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smokytehbear

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Everything posted by smokytehbear

  1. Yes, I agree. That's what I have done personally. I would argue however that this setting would be more appropriate as the default, and that if you wanted to do this contract on day 1, for instance, then those people could go change the .cfg file. It's just my opinion, and only a suggestion to the mod author that anyone can absolutely disagree with, but I think anyone would be pretty hard pressed to say that a contract that requires "wait one second" as its only condition to complete, and gives one of the largest rewards out of any contract in the entire game, is in fact balanced for career mode.
  2. This is really cool. I love the idea and it definitely gives a new dimension to the old "fly to space, go here, come back" monotony. That said, I wish it balanced a little better into the stock career mode. Mission 2 or 3 (the retaliatory debriefing one) gives something around 3k Science if I remember right for literally doing nothing. I had access to this on like day 1 of career mode, and it kind of blows away all the contemporary stuff and catapults me to what would have realistically been day 200 or so to get that far ahead in money/science. I realize that for a lot of people they just want to fly the combat missions without worrying about budgeting and such, and that's fine, but I feel like sandbox works for that. The other camp that wants to still play the space game just with an added aerospace military edge, however, basically has to shelf this contract pack until very well into the game or it just overpowers everything. Long complaint I know, but basically if you could just tone down that single mission's payout by like... 99%, in my opinion that would improve the stock integration.
  3. I see. Very interesting. I will fiddle with it a bit and see if I can't get the coding to work right for the USI classes. Supposing I get it working and it meshes quite seamlessly, any chance on packaging it into the main mod here or permission for a separate, additional plugin to be distributed?
  4. Interesting... So to make sure I'm understanding this right, if I have any planets at all orbiting another star, that will screw up even the (non-stock) ones orbiting Kerbol?
  5. So now that the ribbons are in... how about that scatterer support? Is that still in motion by anyone? I would be happy to pitch in if whoever's working on it wants more help, or take on lead if no one has made serious headway into it yet.
  6. Apologies if this is an obnoxiously simple question, but all planets with scatterer configs are supposed to show up in the alt f10 gui right? I have several planet packs installed and should have a dozen or so more atmospheres, judging by a quick glimpse at the scatterer folder in GameData, but only the stock planets show up in the GUI to select. Is there a simple fix to this (like a single button) that I overlooked or is this likely a much deeper issue? I can provide a log if it helps. Thanks in advance.
  7. This is a quick picture of the autostrut bug in action: Gotta admit it looks pretty but is absolute hell on framerate. That and it's just autostruts, nothing is actually exploding in a massive fireball... so yeah.
  8. Alright so I went to the RSS cfgs for a reference point. Earth's 0 altitude pressure is 101.325 in their file, which means the input is in kPa. This actually makes even less sense however for my particular problem... as this should mean that the pressure I'm experiencing in game ought to be 1000x greater than anticipated/intended. Maybe I broke it with overload since technically I told it to be 8,500 atm at sea level? I'll keep looking around.
  9. Any intention of adding more crew LED colors for MKS compatibility? With guys like Technicians/Medics/Scouts/etc.? If it's a possibility, syncing the color scheme with DMagic's portrait stats would be awesome.
  10. I already have way too many mods... But it seems like everything you make I just gotta have. You're the man.
  11. Right so the Y part of the curve isn't Pa, it's some weird calculation first. Well that's obnoxious. Thank you, this should solve it. Edit: Wait a second... (101.325)/(1.01325*10^5) = 10^-3 = .001 Pa*.001 = mPa I think you may be backcalculating your own unit conversions. Not that there's anything wrong with that if it gets the right number. So KSP's values are listed in mPa? ...Strange unit for them to choose. What units are you using in your gas constant? You certain that your output of those calculations before this conversion isn't in kPa?
  12. Any known cause of a pressure curve wildly out of sync in game with what the parameters are? This is the curve: Converting from Pa to atm on each of these means it should reach ~.01 atm at 80km, and ramp up past 5 atm around 48km. However in game I'm seeing numbers like somethingE-200 atm at 60km. Which is ridiculously out of whack. Does staticPressureASL get computed and affect the curve? I thought I read somewhere this was just for the readout in the tracking station. The only other parameters that deal with pressures are here: Only other thought I have is that something with the terrain mapping is screwing it up, as in like the reading of 60km is really 89km, but I have no idea because I thought the normal meter at the top showed sea level height, not radar (learned this the hard way a while back). Anyway, thanks in advance for any help.
  13. Wow thank you so much man, I've been looking for exactly the same thing for forever. With 180 mods installed going one by one just isn't an option, but it was totally just G-effects, 100% of the way. Went from 1 fps to 30 with just removing only that. Have you let the mod author, Ser, know?
  14. I'm having this issue too. Can't be sure it's the source of the lag entirely, but I am pretty sure it isn't helping. Get a major lag spike every time I click any part to place in editor, same log spam as mentioned above.
  15. So how broken is this for the latest version of Kopernicus? It's still up on CKAN. Had it installed briefly and what little I tried to do seemed to work, not that I tried anything complex. Does it break stuff or are parts of it just not quite fully operational?
  16. Yep that must have been it. Thought I was super clever in coming up with a fix for it, creating a "blank" parent planet with virtually no radius/mass and plopping it at the center, then turning the planet into a moon with an inclined orbit. But even with fuddling with those numbers to make it "revolve" around the imaginary body, I discovered that even at 90 degree inclination the planets are always upright, and if they spin they still spin along the solar plane perfectly, not their orbital plane. My idea has probably even been tried before, so I'm basically just confirming what everyone pretty much already knew: right now axial tilt isn't possible for anything but the origin planet. By the way, actually on topic, thank you for the guide, lots of good stuff in here.
  17. Is there a known way of getting a ribbon image to replace one in a previous installed mod without actually overwriting it? Basically there's a planet pack that changes Eeloo from a freestanding planet to a moon. By the convention this means it's ribbon should the parent's color scheme along its outer edges. This is simple to photoshop, but I'd like to not have to overwrite the previous ribbon that comes with FF. Is it possible to create a small patch that overrides FF's path for just this planet and redirects it to the new planet pack's ribbon folders? Thanks in advance.
  18. Hey silverfox, the idea still alive in there somewhere? Don't know what you need help with graphically but I can give it a shot if you're still looking for an extra hand. Would rather not see this concept die. Let me know if you're still interested in some extra helpers.
  19. Is axial tilt still not implemented in KSP? I could have sworn I saw a parameter titled just that while looking through various Kopernicus files. I weirdly can't seem to find it now however, not even for Earth or Uranus in RSS which seems the most obvious choice...
  20. So I'm not entirely sure if this is the right place to ask this. If not, just let me know and I can delete it and take my stuff to the right place. I'm having an issue show up with CKAN when trying to install this: I'm a little too dumb to know what any of this means. Only seems to be hitting this mod.
  21. So I had some issues but I don't think related to this. Loading the game now to categorize the buttons then I'll promptly send you the file in a message. One quick thing to report though: I notice this actually with all sorts of mods with text box entries actually, but is there any way to restrict control to the entry box when you've clicked it? To explain further what I mean, right now if I'm in editor and want to rename my vessel to something long (e.g. Cool Massive Interplanetary Exploration Rocketship) it opens and sometimes then closes a half dozen windows and changes my symmetry count/changes mode/moves the camera/etc. This mod was doing the same while I was in-flight testing the identifiers. Don't even remember what I typed, but deactivated SAS, RCS, turned the ship a little, and switched off my persistent camera focus mod ("o") all in the span of less than a seconds while typing the name in the box. Super long-winded way of saying, can we have control temporarily suspended while we're entering the text names?
  22. Will do. Do you still want us to run the test from the previous page? Didn't get to it yesterday. I'm also going to try clearing my blacklist. Like I said I don't remember putting anything in there, but your description fits what's happening almost perfectly with my "immune" buttons so maybe I did.
  23. This is still not showing as compatible with 1.2.2 on CKAN. Latest version says for 1.2.1. Were any problems discovered when testing it with 1.2.2? Would love to give this a go.
  24. Yeah they're not going into any folder, not even the standard, gray JC button, they just go away... until they return from a scene change. So to clear up any potential confusion I have, putting the icons on the blacklist does what specifically? I don't recall doing that for any of the buttons, but suppose maybe I did accidentally, they would behave this way where I can't click on them or remove them or anything?
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