlier versions looking forward to trying out the latest version. Thanks for creating it.
  6. Still can't get it to work. http://i.imgur.com/8jnnQKK.jpg I do use module manager 2.7.5 and the latest dev builds of Kopernicus and Reseach Bodies. Maybe it's a mod interaction with one of the various other ones I use or I'm just doing something wrong. Thanks for your time looking into it.
  7. Hiho I recently started playing Galileo. One issue is with Research Bodies. I installed the normal Research Bodies mod, then copied in the GPP specific cfg file overwriting the vanilla one. No matter what I try though the game does not recognize any planets/moons. I tried two different telescopes (the standard research bodies one and the Tarsier one with Research Bodies integration) for neither the Research Bodies UI recognizes any planet in the GPP system for tracking. I can make pictures and get science from them. I really like complete system reworks. I am not very far into the new system yet but I like the mod so far. Thanks for your work in this.
  8. I quite enjoyed my campaign with this so far. After Vanilla and New Horizons it's almost like a third system to explore :P. The science values are a bit off (Sun, Mun and Dres give too much IMO, especially compared to Eve and TyloLaythe). Contracts also have some issues, for instance with Duna being valued quite lowly by the automatic contract generation which doesn't do justice to its new position (I normally don't play career, so I don't know how common that is). CKan has the 0.5.1 version but lists it as 1.1.0 instead of 1.1.2 btw (and prevents automatic install on vanilla ckan settings).
  9. Sorry if this has been mentioned before. I used a probe trying to land on Eve and it exploded due to overheating when it touched Eve's ocean surface (or a few meters above at most) while descending at 6m/s with a parachute. It went from no heat to exploding instantly. I am using the latest Uncharted version.
  10. I played early versions of New Horizons, currently play Uncharted Lands, because I really like the experience of exploring a new system. I'm looking forward to this getting redone. The only comment/feedback I would have on the general makeup is that after playing Uncharted Lands I can definitely say that I prefer a normal Kerbin+moons start over the New Horizon "gas giant+Kerbin as a moon". It's no major issue but if there is a chance for it to be considered I would lobby for a normal Kerbin+Moon start with maybe a gas giant as the first, easiest to reach step after that. Thanks for all the work! Have fun.
  11. When I try 1.6.5 the game freezes at the end of the loading screen. The log has these entries at the end for all the planets: [WRN 16:40:52.062] Cannot find preset 'High' for pqs 'Oree(Clone)' [WRN 16:40:52.063] CelestialBodyTransform: Cannot find CelestialBody. [ERR 16:40:52.064] [PQS Error]: Sphere target is null! The 1.6.4 version has these in the log as well, but it doesn't hang. So I assume it fails to do the next step? If I revert to 1.6.4 the game runs fine again.
  12. Yeah that helped, thanks. New Horizons 1.6.3 works with Kopernicus 0.3.3 but at a noticeable frame rate drop. New Horizons 1.6.4 becomes completely unplayable with Kopernicus 0.3.3. Both 1.6.3 and 1.6.4 work perfectly fine with Kopernicus 0.2.4. I'll make a post about it in the Kopernicus thread tomorrow. KillAshley, any idea what might be the conflict? Something changed from 1.6.3 to 1.6.4. made it much worse.
  13. I updated several mods with ckan, Kopernicus might have been one of them. I do have Kopernicus 0.3.3 installed.
  14. Hiho again I started a new campaign a few days ago with 1.6.3. When I updated to 1.6.4 I encountered a very serious performance drop when flying rockets making the game basically unplayable for me in 1.6.4. When I try to launch a rocket from Kerbin the game goes to 1 FPS basically. Graphics setting changes have no effect. I use various other mods so it might be a weird interaction. It starts when Kerbal Joint Reinforcements adjusts physics. When removing KJR the issue remains when the normal physics kick in, although the severity is slightly reduced (I get like 2 FPS then ). Reverting to NewHorizons 1.6.3 doesn't have that issue for me even with all the other mods and allows normal play.
  15. That's one thing I forgot to mention. I think renaming some of the planets to make the names less similar would help. Planets should not have the same starting letter and the same number of syllables at the same time. Sonnah and Serran, Laythe and Lave, Arin and Atell being the main offenders. I would also change either Moh or Moho a bit. I get that one is the planet and the other is the moon, but it still slightly distracting since that particular planet/moon naming scheme is only used that once. With enough play-time that effect will diminish and the player will have memorized it, but it does make getting into the new solar system more difficult. Are you sure about Kerbin giving the least amount of science? According to my campaign experience and the .cfgs of Aptur and NH_VanillaScienceOverwrite it doesn't. Aptur Kerbin landedDataValue = 0.71 landedDataValue = 0.83 inSpaceLowDataValue = 0.6 inSpaceLowDataValue = 0.7 inSpaceHighDataValue = 0.56 inSpaceHighDataValue = 0.66 recoveryValue = 0.71 recoveryValue = 0.83 That's what I mean when I said Aptur and the Mun are a waste of time. A surface sample from Aptur is worth notably less than one from Kerbin's grasslands (0.71 for Aptur, 0.83 for Kerbin). The Mun has almost the same data values as Kerbin, but is much more difficult to reach and return from. My larger point is that there should be a remote connection between the difficulty and the science reward. Another example: Leaving Sonnah's SOI and just doing high orbit science around the Sun (high space datavalue 13) gives twenty times the yield of the Mun. Which is in no relation to the effort/technology it requires to achieve. Just one trip out of Sonnah's SOI (without returning) will yield as much ore more science than thoroughly scouring (including landings and return trips) the Mun, Aptur and Serran combined. Concerning the science issue the mod has one overarching problem IMO: There is a conflict between the starting position and the need to balance it. Placing Kerbin as a moon around a gas giant with several other moons makes the start more diverse and broadens the early game. It does make the start tougher and more interesting for sure. But the large reduction in science yields for those other moons makes it less rewarding and interesting at the same time as well, running directly against the reason to implement the new start to begin with. One of these issues has to be addressed in an extensive way to bring out the full potential of the mod in my opinion. It is also worth keeping in mind that nerfing science yields has a lessened effect with the new processing lab, which allows you to generate infinite science anywhere if you really want it. The easiest fix would be to remove one of the moons of Sonnah and up the science yield of the other two. But that would make it similar to the normal start again, with Kerbin and two moons, just slightly different in that all three are orbiting around Sonnah. As an extreme solution I would change the starting position of Kerbin in a more drastic way again. I would have some suggestions here, but I don't just want to come barging into the thread and knocking over all your work for the sake of perceived balance. I really enjoy the mod. The changed solar system was what I was looking for. So I indeed hope all my criticisms come across as feedback from an interested player and not as pure complaints. Have fun and thanks again for all your effort.
  16. I played a bit with this in science mode. Kerbin orbiting a Gas Giant is cute. The setup definitely provides a different starting experience than the normal Kerbin/Mun/Minmus system. However, in science mode the reduced science yields really impact the gameplay in a negative way. It doesn't feel very rewarding when a surface sample from the Mun or Aptur is actually worth less science than one from Kerbin's Grasslands 3km away from the KSP. This leads to the odd situation where you do flybys of those moons for the orbital science, but landing on and returning from them is much more effort than it's worth. Maybe it's different with contracts in career mode but in science mode grinding all of Kerbin's biomes is much easier and more productive, which feels really weird and counter-productive. I tried to land on Serran next and there seems to be something wrong with it's atmosphere. Even assuming the extreme stats are intended (three times as dense as Eve, 15 times Kerbin, yet it only starts at 54km?) there seem to be issues with some variables. If you go too fast you will just explode at the 54km border. If you manage to slow down enough and survive you will fly through literal glue. The ship will be instantly slowed down to 150m/s (maybe? seems to be a display/instrument error, actual speed is more like 15m/s) once it crosses the atmospheric threshold. Any thrust/breaking only has negligible effects as you slowly descend through that tar-like substance. Later at 20km or 14km there is another similar break point, where the instruments will do another jump to 15m/s (although the actual speed seems unchanged from before, but it's difficult to tell). It seems all atmospheric drag is instantly applied at max value at certain height thresholds, instead of a slowly thickening atmosphere. I looked at the Serran.cfg but I didn't find a similar cfg that actually includes the vanilla data for Kerbin so I couldn't compare the values. I also didn't reach any other atmospheric bodies yet so I can't tell if it's limited to Serran or if it's a general atmosphere issue with the new planets.
  17. Thanks for your work on this. The prospect of the same old system for the 15th time made me look for a changed system and this one looked the most promising, so I'm trying it. I have one question, is there a way to determine the low space/high space boundaries ingame?
  18. I tried it in my campaign and plasma engines seem much better now. They are no longer above and beyond most other engines in lifting efficiency. They still seem like very viable space propulsion. I only played around with it for a short while so far so the final verdict might still change. I suspect they are still slightly too good but I have to compare them to the other engines with various power generation setups first. They no longer completely break the game however and "slightly too good" is much better than totally OP or totally useless. Especially with NearFuture's huge over-abundance of efficient but extremely low thrust engines. The tooltipfor plasma engines in the VAB has an error, showing that they provide infinity thrust per KW which seems slightly overstated . In both 0.2 and 0.3 the antimatter-initiated fusion reactor also shows a tooltip on vanilla interstellar levels of energy (before the integration rescaling). I haven't tried it out yet so I don't know if that is just the tooltip or if it wasn't scaled like the other reactors. I also had a mod conflict with a outdated version of the modular kolonization system mod. Updating to integration 0.3 made KSP freeze on the loading screen. The log showed some regolith related error and updating MKS solved it. Just for people experiencing a similar freezing issue. It might be related to Regolith or a mod that uses it.
  19. The new plasma engines seem extremely strong. Single stage spacecraft of tremendous weight are possible with even the standard Interstellar fission reactors. Once you reach fusion you can orbit entire skyscrapers without much effort. One bug I have is with differently sized plasma engines active at the same time really messes up power draw/thrust. Here is a basic ship. Just generators, fuel and two different kinds of plasma engines. 1. Firing just the 2.5m engine gives the right amount of thrust. 2. But activating one of the 62cm engines suddenly kills the power draw and thus thrust of the main engine for some reason. 3. Activating all three engines further averages out the power draw. Power draw works normally if all engines are the same size.
  20. Yes, even with just this mod installed on a vanilla KSP the issue appears. Similar to Akira's screenie (I use 0.2):
  21. Yeah, the fuel flow mechanics for Interstellar fuel don't work for me. Two or more reactors of any kind will empty their fuel into one reactor. I didn't use tweakscale before. Installing tweakscale and applying the patch doesn't change the behaviour either (I thought maybe another mod like procedural fairings caused trouble by using a tweakscale- like option). If you can't reproduce it with a vanilla Integration mod I'll disable mods one by one and try to find the culprit.
  22. I started a new campaign with this and various other mods. So far I like it. Thanks for your work on this. I have one issue with interstellar reactors and their fuel. If I put small (62cm or 1.25m) reactors on my ship they always start empty, even when making sure they have a full supply of ThF4 in the VAB. Additional fuel tanks of ThF4 don't seem to work with them at all. When I use the next biggest size of reactor (2.5m) it starts full and works normally. If I use a 2.5m reactor and several 1.25 (or 62 cm) ones all the ThF4 immediately drains into the 2.5m reactor, even above the maximum. A random similar issue for fuel tanks, one 2.5m reactor and two 800 unit ThF4 tanks immediately turn into a 1600 unit ThF4 generator and two empty tanks (with 800 units vanishing.) /edit experimenting more it seems the ThF4 fuel always goes "down", either into the lowest reactor or vanishing into the ground(?). So if I place two reactors in a ship the upper one always drains its fuel into the lower one, until that one is at 200% capacity.
  23. This solved my techtree problem, thanks. And thanks again Boris for your continued work on the mod update.
  24. Sadly I still have the/a tech tree bug. Even with the latest version it will randomly switch to a cut version of the tree, denying me access to the last Interstellar specific nodes. Deleting the techtree.cfg and selecting KSPI_boris_090 has that problem as well. After a few menu switches the tech tree changes back to this: http://imgur.com/mcnIU8a
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