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hesterj

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  1. Hey, your mod is amazing. Thank you for working on this and providing the best gaming experience. I have played this game since alpha and the depth of this mod is a testament to how great this community is. I have been playing with EL, 10.625x scale, this, and a few other mods and have had almost no issues other than what can be expected from playing a heavily modded KSP game. For anyone that reads this that is new I highly recommend saving frequently, dating them so that you know when to revert to if something corrupts. Sadly this seems to be an unavoidable part of the game but the rewards of such a deep and engaging thing far outweigh saving before doing something significant. Some small tips for people getting in to this: Write down the inputs and outputs of the modules you are putting on to your base so that you doublecheck you have what is needed before building it, use a calculator to make sure you are getting a slight surplus of everything you need. Pen and paper will help you keep track of things like "I need 100 hydrates every hour, how much electric charge do I need to keep that going and substrate to match it". Plus you don't spend hours in the VAB right clicking on parts to see what you need. You can never have enough hammers and drills for placing stakes and working on your base. It sucks to have to build a rocket from Kerbin to deliver a simple hammer to Minmus. The biggest obstacle for me was getting nuclear reactors to work, especially in comparison to KSPI, my first base of this mod ended up with 2 melted down reactors. To make sure you can cool your nuclear reactors, ensure that the required cooling of the reactor is exceeded by the core transfer heat of radiators attached as closely as possible to the reactor. For instance, if you have a part that has a required cooling of 100kw, have radiators with MORE than 100kw core transfer attached as close as you can to the part. The maximum heat dissipation is less important than the core transfer heat. I have melted down multiple reactors from having massive radiators placed too far from the reactor, this applies to all radiators. The thermal control system part is great for getting a first reactor up on a moon colony as it has great core transfer, I cover my nuclear reactors with them. A 1.25m nuclear reactor with 5 thermal control systems on it will keep a starter base running. This same logic applies to drills as well, make sure you have enough core transfer as close as possible to your drills. The takeaway is to look at the core heat transfer of radiators, and apply them liberally or bad things will happen. Attached is an image of my base, as you can see my recent attachment was flipped over on its side accidentally but I was able to get out and rotate the drills so they hit the ground. It's very ugly (utilitarian may be a better word) compared to the other beautiful bases in this thread but it works. In the distance you can see some auxiliary vessels that are just outside of physics range. I have 2 other bases around the planet acquiring the other resources that are needed here, this place is totally self sufficient supplies wise and produces surpluses of materialkits, special parts, and machinery. The plan is to use this base to build interstellar ships for going to the Jool system, and from there onwards to Valentine. Minor bug report: Occasionally specific kerbals will become unable to use the Show UI button on the pioneer modules of this mod. When a bugged kerbal is trying to do this, the EL menu will not appear correctly, being just grey with some unreadable text in the corner. This is really minor, as you can always just bring them back and send out a replacement. These same bugged kerbals will also have 0 productivity, as if they had a high stupidity trait, and lose all of their experience stars. It only really matters for engineers. I know that the mod does not officially support EL, but I thought I would share this in case someone encounters the same problem and thinks that their save is borked.
  2. Hi, I'm really enjoying this mod. It is beautiful at times. But I am having strange behavior when near celestial bodies- segments of the texture for the terrain will begin flying off in to space at high speeds! I think it may be related to the bug causing the space center to be underwater, but is happening to texture frames all over the place, both at Minmus and Mun in addition to the space center. It is quite a surprise to see a segment of a planet fly right in to your face at very high speed. Here is an attached screenshot of this happening when I tried to land on the north pole of the moon, hard to navigate! What you see behind me is a part of the terrain that begins "sliding up". While orbiting a planet you can see this too, with puzzle pieces of the terrain behind slid around and eventually flying off in to space. On the main planet, in the piece of terrains place a block of ocean will appear, causing the space center to become underwater in specific circumstances. But the same thing is happening elsewhere. The flying terrain itself is harmless if it hits you. But the underlying terrain on the planet may or may not be there- if it is not I get reset a few hundred metres above where it should be, and if it is the correct terrain will appear when very close. I can't seem to post the image but here is a link to the screenshot. I can replicate this or provide any more information you need! https://postimg.org/image/ac5j03lal/ I don't have any other graphical mods except for possibly Kopernicus, but I do not have any planet packs or stars installed in Kopernicus.
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