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TheWanderer05

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Everything posted by TheWanderer05

  1. I am excited for stock procedural wings. Axial tilt on planets and moons will hopefully present some interesting challenges as well.
  2. Glad to hear it's working. That's an interesting fix, though. What led you to do that?
  3. If those didn't work, I'm afraid I don't know how to fix it with my level of experience. As a last-ditch effort, you could try uninstalling and reinstalling the game (be sure to back up saves and crafts first) and then reinstalling the mods, but I'm not hopeful that this would work. I'm sorry this is causing you so much trouble.
  4. Seeing as how the only error in there is the Default constructor error, here are some things that will hopefully solve the issue: -Validate integrity of files with Steam first -Uninstall all mods from GameData, run the game and make sure it loads normally, then install only the contents of the Kopernicus mod and make sure the game runs. After that, install the planet pack. -If this still doesn't work, I'll ask that you make sure that you extracted the zip files of both Kopernicus and WPlanetPack before installing them, as some of my friends have experienced similar errors because they just dragged the files from the compressed folders instead of extracting their contents first.
  5. Just the one titled "Kopernicus" should be fine.
  6. Could you send the Kopernicus log? It's located in Kerbal Space Program\Logs\Kopernicus\Kopernicus.
  7. The FreeRise Research Craft series of SSTOs were developed as a means of visiting multiple planets/moons in one go. They all consist of mk3 fuselages, a large ISRU, and a single Vector engine mounted in a pod under the fuselage for VTOL capabilities on mid to low-gravity worlds. The earliest version of this craft, the Mk1, dates back to 2017. This was made just before I started using FAR, hence the terrible wing planform(s). Unfortunately, I didn't use this series for three years after switching to FAR... The Mk2 and Mk3 versions (2020) are very similar to each other in that they share a more reasonable wing planform that reflects the switch to FAR. The Mk2's wings are slightly smaller, as it was designed around a homeworld with a lower gravity than 1.0 g. The Mk4, which is the latest version (2021), features a much lower sweep angle on the main wing to improve low-speed handling. Dihedral has also been added to the outer wings to help with roll and yaw stability. The rear horizontal stabilizers have been removed to reduce weight and surface area. Excessive main chutes have been replaced by a smaller number of drogues and some other exterior parts such as science equipment have been moved into the cargo bay.
  8. I think I may have found the problem. I compared your GameData folder to mine, and there is a folder in mine called "000_Harmony" that came with the Kopernicus download. It appears that this folder is missing from your GameData folder, so I assume that's what is causing issues. Also, just to confirm, you are on KSP 1.12.1, right?
  9. I'm confused. The image you've shared here doesn't have the Kopernicus folder or the planet pack installed. Where are they?
  10. The latest release (Release 1.12.1-138), found here: https://github.com/Kopernicus/Kopernicus/releases/tag/release-138
  11. Alright, I loaded the game up with the latest stable branch of Kopernicus and it worked fine. I also looked at your log, but I didn't notice any errors or anything unusual. You may want to uninstall all mods and then reinstall Kopernicus and this planet pack first to see if it works. Then add the rest back in until something breaks.
  12. Hi, it's been a while since I last worked on this mod, so I'm not 100% sure if the absolute latest version of Kopernicus will work. Are you using the stable branch or the "bleeding edge" branch? That may also have an effect on whether the game loads or not. I'll try to load it up and see if it works on my end and report back what happens. As for your previous comment, I haven't had time to work on anything related to this mod over the past few months, and that will likely be the case for the foreseeable future due to work and other projects. The mod is in a state where it is functional (or at least it was, seeing as how it isn't working for you), but incomplete in terms of quality improvements. In the unlikely event that I do update it, I'll still post updates here.
  13. Hello everyone, I've released another update. Biome maps have been added to all bodies and science modifiers have been rebalanced to encourage more exploration of the system. I'm currently working on improving Aeris's terrain, but it's going slowly. After that, I might work on re-adding Scatterer compatibility. Thanks for reading.
  14. That used to be a common method of making custom cargo bays until the mk3 bays were added. I'm sure there are early examples in this thread, but I haven't seen anyone use that method in years.
  15. Hello everyone, I've released an update that adds biome maps to Solace, Byte, and Bit. The science gains of Solace, Aeris, Byte, and their moons have been rebalanced to encourage more exploration, as they were overpowered as they were. These changes will be applied to other objects as progress is made. The colors in the atmospheres of some of the gas planets should be corrected now as well. Solace's color map has also been improved. Thanks for reading.
  16. Some rovers ranging from 2017 to 2021... In order: 1) Craft refueling rover powered by rockets instead of torque 2) Long-distance exploration rover with mining equipment and fuel cells to keep it powered during night operations 3) Hybrid rover/plane/boat for Eve exploration, has folding wings and electric ducted fans 4) Mid-tech, long-distance rover powered by torque and rockets to compensate for its weight
  17. Mid-size SSTO with a small ISRU and some drills. It only has about 2.7 to 2.8 km/s of dV once it gets into orbit, so I plan on making a larger version with more range once I unlock the mk3 parts. The drills and batteries are in an inverted cargo bay behind the ISRU.
  18. I can't remember many part mods, but if you want some added realism, you could try Ferram Aerospace Research (FAR). It makes the aerodynamics much more realistic and adds some extra difficulty.
  19. There don't appear to be any mods in this post, just some very outdated part models and textures due to its age (2013).
  20. I'm not using rescale and my graphics settings are as follows: Terrain Detail: High Render Quality: Fantastic Texture Quality: Full Res Terrain Shader Quality: Ultra If you need any other settings, let me know.
  21. I'm getting a strange visual bug on Typhos - when I get close to the terrain, it becomes very dark, and in some cases, transparent as shown in the two images below. I do not have any visual mods installed.
  22. Hello everyone, I've released a new patch that includes some recent terrain overhauls involving Byte and Ira. The mod also now works for 1.11. Ira now has some more defined features such as some shallow ice valleys and a large mountain range. Byte's terrain on one of its sides has been redone so it isn't as featureless. Keep in mind that the biome maps still aren't finalized for these bodies, so they won't be functioning normally in science or career modes. The next patch will release some atmospheric fixes for Bedu and Vita, and maybe some texture reworks for them. I'm also going to explore using a new star and rearranging the orbits of the planets a bit to make things a little more interesting. Thanks for reading.
  23. The Demeter mk1B, a mid-tech debris disposal vessel. The launch stage itself is an SSTO that carries up the deorbiter. Both land as planes. The picture below shows the launch stage engine configuration and some canards I added to give it a little more pitch authority at low speeds.
  24. The AoA% adjusts the control surface in question when your plane is pulling any angle of attack. This is useful for canard setups for high performance crafts that need to turn and do so at high angles of attack, like fighter jets. An example of what should happen is you pitch up, and the canards pitch down a little so they don't stall and therefore keep making a lift force that pulls the nose up. You'll probably have to adjust it so that it doesn't deflect too much or too little, and you don't want to have it respond to a negative angle of attack most of the time. Although I haven't used BrakeRudder% yet, I assume it turns the rudder surfaces of your plane into airbrakes by deflecting them when you use the breaks action group. This is useful for twin-tail configurations, where the rudders both deflect inwards to be used as airbrakes, or outwards depending on if you use positive or negative values. The only time I've ever had to use negative pitch, roll, and yaw values was for the control surfaces while landing a reusable rocket booster, as landing backwards requires the controls to be reversed. This had to be changed mid-flight, of course.
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