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OrbitalManeuvers
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
Yeah, can't help you there. This is exactly what I want to avoid. I don't really have a reason to move the KSC when I can launch from anywhere with a click already. I actually uninstalled KSC Switcher to fix the black terrain outside of the VAB. Is there a benefit to moving the KSC that I'm not thinking of?- 1,971 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
This depends on what you want. There's a big difference between being able to move the KSC somewhere, and being able to launch from somewhere. You don't need to move the KSC just to launch from another site. I added a Vandenburg site to my KSRSS just by going to the location with a craft, and putting down a KK site. I created a new group, laid down a decal to make the ground flat, put down a launch pad and some buildings and a vehicle spawn location, and then opened that launchpad in the VAB. Now I can select either west coast launch site even though my KSC is still in Kourou.- 1,971 replies
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you probably need to update this: https://github.com/benjee10/Benjee10_sharedAssets/releases
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SOL: High Fidelity Graphics for KSRSS - Wen Release?!?
OrbitalManeuvers replied to G'th's topic in KSP1 Mod Development
OK cool - just want to have a good baseline for what KSRSS looks like for me now, versus when you're ready to let us check out your stuff -
SOL: High Fidelity Graphics for KSRSS - Wen Release?!?
OrbitalManeuvers replied to G'th's topic in KSP1 Mod Development
When you have a sec could you give some details about how you're taking screenshots and what else is contributing to the final image? I'm just hoping to compare apples to apples. Since there's no UI in your shots I'm guessing you're putting a craft on the pad then going to map view? Are these using TUFX at all? Thanks! -
[DEFUNCT] AD ASTRA --- Check the latest post and update!
OrbitalManeuvers replied to G'th's topic in KSP1 Mod Releases
Here's a thing that really pays off in terms of time and frustration: work on your solar system before installing *any* other mods. To get AdAstra on JNSQ probably takes like 10 folders, so I would identify which mods those are, and then move everything else out to a temporary folder. Once you can run the game and have everything looking right, then you can move back all your QoL mods at once, and re-run to verify everything is fine. Then add part mods back as you see fit. -
[DEFUNCT] AD ASTRA --- Check the latest post and update!
OrbitalManeuvers replied to G'th's topic in KSP1 Mod Releases
Unfortunately for me this change has no effect. I changed it for Eve and Huygens, and both are still black. (Deleted the scatterer cache folder before restart just in case) TBH, I don't really have too much interest in pursuing this, so if it works for other people then that's awesome! Might just be my dumb whatever. -
[DEFUNCT] AD ASTRA --- Check the latest post and update!
OrbitalManeuvers replied to G'th's topic in KSP1 Mod Releases
Not sure how much help I can be, but I definitely have different results. My log file: https://drive.google.com/drive/folders/1qPhNka6MTF-19JqPSbC9TTBHkc6ZMD_q?usp=sharing And images. Both screenshots were taken on the daylight side of Eve. Huygens is also black. -
[DEFUNCT] AD ASTRA --- Check the latest post and update!
OrbitalManeuvers replied to G'th's topic in KSP1 Mod Releases
I'm out of my depth on the details, so please allow me not to mislead you. All I know is that existing planet packs have non-starter atmosphere problems when scatterer is updated to 0.8. But since it's being developed using stock, it's working there. The author commented once that the updates shouldn't be that bad ... but that's the scatterer author. No one has taken on KSRSS that I know of. I, who knows nothing about editing scatterer configs, tried using the UI to fix some issues but alas, it was chock full of terms I'd never even heard before. I have seen comments on the JNSQ thread about people taking stabs at updating configs, but I don't know any recent status there. If you're thinking about a new project, I would think that using Scatterer 0.8xx would be a good idea, since that's the only way you'll ever get new features now. I just don't think that KSRSS's configs will be any help as a starting point. -
[DEFUNCT] AD ASTRA --- Check the latest post and update!
OrbitalManeuvers replied to G'th's topic in KSP1 Mod Releases
Ah yes - you've been distracted by life! Well there is a great rift between scatterer 0.7 and 0.8. Basically, 0.8 broke compatibility with almost all planet packs, due to changes in how atmospheres are handled. For example, JNSQ is not compatible with Scatterer 0.8 (name casing changed, too). -
[DEFUNCT] AD ASTRA --- Check the latest post and update!
OrbitalManeuvers replied to G'th's topic in KSP1 Mod Releases
*small coronary* May I ask what version of scatterer you'll be targeting? -
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
Ah ok, different workflow - gotcha. Btw TWP works in the editors, too.- 1,971 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
I just use TWP and get the exact dV ejection number for the actual maneuver I'll eventually execute ... Is there an advantage to jumping through the math hoops?- 1,971 replies
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Absolutely vote for this. I only use this mod with parts that really support it - namely, BDB. With stock parts or parts from other mods, it feels like it's sort of arbitrary (as you've noted) but actual historical engines are well and accurately covered, and having limited ignitions is indeed a game changer.