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Sahadara

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Everything posted by Sahadara

  1. Noticed a strange visual artifact when using KSRSS with Kcalbeloh. Planets don't seem to be as dark on their night time sides as they should be. Looks like they're being illuminated by another star... Indeed, it looks like they're receiving dim light from the Sun all the way in the Kcalbeloh system. Any idea why this might be the case? https://imgur.com/a/FWvih5o Edit: Unrelated question, are the 1x, 2.5x and 10x rescale configs the only options? Doesn't seem to work if I put a custom number. Any way to get, say, 5x scale? Thanks!
  2. I've noticed that when using SD alongside Kcalbeloh, Suluco's orientation is changed such that it doesn't have it's hot, desert side facing the sun. Seems to only happen when an actual scale factor is applied, so it's something about the way the scaling works rather than the mod just causing it to happen. Also noticed that Celestial Rescale doesn't seem to cause the same issue. Though I'd prefer to use SD as it seems to do a better job of scaling terrain. Anyone encountered this behavior and know how to fix? Thanks for any help! Edit: Didn't notice that Kcalbeloh has a built in rescale functionality that prevents the issue. No more problem.
  3. Hmm. Something strange has happened. I don't believe I've altered anything about my install since I made the earlier post, but now the behavior has changed. Rather than prevent me from accessing certain buildings, having FAR and Kopernicus installed is now causing Kopernicus to fail altogether and not load the planetary system. Not sure what's going on here so I've linked my KSP.log for any potential help. Edit: How strange. The behavior has gone back to how it was before. Kopernicus works properly, but I can't access the VAB, etc. You can access the log for that instance here. I'm leaving the previous one in case anyone wants to see if they can figure out what went wrong the time Kopernicus didn't work.
  4. I'm trying to make some configs of my own. How did you go about determining the IspSL and IspV values? They definitely have an influence on the Isp but I'm not sure how the numbers affect Isp and so I'm not sure how to set these values.
  5. Has anyone else encountered an issue where you can't click on most things at KSC when FAR is installed? Not sure what's going on but I can't access the VAB, SPH, launchpad, etc. I can't even click buttons on the menu to exit the game. I haven't tested with only FAR so it's probably not the mod on it's own, but removing FAR does make the problem go away so I suspect it's probably some interaction. I can provide logs or a modlist if that would help but I wanted to check first if perhaps anyone had already encountered and determined the cause of this behavior. Thanks for any help.
  6. I noticed that the methalox engines from Cryogenic Engines don't seem to be configured. Is there any chance of you creating configs for those engines? I'd do it myself but have 0 experience with making MM patches. Edit: Well I've been trying my hand at making some configs myself. I believe I'm most of the way there but I cannot for the life of me figure out what the IspSL and IspV numbers do. They seem to be multipliers of some sort? They certainly affect the resulting Isp but not in a way I can figure out. The end result though is that the engine Isp at SL and Vac isn't what I set it to, but either slightly or highly off. I'd appreciate any insight into what these numbers do and how to set them so that the engines perform how I expect them to. If I can get these configs working I'd gladly provide them so anyone using Stock RF with Cryogenic Engines can use the methalox engines.
  7. Hmmm, interesting. The issue I described was in a game with quite a few other mods as well. For testing I installed just Kerbalism with Near Future Electrical. Now what I've found is that the reactors don't even work when loaded, let alone in the background. It seems the process that Kerbalism adds in to replace the stock NF reactor process simply doesn't work, it does nothing in my game. Edit: I was wrong. It wasn't running because there wasn't room for the waste products to go anywhere. When I add storage for them or set the reactor to dump, it works just fine. I know the compatibility page says there's no heat control in for reactors but do you have any idea if there's a way to get that working with Nertea's own heat control mods?
  8. I realize that the support for Near Future Electrical is only limited and that the modules are replaced by Kerbalism ones. But when I run a fission reactor on a vessel and then go to the tracking station, Kerbalism's UI shows that no power is being generated by the vessel, so the reactor isn't being modeled in the background. Am I doing something wrong here? Any help would be appreciated.
  9. I see that RealFuels compatibility is bundled with Kerbalism compatibility. Does that mean both Kerbalism and RF are needed together to use this compatibility? Can I play with Rational Resources and RealFuels but not Kerbalism?
  10. I don't know if this is a bug or what, but it seems that RF is making my tanks heavier and reducing my fuel mass fraction. Without the mod installed, the FL-T800 weighs 4.5t wet and 0.5t dry which comes to a fuel mass fraction of 88.89%. With the mod installed the FL-T800 weighs 4.831t wet (Kerosene/LOx) and 0.751t dry which comes to a fuel mass fraction of 84.5%. I have useRealisticMass set to true in both places in the config as is default, and no other mods are installed so I'm not sure what's going on here. Shouldn't RF be improving my fuel mass fractions? Any help would be appreciated.
  11. My bad I was unclear before. The stayputnik is allowing me to activate SAS where I remember in the past it's given me a message saying that that probe doesn't have it. The description of the part correctly reflects that it shouldn't have SAS but it does turn on. I do also have CTB and Toolbar Controller installed so that could be the culprit. I'll do some tests and see if I'm experiencing the exact same bug as you.
  12. The stayputnik isn't supposed to allow control with UKS. By which I mean, it shouldn't allow me to steer. I have signal so I should be able to activate components and throttle but I shouldn't be able to steer until I get a better probe core. As it stands it is allowing me to steer the vessel, which eliminates a fun challenge that UKS presents in the early game.
  13. I seem to be encountering an issue where the stayputnik does actually have control even though it should not. Not sure what's causing it or if it's an interaction with some other mod. I went looking into the files to see where the tweak actually gets made and, having checked all the MM patches UKS uses, I can't find where the change to make the Stayputnik not have control is actually made. Any chance you could help me out with this? If you need logs or to see my mod list I'll gladly provide them, just let me know. Thanks.
  14. I'm having this issue as well. Very strange. Only affects engines in career mode, and for me it was the juno jet engine that I noticed wasn't working. For now I'll go without it but a fix for this would be great. If there's anything I can provide about my install that would help diagnose the problem, I'll gladly provide it.
  15. Has anyone tried visiting these systems with Far Future Technologies engines? Are they good enough to make the trip in less than several centuries?
  16. What kind of maximum range can be achieved with the antennae available in NFE? Would it, say, work for interstellar distances the likes of which I'd use FFT to travel?
  17. Does soon mean a few weeks or a few months? Don't mean to rush or nag at all I'm just wondering if I should hold off on starting a save to wait for this to release. Very excited for this.
  18. Any chance of a compatibility patch for Real Solar System? I'd love to use these two in conjunction with the Earth as the home planet.
  19. Will this only rescale parts from the supported mod packs. If I for instance install Near Future and Far Future Propulsion, which are not listed as supported, will the parts be rescaled?
  20. Any chance Far Future Technologies by Nertea will have it's parts properly situated in this pack?
  21. I wanted to check if this kind of graphical behavior is typical with this mod? It's not game breaking just a little annoying. The picture of the mountains is with sigma dimensions to scale up the systems but the one where the ocean is invisible is with SD removed to ensure that wasn't the cause. Oh and the ocean isn't always invisible but if the camera gets too close (not necessarily even under the surface) then it disappears. Not a huge deal if it can't be fixed but I wanted to see if anyone else has had this.
  22. On the OP you suggest using scaled up systems for better balance with the incredibly powerful engines KSPIE gives us. If we go with a full 10x scale, what do you recommend for improving balance of stock parts? I don't believe KSPIE will work with RO will it? SMURFF does a good job of making rockets have better mass fractions but the engines are still underpowered. Any suggestions for something that will pair well with KSPIE?
  23. I noticed there are upgrades for the Daedalus engine available in the tech tree before the engine itself is available. Is this intended?
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