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Everything posted by BashGordon33
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
I was looking over that experimental config. It seems to generate a Barycentre inside Kerbin, and makes all your ships orbit the Barycentre instead of Kerbin, and because the bug only affects things in orbit of Kerbin, there shouldn't be a problem. They are all orbiting Kërbin (with the ë)! Quick question, because this is a Barycentre, dose it require Sigma Binary? I already have it, so I have no problem, but just for the rest of the users on this forum I would like to know. EDIT: Don't download this without changing the reference bodies of all your spacecraft. Downloading the patch can cause the same glitches as downloading a new planet pack onto an already made save. If anybody has any problems with their ships orbiting a body that isn't what they were orbiting before the patch, tell me and I'll post a solution. Also, create another save with the same persistent file as the save you normally play to check if there are orbit issues. If you don't the orbits will be screwed up when they are reassigned to their normal body. Also, when you download this patch, don't ever expect to be able to collect science in space over Kerbin again. But most people will have already way past having to collect science from Kerbin. Also a bit of a funny occurrence occasionally happens at the main menu title screen if you download this . Besides the aforementioned science and reference body bugs, I have found no problems with this patch. @Sigma88 is a genius. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
This isn't a problem with NH, its a problem with Kopernicus re-parenting Kerbin. But because NH is the only planet pack that re-parents Kerbin, the bug only manifests itself when we download NH -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
A few posts up I found a workaround. Takes about 5 minutes to execute on each start up of KSP, but the orbit bug won't effect anything afterwards. You probably can't avoid putting stuff in Kerbin orbit for long periods, further down the progression line you will have to assemble ships in Kerbin orbit, or have a fleet of ships ready for a transfer trajectory, you will have things in orbit of Kerbin. And most NH planets have specific biomes and 1 generic biome. Just treat it as any other biome The biome map and config say there are only 3 biomes, ScanSat must have a problem -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
I was doing some more research into this bug. Strange thing: All saves I opened had my ships referenced in a Sonnah orbit on startup of the save, but only the first save I opened changed the orbits. Both the second and the third save I opened on a single launch of KSP referenced Sonnah without changing their original orbits of Kerbin, only the first I opened actually changed the orbits. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
It is a Kopernicus bug made by re-parenting Kerbin. It dose not occur for any other bodies except Kerbin, and only if Kerbin orbits a body that isn't the sun. Did you leave the ship in Kerbin orbit and exit and re-open the game? By launch I meant opening KSP not launching a rocket, sorry for confusion. The bug only effects ships in Kerbin orbit when the game is opened, and only on the first save you open (this save must have ships in Kerbin orbit) this is how I made a workaround which is in a previous post. And you must open the persistent file as soon as you go into the tracking station, which loads your ships. I don't think KSP loads player made ships until you go into the tracking station or similar. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
I looked at my persistent files and it seems that on launching the game, the ships are orbiting the body Kerbin is orbiting, instead of Kerbin itself. The reference body in the Persistent files for my ships was '36' indicating a Sonnah orbit not Kerbin orbit. The game then quickly puts the ships back into Kerbin SOI, but by then they have moved from their original orbits because they were orbiting Sonnah for around 2 seconds. I don't know enough coding to attempt this, but it *might* be possible to have Sonnah orbit Kerbin, so that relative to Sonnah the orbits remain the same? Sonnah's moons will still orbit Sonnah, but because Kerbin orbits the Sun and not Sonnah, the re-parenting bug might not occur. I actually tried this, It screwed up all my ships orbits, due to some SOI issues and Kerbin's relative 'orbit' around Sonnah was way to slow. Also: I tried putting Kerbin and Sonnah in a binary system using Sigma Binary, and the bug didn't occur. It might be possible to fool this program into generating the Barycentre of both planets well inside Sonnah? EDIT: I'm a Kopernicus Newb so I don't really know how to actually execute any of the workarounds I attempted correctly, so I'm leaving them here for a person way more talented than me to attempt -
Alright then, gives me enough time to learn how to make planets
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
@Geschosskopf @cantabThis is the bug I described earlier. It seems to be a problem with re-parenting Kerbin. Its a Kopernicus bug unique to the latest few versions. I found a work around that I posted earlier, but I'll repost it here for convenience: -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
I unfortunately have to upgrade because I have steam and can't downgrade. This seems unique to ships in Kerbin SOI, even if they are in escape trajectories. There is a work around though: Make a save. Copy and paste the persistent file from the save folder you normally play and paste it in the new save, replacing the persistent in the new save. Play this save folder as soon as you open KSP. The orbits will be messed up, but you have 2 saves so it doesn't matter. You must go to the tracking station when you open the copy save. Then exit and play your regular save as normal. The bug only affects the first save you open, and only affects it once, per every game launch. It's an easy but annoying workaround. -
Well, WW2 would definitely end a lot quicker. Problem is, America has a fair bit of its military abroad in countries closer to threats, like the navies located in South Korea and Japan. They still have a significant amount of the military located on the mainland. 2016 America would still decimate all opposition. America would expand its territory immensely. A 2016 America in a 1940 world would become the worlds first Hyperpower. Most countries would surrender immediately. Another key advantage that has not been discussed in this topic, is that 2016 America has already been in WW2. All those 'top secret' codes and blueprints that pedant Germany buried deep within its government, have all been declassified in 2016. America would easily counter any resistance the Germans threw at them. The presence of the ISS would also shock many people. Even if the Soviets survived WW2 (not likely), they could never hope to win the space race. On the flipside, 1940 America in 2016 would definitely change the political landscape. 1940 America would not be conquered, as they have control over 2016 America's armies in left abroad.
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Will there be a round 4? Because I'm really new to planet making, but really want to make one. I will need a lot more time to learn how to make planets before I can even think of actually entering a planet. Seriously, It was only yesterday that I actually found out that you need PQS mods. I don't even know what PQS means, yet alone use them!
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
Excuse me, but I have a bug report about ships dropping out of stable orbits. I've had to move all my ships into 100Km orbits to prevent the instability from making them fall into the atmosphere. I believe it has something to do with the loading of the game, as it seems to only happen when I start up KSP. This often leads to periapsis in the atmosphere or an apoapsis higher than the SOI. This seems to be a bug unique to Kerbin orbits, as none of my other ships have been destabilised. I think this has something to do with re-parenting Kerbin, and seems to be unique to the 2.0 version of Hew Horizons.I'll try to recreate this without NH and see if I still have the bug EDIT: Tested without NH. Could not reproduce the bug EDIT2: It seems that for a few seconds, the ships are orbiting Sonnah not Kerbin. When the game is loaded for the first time, their orbital references say 36, which is the ID for Sonnah. When the game is auto saved, it turns back into 1, Kerbin ID. But this indicates that Kerbin SOI could not be loaded at the start of the game, or Sonnah has a higher loading priority EDIT3: This seems to be a Kopernicus bug not a New Horizons bug. And I found that if I load a save that I don't mind what happens too, exit and go to the save that I want to go to, the ships won't be deorbited. This is probably a bug from the new Kopernicus version not New Horizons 2.0, so don't worry, and keep up the good work -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
My Kerbin orbits keep being destabilised. I had 4 ships in stable 5000 Km orbits and they were all kicked out of Kerbin SOI. 4 ships in stable 80Km orbits were turned into 60Km-100Km eccentric orbits, within the atmosphere. And most recently the same 80Km orbit ships (which I managed to get back into 80Km orbits) were put in incredibly eccentric orbits at 2000Km apoapsis on a crash trajectory. Is this a Kopernicus bug or a problem with my game? -
I want the progression between 50% to 90% which the scrubbers have. And even if my water resource is reclaimed in a breathable atmosphere, the only 2 planets that have a breathable atmosphere also have water, so it is kind of ok
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Thank you so much that really worked well
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@leomike So I have to copy and paste the previous text in the realism profile, so I have 2 scrubber modules, and change the resources accordingly?
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@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0]] { MODULE { name = Scrubber // change scrubbed resource resource_name = Oxygen resource_name = Water // change waste name waste_name = CarbonDioxide waste_name = WasteWater // change ec/s per-crew ec_rate = 0.03 @ec_rate *= #$/CrewCapacity$ // change waste/s per-crew co2_rate = 0.006 waste_rate = 0.0000625 @co2_rate *= #$/CrewCapacity$ @waste_rate *= #$/CrewCapacity$ } That's what I changed the default realism profile scrubber to
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I've been trying to make the scrubbers also refine water as well as oxygen, but the time the water will last to in the mission planner remains the same. Am I modding the scrubber module wrong? I just added wastewater and water resources into the scrubber in the realism profile. And how would I manage to make the Planetary Base System's Plant Growth Study have the 100% transmission rating like regular Kerbalism experiments
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
I don't have tweakscale, but I imagine it would really suck. I've stopped having bugs, but am extremely paranoid of getting them again -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
I think I've solved it already, but thanks for the offer. Turns out your not supposed to have 100+ planets loaded... Seriously, I hade NH, OPM, KPlus, Other_Worlds, Extrasolar, Arkas, Asclepius. That added up to 112 planets total. I just got rid of Extrasolar and OtherWorlds -
I'm 99% sure that if anything Kopernicus works in 1.1.3, than a re-texture will definitely work
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You should do one with either the Outer Planets Pack or New Horizons. Have the planets wake up and find themselves in a vastly different universe. Laythe would be by herself, having to take care of a homicidal Derso. Duna would be reunited with Jool and Minmus would have to cope being so far from the rest of the Kerbin, with Eeloo. I can imagine Kerbin and Mun having to deal with a mean Sonnah.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
What config files would be messing with it? I've been really paranoid with bugs because for some reason the game reverted everything to what it was a few weeks ago, and I lost all of my data. And then my solar panels disappeared, but were still there, and said that they were generating '-infinity'. And every time I tried to enter one of these things into the atmosphere, the screen went black, the altimeter was blank and my nav-ball said NaNm/s. So i've been extremely paranoid of everything that remotely resembles a bug, even if its something that doesn't faze me, like the Sonnah title screen. And my ships disappear...