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Posts posted by DunaManiac

  1. 18 hours ago, Marshall Hopp said:

    its very simple, a robot mission should be easier than a manned mission.... with no life support it is actually much harder and requires more planning to send a robot.

    Kerbalism was my favourite because of the added radiation, part malfunctions, stress and things like nitrogen for pressure

    Life support should all be optional but PLEASE include it.   its almost silly to go for such realism with parts and engines without air, food, stress, water and part malfunctions/repairs

    thank you very much, Love ksp 1 when i can get kerbalism to work properly (although it needs to be a base game function to work properly and with things like fast forward which screwed every LS mod i used)

    This is a very debatable question*.

    *read: VERY VERY VERY debatable.

  2. 2 hours ago, Vegatoxi said:

    You have 2 same ideas with one of them better than other but spending resources for both in case that players obvious choose newest one and oldest one will be abandoned.

    Which I fail to understand why it's wrong and bad as you so vehemently claim it is. Besides, even if Take 2 wanted KSP1 to die out, why even spend resources on it anyways?

  3. 24 minutes ago, Geonovast said:

    You need another closing bracket at the end.  The last one is just closing out Body, not the whole patch

    Are you sure? I checked it in notepad++ and it should be completely closed.

    Here is the config again:

    Spoiler

    @Kopernicus:AFTER[Kopernicus]
    {
        Body
        {
            name = Kesta
            cacheFile = kerbalRSS/Cache/Kesta.bin
            Template
            {
                name = Eeloo
                removeAllPQSMods = true
            }
            Properties
            {
                description = Kesta, a beautiful body in the space between Joolpiter and Deres. Who doesen't love it?
                radius = 53000
                geeASL = 0.04
                isHomeworld = false
                rotates = true
                tidallyLocked = false
                rotationPeriod = 43280
                timewarpAltitudeLimits = 0 4000 6000 15000 30000 100000 150000 200000
                ScienceValues
                {
                    landedDataValue = 16
                    flyingLowDataValue = 10
                    flyingHighDataValue = 8
                    inSpaceLowDataValue = 12
                    inSpaceHighDataValue = 10
                    recoveryValue = 23
                }
                biomeMap = kerbalRSS/BodyEdits/PluginData/Kesta_Biomes.png
                Biomes
                {
                    Biome
                    {
                        name = North Pole
                        value = 23
                        color = #f66a2d
                    }
                    Biome
                    {
                        name = South Pole
                        value = 21
                        color = #494d35
                    }
                    Biome
                    {
                        name = Equatorial Land
                        value = 22
                        color = #ffffff
                    }
                }
            }
            Orbit
            {
                refrenceBody = Sun
                color = 0.1,0.2,0.1,1
                inclination = 7.14
                eccentricity = 0.08
                semiMajorAxis = 33253543
                longitudeOfAscendingNode = 103
                arguementOfPeriapsis = 151.19853
                meanAnomalyAtEpoch = 0
                epoch = 0
            }
            ScaledVersion
            {
                type = Vacuum
                fadeStart = 0
                fadeEnd = 0
                Material
                {
                    texture = kerbalRSS/BodyEdits/PluginData/Kesta_Color.png
                    normals = kerbalRSS/BodyEdits/PluginData/Kesta_Normal.png
                }    
            }
            PQS
            {
                Mods
                {
                    VertexHeightMap
                    {
                        map = kerbalRSS/BodyEdits/PluginData/Kesta_Elevation.png
                        offset = 1000
                        deformity = 1000
                        scaleDeformityByRadius = false
                        order = 1
                        enabled = true
                    }
                    VertexColorMap
                    {
                        map = kerbalRSS/BodyEdits/PluginData/Kesta_Color.png
                        enabled = true
                        order = 5
                    }
                }
            }
        }

    }

     

  4. Help would be appreciated if someone could help me with this config.

    Here's the config:

    Spoiler

    @Kopernicus:AFTER[Kopernicus]
    {
        Body
        {
            name = Kesta
            cacheFile = kerbalRSS/Cache/Kesta.bin
            Template
            {
                name = Eeloo
                removeAllPQSMods = true
            }
            Properties
            {
                description = Kesta, a beautiful body in the space between Joolpiter and Deres. Who doesen't love it?
                radius = 53000
                geeASL = 0.04
                isHomeworld = false
                rotates = true
                tidallyLocked = false
                rotationPeriod = 43280
                timewarpAltitudeLimits = 0 4000 6000 15000 30000 100000 150000 200000
                ScienceValues
                {
                    landedDataValue = 16
                    flyingLowDataValue = 10
                    flyingHighDataValue = 8
                    inSpaceLowDataValue = 12
                    inSpaceHighDataValue = 10
                    recoveryValue = 23
                }
                biomeMap = kerbalRSS/BodyEdits/PluginData/Kesta_Biomes.png
                Biomes
                {
                    Biome
                    {
                        name = North Pole
                        value = 23
                        color = #f66a2d
                    }
                    Biome
                    {
                        name = South Pole
                        value = 21
                        color = #494d35
                    }
                    Biome
                    {
                        name = Equatorial Land
                        value = 22
                        color = #ffffff
                    }
                }
            }
            Orbit
            {
                refrenceBody = Sun
                color = 0.1,0.2,0.1,1
                inclination = 7.14
                eccentricity = 0.08
                semiMajorAxis = 33253543
                longitudeOfAscendingNode = 103
                arguementOfPeriapsis = 151.19853
                meanAnomalyAtEpoch = 0
                epoch = 0
            }
            ScaledVersion
            {
                type = Vacuum
                fadeStart = 0
                fadeEnd = 0
                Material
                {
                    texture = kerbalRSS/BodyEdits/PluginData/Kesta_Color.png
                    normals = kerbalRSS/BodyEdits/PluginData/Kesta_Normal.png
                }    
            }
            PQS
            {
                Mods
                {
                    VertexHeightMap
                    {
                        map = kerbalRSS/BodyEdits/PluginData/Kesta_Elevation.png
                        offset = 1000
                        deformity = 1000
                        scaleDeformityByRadius = false
                        order = 1
                        enabled = true
                    }
                    VertexColorMap
                    {
                        map = kerbalRSS/BodyEdits/PluginData/Kesta_Color.png
                        enabled = true
                        order = 5
                    }
                }
            }
        }

    So, here's the problem: In the KSP.log, it gives me two errors:

    Spoiler

    [EXC 16:59:56.678] Exception: Reference body for "Kesta" could not be found. Missing body name is "".
        Kopernicus.Configuration.Loader.Kopernicus.IParserEventSubscriber.PostApply (.ConfigNode node)
        Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds)
        Kopernicus.Parser.CreateObjectFromConfigNode[Loader] (.ConfigNode node, System.String configName, Boolean getChilds)
        Kopernicus.Injector.Awake ()
        UnityEngine.Debug:LogException(Exception)
        Kopernicus.Injector:Awake()
        UnityEngine.GameObject:AddComponent(Type)
        AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
        AddonLoader:StartAddons(Startup)
        AddonLoader:OnLevelLoaded(GameScenes)
        AddonLoader:OnSceneLoaded(Scene, LoadSceneMode)
        UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

    And

    Spoiler

    [EXC 17:00:06.262] InvalidOperationException: The body must be already spawned by the PSystemManager.
        Kopernicus.Configuration.PropertiesLoader..ctor (.CelestialBody body)
        Kopernicus.Configuration.Body..ctor (.CelestialBody celestialBody)
        KittopiaTech.UI.PlanetSelector.Init ()
        KittopiaTech.KittopiaTech.Start ()

     

     

  5. 17 hours ago, GeneCash said:

    So I'm running KSP 1.9 on Linux, no mods.

    Start a game, make a rover, and drive Jeb out to the KSC monolith.

    Have him stand by the long monolith side with the Squad logo, the side that's facing KSC. The monolith will slowly rotate with the planet away from him. You can see the surface texture move with the monolith.

    If you turn on any time warp, it stops.

    Is this just me?

    Edit: if you move him to the short side facing the mountains, it's even more obvious.

    Could you take a video on your screen with it turning, or a 2 screenshots showing the difference? I can't verify it for myself since I'm still on 1.8.1.

  6. 3 hours ago, SwissSpace93 said:

    I use E.V.E 1.2.2.1 on KSP 1.3.0 and now the texture of Mün is mixed with kerbins textures. And every other planet has the Mün Tetuxres on it.

    How i can fix this?

    I donwloaded the configs for 1.2.2.1 but it dont fixed it (there is no terrain config file).

     

    Have someone a fixe terrain config?

    Some screenshots may be helpful. A screenshot of the Gamedata and logs would also be nice.

    sadly far too few people even bother to post those.:/

  7. 5 hours ago, Aniruddh said:

    The land at/teleport cheat option introduced in 1.9 seems to make any craft I use in 1.9 when teleported explode due to overheating (from re-entry effects). This only happen when teleporting from orbit. I like the new cheat option as it helps test new craft. I have re-entry heat damage difficulty setting enabled and part pressure and g-force damage enabled.

    Have you enabled the no-reentry damage option in the cheat menu? I don't have 1.9 yet so I can't be sure.

  8. 1 hour ago, I likeOxidizerrfuel said:

    Hello, I am having problems with keeping my Space plane inline with the prograde marker at around 6-7 thousand meters. 

    However, it is still stable and able to fly once it get's unalighned with the prograde marker. The prograde marker dips below 0° and I start losing vs. 

    Usually, you almost always need canards to keep it up in the air. There is a reason why high-speed military jets have them. Also, you should also add some more wing area, more lift would definitely help.

  9. 3 hours ago, mcwaffles2003 said:

    I dont get why having an autopilot feature is considered "cheating". It's almost like people think people at NASA manually fly all the space probes they launch. This game is about to get a lot more expansive, and personally, I would rather not be bogged down by being forced to manually run EVERY. SINGLE. MANEUVER. of a program where I hope to have 100's of probes running simultaneously. Forced manual flight is holding the game back from being kerbal space "program" and instead makes it kerbal space "pilot"

    If people wanna manually fly craft then fly them, whats stopping anyone from turning an autopilot feature off? But lets be real, theres a difference between enjoying flying a cessna or an F-22 and running Southwest or Delta and if we''re restricted to manually flying everything then no one is going to make it to that level. I really dont want to manually fly every supply transport ship in a network of 10s-100s of colonies strewn amongst possibly 100's of planets over 10's of star systems

    Just because NASA does it in real life, or something like that doesn't mean that is beneficial for game play at all. Even if you do like MJ does not necessarily mean it should be in 2.0. Also, I agree with @fulgur that kOS would be better in KSP and a more real life analogue than MJ.

  10. On 2/3/2020 at 4:34 PM, General Apocalypse said:

    I hope that KSP 2 will keep in minds the following :

    #1 The realism level should not be under KSP 1 quite the contrary . For  newbies a few options can easily do the trick.

    #2 The home system should have more bodies to explore.


    #3 Doing a Falcon Heavy like launch with stage I recovery should be possible without mods. It's 2020 surely we can have Picture-in-Picture.

    #4 Some of the KSP 1 mods like Mech Jeb , SCANsat and mods that allow orbital shipyards should definitely be in the base game.

    #5 No online only , cosmetics bull if you want more revenue do a Paradox and put out a DLC per year , we'll buy it if it's good. Heck you can even incorporate some popular mods via DLCs and it would be fine. I'm all for DLCs that incoporate mods and therefor provide bug support without a single moder giving his life away for the benefit of the community.

    #6 If possible mods like TweakScale should be baked in the base design of the game. This would lower the number of parts and make things more interesting.

    #7 As an advanced player I'd love to be able to integrate some subsystems in the base parts - tweaking weight , strength , cooling and many other great things.

    #8 Weather would be lovely - lading in a thunderstorm would provide some epic cinematics and quite a challenge.

    #1 okay, but I believe it should not be full on Realism Overhaul level realism.

    #2 sorry, but they explicitly stated that the home system would not be changed, other than a few facelifts.

    #3 okay, sure.

    #4 While I agree with something like SCANsat, some people believe that Mech Jeb is cheating, and orbital shipyards are already confirmed in the game.

    #5 for me, DLCs are perfectly fine, as long as it is original content, the liscensing would be a huge no-go for Star Theory, and who would want to buy a DLC if you could get a mod?

    #6 possibly, but I like the lego style building better than procedural parts.

    #7 For me that would add only complexity but not actual gameplay.

    #8 I dislike weather, if it is graphical fine, but it should not be able to interact with your ships, because random events destroying your ships would more often then not cause you to rage quit than actual serve gameplay.

  11. 10 hours ago, strawman said:

    I'm experiencing frequent crashes on unmodded 64-bit Windows Steam KSP. There isn't a clear pattern to the crashes, except that they mostly happen during flight.

    error.log: https://pastebin.com/C2zCXrLF

    player.log part 1: https://pastebin.com/ECd9AvcJ

    player.log part 2: https://pastebin.com/XLFnwSxV

    version 1.8.1, build id = 02694

    system specs: https://pastebin.com/hA53fHEs

    This is a clean installation from only a few days ago.

    It could possibly be low memory, that's the most common cause, but since you appear to have 16 gigs of ram and a clean install, that is probably not the case, although it may have something to do with that.

  12. 22 hours ago, Cloakedwand72 said:

    Are they worth building like to extend the mission range of second or third stages of rockets or as a build off point to refuel lander's or build interplanetary ships off of?

    Frankly I only use fuel depots for SSTOs, because they have to lug around wings and jet engines and it's harder to get enough fuel for interplanetary missions, for example.

  13. 1 hour ago, MuriloMoreira said:

    How can I install the mod I'm using version 1.4.4 of the game and the mod but when I open the game the only two items it carries are the Rover and the launch tower.

    You should probably post this on the mod's thread, it will be less likely to be seen here than over there.

  14. 6 hours ago, Mortimer Kerman said:

    I know it will be very difficult to set up, but if you have the courage, Squad or a mod developer, you could make it possible to pressurize closed spaces like this one and remove your helmet in it thanks to a pressurization device, it could be funny.:Ps4xwt1i.png

    I doubt this is possible. In order to make it pressurized, you need the game to recognize that it is an enclosed space. So far, the only things the game considers "enclosed spaces" are fairings, service bays and cargo bays. Maybe if you were to fuse all the parts together, and give it the same code as a service bay or fairing, it may be possible, but definitely not out of multiple parts.

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