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Starseeker

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Everything posted by Starseeker

  1. So, testing out the new effect replacements (using ReStock & ReStock+), and they're pretty good; there's a couple issues, however. First, at least for the ReStock model, the Poodle's engine plume is rotated to the side and seems a bit undersized. I was able to tweak the offset values to get it looking good, though: The Mainsail uses the stock particle system instead of using a Waterfall plume; I'm guessing a broken config file. The Terrier also has the same problem as the Poodle in terms of plume rotation & scale. Here's the offset values I found worked well: The plumes all look gorgeous, by the way! Oh, also: on a few engines, the plume model shows up as part of the green selection highlight thingy in flight. Here's a list:
  2. Alrighty, here's the link to the log: https://drive.google.com/file/d/1oUOrQdyAWB3R_W0D_L_mDtx9vBv_Om4a/view?usp=sharing
  3. As far as I can see, yep; the apoapis/periapis readings are changing even without any sort of other thrust. Oh, another issue: in the VAB, the decay info window says that a sputnik replica I made would last a bit more than 30 days in a 170km orbit; however, hyperediting it up to that orbit, the decay info window says it'll decay in 4.1 days. Actually: update to the in-flight situation: it seems my apoapsis is increasing at the same rate my periapsis is decreasing. I'll give a log once it uploads.
  4. Ah, this might have been the reason that fuel consumption was so high, as well as decay rates: the values circled in red were set to 10 for some reason. On a possibly related note: what does the "realistic decay" setting in the difficulty options do? Update on timewarp: physics warp seems to work the same as no warp when in flight. (Also, disregard the part about "vessels within physics range but not active"; this was an error on my part.)
  5. Alrighty, it works now! And in the tracking station - both in real time and during timewarp - orbits decay properly! However, when a vessel is active, it doesn't experience decay during non-physics timewarp. It seems to experience it during regular time (and I suspect physics timewarp - I'll have to test that), and vessels within physics range but not active seem to decay both during and outside of timewarp. Now, with stationkeeping, there's still some weird issues. During non-timewarp on an active vessel, it seems to have no effect besides consuming significant quantities of fuel (at least in low orbit); however, while the fuel consumption is still very high, it does seem to prevent orbital decay until it runs out of fuel. Here's my player.log file: https://drive.google.com/file/d/1ctg5Y_d7udWBVTbnKSijQwRZJlJgUH0P/view?usp=sharing I'll get back to testing; time to see how physics warp works
  6. Oh, and a bit more detail: it gave up on loading once this displayed, and the background images kept changing; I had the same thing happen when I downloaded a mod that had an outdated dependency bundled with it (was fixed by updating said dependency)
  7. Ah, hm, that's a problem... Player.log file: https://drive.google.com/file/d/1JBlHGGjpdQJ4UV9YEVVEgmPpqLJtVkag/view?usp=sharing
  8. Alrighty, give me a bit to launch the game and generate a new log file (launched my main install since, so it's been overwritten)
  9. Double-checking the download, the .version file lists 1.7.0.1, which matches the most recent release on the github page.
  10. It's a fresh save with this being the only vessel; I've both launched a (previous, reverted-to-VAB) vessel using MechJeb (which, I'm pleased to report, works just fine in the PVG single-burn-to-orbit mode) and used Hyperedit to put this new one (which I didn't save) into the same target orbit. Here's my modlist: Save file folder: https://drive.google.com/drive/folders/1VkhGWDj__YL_aY9TX9h35Q5RJiC0vaYF?usp=sharing
  11. I just downloaded the mod from the link you provided here, and there's also a VesselData.cfg in the PluginData folder. I'm also having the same issue, and I made sure to download the latest version of Solar Cycle Simulator (the other two dependencies are copied over from my other 1.8.1 install). Oh, also: Stationkeeping drains monopropellant at an incredibly rapid pace; a tank of 20, on a 240kg craft, didn't even last a third of a 46-minute-period orbit (95 km when using JNSQ). Plus, it doesn't seem to do anything when enabled. (And more on the stutter: if I timewarp, after a few moments, it'll yank me back to about where I started the timewarp, but with my orbit changed. Physics warp seems to work fine; it's non-physics warp that has the issue.)
  12. Looking at those resource detectors, and your modelling & texturing work is top-notch as always! I'm assuming that (in reference to the first viewpoint) the right-hand one is a "shielded" variant of the left-hand one? If so, is there going to be a gameplay difference between the two (such as drag values, etc), or is it simply cosmetic?
  13. What versions should this beta be compatible with? Edit: didn't read title before I posted, whoops Gonna grab this and try it out, see how well it works on scaled-up systems like JNSQ! Oh, a question: are there any known incompatibilities between Solar Cycle Simulator and Kerbalism?
  14. The multiple-fuel-tanks issue is a known one, and iirc DMagic's the only person involved who can fix the bug, so it's waiting on them coming back from a break.
  15. Oh, quick question: how does this interact with timewarp? With realplume, the plumes "stretch" back during physics timewarp; I'm assuming that the methods used here prevent that?
  16. Could I get a name change to Starseeker if that name isn't taken?
  17. This looks incredible!! Are you planning to add this functionality to Cryo Engines, Kerbal Atomics, and/or Near Future series engines?
  18. Oh sorry, just now saw this! I downloaded from the SpaceDock page
  19. Ah, I think I've run into this: select another body to view the maps for (even if you don't have any generated for it), then back to Kerbin, and it should update
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