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Karamon

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Everything posted by Karamon

  1. i have 2 questions 1. I use sigma dimensions, does antenna range scale with the system scale or i have to do it manually? if so where i can find the settings ? (i play on x10 scale) 2. is there a plan for integration with the MKS/OKS ? Currently it looks like both mods use different set of resources And small suggestion, imo extendable antenas should work at close range when retracted. Similar to stock commnet works . Currently when they are retracted there is no signal at all , in stock you need to extend them when you are in space . I find it a bit annoying to place more and more antenas just to take of from a planet
  2. Why not make small refueling station on Laythe , bring it first and refuel on the landing site . No need to carry extra fuel in space
  3. 0 resize same as your Resize parameter, 1 and more is size of buildings and resize does not matter . 1 is default stock size
  4. oh sorry i did not notice new SD is out , nice And i wasn't clear about RO , i can run it but i am not smart enough to play it , x10 scale ,smurfx1 , some other mods with tanks/engines and this is the level of difficulty that i can handle now and there is a lot things to learn now
  5. Nice thing to know. Now still i need a little clarification, so i should make atmosphere for example 1.2 or even less and atmo top layer 1.5 ? I noticed this "wall" effect but it is nothing that stock heat shield can't handle at least on mun returns but still good info as i work on my kerbin to be more "realistic" cause my old pc can't handle the RSS and RO and in which file i sould search/place atmoTopLayer ? i still feel a bit lost in all those settings
  6. Check if you have only latest Module Manager in game data folder, for example kopernicus can smuggle older version of MM , when there are different versions of MM in Gamedata it can do mess too
  7. Amount of delta v you need on the rocket depend on many things, not only scale . To get in orbit you need something around 7500 delta V , 7700 at 180 parking orbit? i don't remember but the point is that more efficient your launch is, less drag you have less delta V you need to pack into your rocket . As far as i got with 10x scale most efficient rocket designs were able to get into 180x180 parking orbit with 9.8 delta V and i consider it very very efficient. But in 99% launches 10k delta V is enough (spread evenly in 2 stages 5000/5000, one starting 1.2 twr at ground level and second 0.8-0.9 twr) Btw atmo 1.4 gives you something around 100km atmosphere so is kinda "earthlike"
  8. My MM finds 10 errors too with the cro .cfg file, strangely in game looks like switching and usage oh hydrogen is working
  9. To be precise with 10x scale everything , buildings x1 height difference between ground around the KSC is exact 10 meters , 648 m on default settings and 638 on low setings I checked one more thing. This is not sigma dimensions fault, this is how game itself handle these settings . On default height around KSC is 65 meters , on low it is 64 so on low settings it does not only reduce quality of textures but reduce size of planetary bodies by some fatctor. In the scale of whole planet surface area is probably reduced by some considerable numbers improving performance and in stock game barely seen . But as i did x10 scale made this difference in height not barely noticable 1 meter into 10 meters messing with objects position
  10. so first i am sorry for making a little mess with informations cause i am simply to fast to jump to a conclusion . This is not the case of any of my mods it is much more simple Settings>Graphics > terrain details > default - everything is normal, KSC is where it should be, low on the ground, slopes around it are not too high settings>Graphics>terrain details >low - and here comes flying KSC Best part in both cases it is not KSC which is moving, on both tests (landscape - 0.3) rover on the airfield was 201m above sea level. It is the ground that is lower on low terrain settings
  11. so i am looking for a culprit , i was unable to reproduce this bug on a clean instal of KSP now , but after throwing in all mods i used it show up again so this is the problem with some mod that trigger it but it might take a while cause i have to check ~40 mods to find which is creating this mess strangely i am pretty sure few days ago with older 1.2.1 -1 version of Kopernicus this bug appeared on clean KSP instal so my guess something is smuggling some old Kopernicus files
  12. So i started this then i'll try some test about what when and how is installed , i am still waiting for kerbalism to come back and spend most of my time now "configuring" mods rather than playing .
  13. Me neither , but as i said lower landscape solved this and i got rid of 50 000m high mountains on the planet , resizing buildings helped a bit too so thank you anyway .
  14. This was first set , KSC flying , Airfield had several sections of different height and sometimes vessels on airfield spawned "submerged" in airfield texture by half , or they could be launched high in the air when physics kick in And here is my current setting where it is more or less fine , everything on the ground, not too high , airfield is in one piece, vessels spawn a little above the airfield and fall on it gently When landscape is increased buildings go higher and higher , around 0.6 there is visible gap between them and the land. As i said earlier, higher the difference of Landscape and resizeBuildings more mess is there . Feels like whole KSC is placed on some tiny rock that get higher and higher from the rest of the ground with the landscape scale going up
  15. i use 6.9 alpha 2 , and i didn't notice any difference between alhpa 1 and alpha 2
  16. So i found what is tearing KSC apart. It is Landscape scale . If you scale everything 10 x , the planet, the buildings and landscape everything is alright but when you keep building scale lower than planet/landscape scale everything starts to fly . So i made a tests and 10x kerbin , 2x buildings and 0.2x landscape and "everything" is perfect, only 10 km high mountains look like Hobbits gonna make their homes there because they are so flat . I ended up with 10x scale, x2 buildings scale and x0.3 landscape (x0.4 started already a little mess in KSC) , so KSC is on the ground, airfield is not falling apart and mountais more or less resemble something that is high above the sea level . Scaling down landscape is good thing , some mountains in 0.2 scale are already 10km high so with full scale they will be 50km? somehow unnatural . Oh and i found quick check for the "balance" between landscape scale and KSC scale difference. There is pond near administration building , if water is inside the pond everything is more or less fine , if water is a square flat texture above the pond it means landscape scale is too big and is tearing KSC apart
  17. Is there a way to get only one planet? Whole pack is doing strange things on my PC and i play heavly modded so it is hard to determined what is really going on but i love the Duna look Ok i found Duna restoration project
  18. So i downloaded the 6.9 test versions and made some testing. I use only 10x rescaling , smaller values work ok, x10 still produce this flying ksc . It is not very big issue unless i try to drive a rover from a launchpad cause it will fall ~10m . 1. With scale 10x and buildings x1 everything is flying except airfield that has some aditional very sloped textures around it so i can't drive under it but can drive under every other building in KSC because they have a little slopes of "grass" around them and then nothing, thin air 2. Monolith close to KSC is in the air too 3. for some reason whole KSC and the Monolith is much higher over the ground when not scaled up with the whole planet 4. Making KSC x10 is not looking good , large mk3 transport plane looks like a little toy and Vab is 2000 M high and there is not enough of zoom out to see whole KSC http://imgur.com/a/nDx35 5. Only real issue i found with this rescaling is that Airfield is made of several sections and with x10 kerbin scale each section of the airfield (4 or 5 ) is on different height , making several bumps on the airfield. Small rovers have problems crossing them and even sometimes they broken larger planes. 6. Planes, rovers etc many times spawn "in" airfield texture, sometimes a little higher, sometimes they are "submerged" in half , once rover fallen under airfield .When wheels are in the airfield texture vehicle can be launched quite high in to the air when physics hit http://imgur.com/a/9kMEZ Thanks for building rescaling cause it solved most of problems with airfield Building rescaled 10x times are awful but are firmly on the ground , and everything is on the same level as on stock kerbin. Scaling buildings 2 times : most of KSC is still in the air, but lower , airfield is still quite high but is now flat, there is a tiny gap between textures where each section of the airfield connects but everything moves smoothly over them. Every vessel that appear on the airfield seems to spawn corectly. Looks like x3 building scaling would solve any problems but i am not sure if i need this . x2 is nice , x1 was a bit to small for my taste and size of rockets needed for a x10 scale. So i am happy with solution , flying buildings are not an issue , only first time when i was driving rover and fallen , and airfield is fixed thanks to building scaling
  19. No no planet packs now but i had installed stock system revamped for a while in a save that i use now . I'll check on a "fresh" install how game behaves
  20. After making x10 rescaling everything seems fine but my space center ended up hoovering in the air . Only Airstrip is on the ground. Every other building hoover above the ground . Any ideas if it is possible to put KSC a little lower on the ground?
  21. I had Blackscreen issues after resizing on Windows and just want to post it here so anyone with them can find solution . This is what fixed the blackscreen issue for me 1. Make sure you have latest moduleManager in your gamedata folder now it is 2.7.4 as i recall 2. check Gamedata folder for other module manager files, some mods carry with them older ModleManager files . In case other MM files just delete them . This solved my problems
  22. Helo, when i installed this mod i noticed it takes very very long time to get into SPH or VAB . 1- 3 minutes . I used RSS some time ago and did not have this kind of situation . Maybe someone have any idea how to improve loading times? I have no issues when loading vessel on launchpad, in space, everything looks fine and VAB/SPH is a bit of a problem ................................................. Found the problem, it is simply x64 version of KSP that is having issues, normal 32 bits work fine even with lots of mods
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