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Yes, seems like so. It would be great to have Bon Voyage compatible with multi-star mods!
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
WakabaGyaru replied to StarCrusher96's topic in KSP1 Mod Releases
I've started new game and after getting to orbit, it suggest me to instantly get to Kerlanes https://imgur.com/MD3kEb1 I don't have anything against it, but I just have no resources for, haha. How can I get gradual contract progression Kerbin -> Mun -> Duna -> etc ?- 4,170 replies
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Hello! Is there some issues with Buffalo solar panels? https://imgur.com/8pqly8v here is my rover and it's solar panels generate power pretty well. Still, BV Control Panel says it's Generated power = 0. What should I do to make this work? UPD: Seems that there is problem with other than stock solar systems. https://imgur.com/zNJNsIr - here is rover with stock solar panels and Bon Voyage work on it in stock system, but still refuses to start in KSS system (https://forum.kerbalspaceprogram.com/index.php?/topic/154828-131-kerbal-star-systems-v071-part-1/). However other parts work perfectly and energy generates as it should.
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
WakabaGyaru replied to StarCrusher96's topic in KSP1 Mod Releases
Oh, so the point is to achieve the same gravity, not just make them 10 times smaller, I see. By the way, I didn't found anything related rescaling and simulating in KSS wiki. What did I missed?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
WakabaGyaru replied to StarCrusher96's topic in KSP1 Mod Releases
So... Then why does density of all bodies in KSS is x10 than it's IRL prototypes? I mean, Mercury IRL mass is 3.33E+23kg radius is 2440km and density is 5.4g/cm^3, Moho in game mass is 3.32E+21kg, radius is 244km and density is 54.6g/cm^3, so simulated Moho parameters should be mass is 3.32E+24kg, radius is 2440km and density 54.6g/cm^3 - it turns out that Moho actually should be simulated as 10 times heavier than Mercury. Is this feature intentional or did I (Universe Sandbox^2, actually) made some mistake in my calculations?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
WakabaGyaru replied to StarCrusher96's topic in KSP1 Mod Releases
I'm now at the moment of creating simulation and I have a question. Does "Radius 1:10" mean mass should be changed appropriately to the density, or mass should be left as is? For example, should Kerbin be simulated with mass 5.96E+25 or 5.96E+22?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
WakabaGyaru replied to StarCrusher96's topic in KSP1 Mod Releases
Great to hear you worked so deep to bring realism into KSS! I would like to do some simulations as well, so I would like to ask where can I read about scales applied?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
WakabaGyaru replied to StarCrusher96's topic in KSP1 Mod Releases
Hello again, Recently I've found in Steam "Universe Sandbox" and now there is one question that does not go out of my mind. Did you ever tested solar systems in KSS and the whole KSS galaxy for realism and survivability in any simulator? I mean, will these SS be actually stable with all physical laws applied or will collapse or will go to pieces? I think it would be great to know that with KSS we play Real Space Simulator with Real Planets, not just jumping from one textured sphere to another with Hohmann trajectories.- 4,170 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
WakabaGyaru replied to nightingale's topic in KSP1 Mod Releases
I'd rather prefer to play balanced contract pack with all contracts interesting and adequate. If I want to print money, I will just Alt+F12.- 699 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
WakabaGyaru replied to nightingale's topic in KSP1 Mod Releases
I think "Bring tourists to hotel" contracts are overpowered. I can use Mk3 fuselage modules for 16 kerbals and build one shuttle for all of them for about 500k and such contract gives me 1,5kk only for one-way trip and about half for coming back. I think it nullifies value of money, because now I can just combine any other craft with this contract and it will compensate any losses and technical imperfections. It brings "Career" game mode to "Science" mode + requirement to farm money delivering kerbals to hotel. Farm is boring. I think such sontracts must give less money and spawn not as frequently one after another. There is not so much rich kerbals in world, right?- 699 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
WakabaGyaru replied to StarCrusher96's topic in KSP1 Mod Releases
Oh, I see. You right, my fail. Thank you! Some systems now actually have planets. But what about http://kerbal-star-systems.wikia.com/wiki/Kormin_System and http://kerbal-star-systems.wikia.com/wiki/Kerolon_System ? Wiki says there are planets in these systems, but I found no packs for them on GitHub...- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
WakabaGyaru replied to StarCrusher96's topic in KSP1 Mod Releases
And I experience the same issue with no planets around stars. I play KSP 1.3.1 and cleared GameData folder so it looks like https://imgur.com/Bpoiod5 - but still there are planets only around Kerbol. I'm using Kopernicus-1.3.1-2. To be sure I've Tabbed everything in Tracking Station in new game - still not a single planet around other stars. What am I doing wrong?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
WakabaGyaru replied to StarCrusher96's topic in KSP1 Mod Releases
Oh, I see. I thought about this as well, but there was hope to avoid it ahah. Anyway, thanks, seems like there is really no other way.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
WakabaGyaru replied to StarCrusher96's topic in KSP1 Mod Releases
Hello! Is there a safe way to install KSS on existing save? I've double checked all requirements and installation recommendations, but yet again my Mun' rover and base find themselves on Kerbol after applying all changes https://imgur.com/Ns4QZX8 (and this is the only two the most obvious inconsistencies) I thought to recover all kerbals back to KSC and just terminate all crafts and start everything from the blank Space, but maybe there is another way to solve this? I honestly tried to google it or find in this thread but found nothing. Will appreciate if you point me existing answer.- 4,170 replies
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[1.12.x] Near Future Technologies (September 6)
WakabaGyaru replied to Nertea's topic in KSP1 Mod Releases
Thank you! This fixed the problem.