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WakabaGyaru

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Everything posted by WakabaGyaru

  1. Yes, seems like so. It would be great to have Bon Voyage compatible with multi-star mods!
  2. 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 ?
  3. 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.
  4. 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?
  5. 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?
  6. 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?
  7. 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?
  8. 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.
  9. 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.
  10. 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?
  11. 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...
  12. 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?
  13. 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.
  14. 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.
  15. Hello, Could you please give me the link to FarFutureTechnologies mod? I honestly tried to google it, but found nothing. Sorry, if I'm blind and can't find an obvious thing. But KSP shows me the following: https://imgur.com/thEUjb4 and "Download" button brings me here...
  16. It locates at KSP\GameData\ContractPacks\KerbinSpaceStation\StationMissions
  17. KSP Version: Kerbal Space Program - 1.3.0.1804 (WindowsPlayer x64) en-us What Happens: Target ship jumps in physical warp when rendezvous Mods / Add-Ons: All Stock Steps to Replicate: 1) Launch one ship to orbit 2) Launch second one 3) Rendezvous first and second ships to distance less than 1000m and more than 300m and make their relative speed <1m/s 4) Focus one of the vessels 5) Press Alt+. to start physical warp x2, x3 or x4 6) Observe how jumps target ship 7) Press / to return to x1 speed 8) Observe how target ship returns back to initial position from 3-4) Result: Target ship jumps in physical warp when rendezvous Fixes/Workarounds: I found no one. Please, help. Other Notes/Pictures/Log Files: When ships get closer than 200m this bug disappears. I.e. target ship don't jump when I perform physical warp. Here are few screenshots made one after another. You can see on the timer there is not much time passed. Also you can see relative speed between current ship and target one is 0.1m/s. The only thing changes is physical warp speed: Last screenshot was made after previous 4 to show that on x1 speed target ship is still on its old place. It's absolutely clear install, no mods present. I can provide save file with exactly this situation and VAB files for both ships (just tell me where should I send them). How can I fix this problem? I tried to look for solution for it, but found no one. Please help me, don't delete this thread! At least PM me if I doing something wrong, because I really confused.
  18. Well, I don't know why this resolver the problem, but that's just worked. Maybe this is mechanics of Contract Configurator. The code I commented is a restriction for such type of contracts. It says that you can not have another station construction contract if you had one in last 5 days. So the game see you had ones and automatically decline another one you have. Decline contract brings you penalty.
  19. Hello! I have an issue with "Launch the station" contracts. Now I have two contracts to build stations on the Kerbin orbit and on the Mun orbit: http://i.imgur.com/GxmoMHT.jpg and http://i.imgur.com/Ze7zjuR.jpg But when one of them being completed http://i.imgur.com/jKBNTWT.jpg http://i.imgur.com/oKXwSpM.jpg the second one automatically fails: http://i.imgur.com/oKtboSE.jpg (failed) http://i.imgur.com/TisImSC.jpg (completed). What should I do? I certainly completed requirements for both of contracts and none of them have expire date, so it's obviously a bug. I've updated KSS contract pack to the last 6.7.0.0 version, but this issue is still present. UPD: Temporarily I've resolved issue by commenting this block of code in StationCore.cfg file. Hope this will help you in further development.
  20. Hello! Thank you so much for this mod! This is really incredible. I was looking for realistic KSP-style game that covers galaxy-scale, and here I found your mod that make KSP itself such a game! This is really the mod I was lacking. Is it possible that in future your mod will be compatible with other multi-star mods like KSS? Any contracts for other SS? That would be nice not only travel there for fun, but also do some work there. Also I confirm that this mod works with KSP 1.3. Just install the latest version of Kopernicus.
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