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Redleg1

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Everything posted by Redleg1

  1. Thanks again. I was trying to make Lack' s KSP++ work at 3.2 planet scale but keep building at stock size, or maybe 1.5 at the most. I'm sure I'll figure it out. I've spent most of the day fiddling around with it and I think I'm going to give up now.
  2. Sigma, Thanks for the responses. I kinda have it figured out. But like you said there are limitations. I was trying to keep the buildings the original size because it looks weird to me when for example the KSP Runway looks like it is wide enough to land 3 B747s on wing tip to wing tip at the same time. No matter how I fiddle with it, KSC++ is all jacked up without hand moving all the pieces back together.
  3. I guess what I am really trying to figure out is if KKtoSD can automatically move static items to the correct altitude.
  4. Hi. So I can get KK to work with Sigma Dimensions slightly. My planets are rescaled to 3.2x and I kept the buildings at original scale. I am able to get KSCupgrades centered properly using the PQScity .cfg you posted earlier. However, because I did not also upscale the buildings some of it looks off (Rader Tower floating in the air instead of mounted on the hill behind KSC). But, I cannot get other locations to function. For example, the aircraft carriers appear about 1200 meters under water when I launch from them. And all the other locations appear to be underground. Is KKtoSD able to account for building scales not matching the planet scale? And if not, how do I get the statics to appear in at the right location?
  5. The download link for this mod does not seem to be working for me. Is it still active?
  6. Sounds awesome, I'll definitely download and try it out, let you know how it goes.
  7. So far I have not been able to experiment with this mod too much, but it seems interesting and entertaining so far. I do have a question though. Are the antenna's supposed to be able to just connect to anywhere on Kerbin? I noticed that as I was orbiting the signal line was just following straight below the orbit of the ship. I found that to be a little strange considering stock, and RT2 have fixed antenna locations on the ground. Also, is it necessary to remove internal antennas from pods and probe cores?
  8. @OhioBob Thanks for the examples. I was going to ask for some elaboration on what exactly the new parameter did. However, because I am an idiot I still could use some clarification. For example, I am using a 3.2x rescale using Sigma Dimensions and I used the Atmosphere parameter to upscale the atmosphere by 1.055 as suggested by Sigma in your thread for a proportional atmosphere for the 3x scale. With that, the atmosphere on Kerbin ends up being 73,850m. That being said what is the advantage of the new parameter over just rescaling using the Atmosphere parameter?
  9. @kcs123, I was not complaining I was simply asking if anyone that is using the update branch experienced the same problem. I fully understand the "light" version of RealChutes has not been updated yet. @Flashblade, I was not expecting support from the creator of the mod by any means. I don't think its unreasonable to ask a community of people who are obviously using the same branch if they are experiencing similar behaviors within the game. I mostly fixed the problem myself through editing some .cfg files. Also, I don't see the necessity to imply that someone is stupid or doesn't know what they are doing. I see this a lot lately on the forums and it is disheartening. There is a lot that can be learned about computer programming, aerodynamics, mathematics, and so on by playing and modding this game. Why discourage it?
  10. In using the KSP 1.2 update branch, has anyone had problems with non RealChute parachutes not slowing down descending vehicles? So far I have only been able to get RealChute parachutes to work.
  11. So I set up a patch to get the BDB Kane Parachutes to work with Realchutes. Everything seems to be working except that now the chutes no longer spread out like Cobalt set them up to do, and they are all overlapped. Anyone have an idea as to how to get them to match that original spread?
  12. Sounds interesting. Seems like a good method for testing new components of RemoteTech 2.0.
  13. Just trying to get some clarification on an earlier question about atmosphere scaling. If I change the height of the atmosphere on Kerbin using Sigma Dimensions by 1.16, making it 81,200m for example, would the effects of Realistic atmosphere be scaled as well? Or would I need to add to the pressure/temp/etc. curves in the Realistic Atmosphere .cfg file? I breezed through your tutorial on atmosphere's, but alas I suck real bad at math and I am not sure I grasp it all. Also, do you, or do you know anyone that has any pre made configs for your mod for typical rescale sizes eg: 2x, 3x, 4x, 6x? Disregard, turns out I just need to learn how to read.
  14. Does the actual SMURFF mod need to be installed in order to get rescale compatibility to work? I do not seem to see any changes to mass or fuel amounts on any scale that I use with Sigma Dimensions. I have tried 3.2 and 6.4 rescales.
  15. Yeah that is what I was talking about. I was referring to the option to rescale the atmosphere in Sigma Dimensions.
  16. Is it possible to use this mod with rescaled atmospheres? Would it just be a matter of changing the max altitude in the cfg file?
  17. The re-entry particles are part of a separate mod. Just download the mod separately, It's called Re-entry Particle Effect.
  18. TriggerAu, I hit apply and accept but it does not exit the settings menu afterwards. When I hit close to close the menu it reverts back to default.
  19. The flight UI rescaling is not working for me. Whenever I exit the settings menu in flight, the UI reverts back to default size and location. Anyone else having this problem. Playing un-modded on KSP 64 bit.
  20. DunaRocketeer, This is an awesome looking rocket! Would you be willing to post a .craft file? What engines do you have mounted on there? I can pretty much tell what the rest of the parts are.
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