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OrbitalManeuvers

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Everything posted by OrbitalManeuvers

  1. All JNSQ. I'm doing a bunch of moon stuff right now and had 3 launches lined up at the KSC at the same time ... it was glorious, and expensive. I'll try more of the off-equator sites this weekend but so far everything is great! I was very fortunate recently to get some great info from blackrack on the scatterer thread about AA settings, and your KSC was featured heavily
  2. OK just didn't want to assume! I'm not using 1.12 full time yet, but I have a nice stable visual-mods-only 1.12 install that I dropped your build into for testing. Will be watching your github closer...
  3. Just wanna make sure I'm doing this right. By "instead" you mean literally do not install Firespitter, and install B9PartSwitch instead? This gives me mucho errors with your github downloaded just now, and B9's latest release download just now. edit: ignoring the errors, the parts seem fine so far. The Meridiani buss can switch textures via the PAW no problems so far. Mk2 seems norminal to me?
  4. Just to follow up, here's where I'm at with le settings du jour ... There's two supersize=2 images here. First one is projector mode, KSP set to 8x. Second one is using Highest Very High preset. Both have tufx with/zorg's vintage preset. I've been so focused on details that I'm not sure I'm seeing everything and comparing everything I should, so I'm happy to experiment more ... but so far projector mode is doing it for me.
  5. First - thank you for answering, and for scatterer in general! Maybe there's a nit here ... if you use Highest, the KSP settings still says 8x. So when you go to projector mode, KSP shows 8x, but it's actually off. So I had to go to 4, then back to 8, then save. So projector mode totally solves the previously pictured AA issue for me. I have KSP capped at 60fps, and I have 60fps on the pad with this setting. I don't know what scattering the scattered scatters does or what else I'm giving up, but this allows me to film on the ground, and if I am missing anything I'll turn it back on for other shots. This is a fine workaround/workflow for me. I do have an additional observation after lots of testing:
  6. Well, this probably ruins my credibility, but on my system there is no visual difference between projector mode and depth buffer mode. I am doing my best to make sure that I'm testing very carefully, and I've gotten rid of tufx for the time being just to make sure nothing else is touching Unity's AA settings. But if I select projector mode, and close the UI, and click on the launch pad and pick the ship from the video - the background towers look terrible, and if I revert, and go back to the space center, turn on Use depth buffer, with SMAA set to 2, and repeat the above steps - the background towers look exactly as terrible as before. Just like the video and still picture I posted earlier. I suppose it's possible that depth buffer version is "worse" ... but honestly, just changing the camera angle completely changes the background items so it's impossible to say which is worse. Neither is good right now.
  7. Hello - I am looking for advice on how to improve (or even discuss) the situation you see below. My scatterer settings are set to the highest quality preset. Below you can see how clumpy the mascara is on my towers when scatterer is installed. With it removed, and that being the only change, I then get the image you see on the bottom. Basically ... what is this? I don't even know what to call it, let alone address it. Is this an AA problem? Here are the two 20 second videos the above shots were taken from:
  8. I did both of these things this morning with no problems. You might want to double check your install, and/or post a link to your log file so the author can see how you have things installed. Otherwise we're just guessing.
  9. My feedback is that I'm enjoying the orientations. Since I don't mash the D key to get to space, my guidance systems have adapted without issue I've used all the KSC pads, and spawned at several others just to see them. I also Bumblebee'd all over the row where TSC 46 is just to visually check it out - and everything looked great. You'll turn off the visible spawn points in a future release, or is that something I need to do on my end?
  10. Yes, it still does this. I actually came to ask about this the other night and got distracted. Lemme show you... Liftoff is around 11 seconds. It happens the moment the launch stand decouples. My only wild guess would have to do with the fact that the center of mass is changing at that instant. another example:
  11. Hello Excited to try this. However, I tried both of the release zip files (dif names) and found the same issue with both: the bundled requirements have changed, but the MLP files themselves are still version 2.1.6? Have I borked something on my end?
  12. Same. That's what allowed me to literally just drop this into my JNSQ install and then proceed directly to being amazed. There are a lot of whispers about roll programs around the KSC now, though.
  13. Hey RTB - random question of the day: do you have any thoughts about KSP's cheat to orbit feature? Specifically, do you think there's anything that happens when you "naturally" cross an SOI boundary in flight that doesn't happen if you magically pop into an SOI using the cheat menu? I'm trying to figure out how reliable testing results are when using cheat to orbit. I have some suspicions about it but would prefer an informed opinion Do you trust it?
  14. Honestly, I kinda feel like cheat to orbit might have some issues. Maybe there's something that happens when you naturally cross SOI's that doesn't happen when you plop into an SOI from the cheat menu, idk, I've just seen strange things with cheat to orbit in the past. If I get some more time this weekend I'll try a few other things and get you some more info. I just thought the picture looked strange enough to share
  15. Hi! Oh this was 1.11.2 with Kopernicus from yesterday and your stuff downloaded today. I should explain more about the picture -- as you can probably tell, I cheated the craft to orbit of all the bodies, and just landed from low orbit. This was the 2nd moon I landed on, and both moons showed this really peculiar behavior: the ship lands on the surface, but the kerbal is not on the ground when they get out. They fall downwards until the ground, at stop at the ground, but they are very much in floating EVA mode, and the RCS jets are kinda stuck on since he can't right himself because he keeps hitting the ground. And in the picture, I've turned off RCS, so now he's just falling in the direction of gravity, but KSP hasn't registered him as being "on the ground" or the landed state or whatevs. First time I've ever seen this!
  16. I could transfer to the Mun once I get around to the other side of the planet in about 30 minutes. Why is the "recommended" (i.e. only) transfer in 3 days?
  17. Sure! I removed scatterer, Eve and TUFX. Same results. KSP-02.log uploaded to same folder: https://drive.google.com/drive/folders/1cTNioKvgkq3_sNp8HE3q85iPFFIVMTuN?usp=sharing
  18. Yeah I had to shift the whole thing to the side a little to get it to fit. Ended up putting it somewhere entirely different, since alternate means alternate I wonder if there's an easy fix for the RCS plumes all being backwards? The thrust is applied in the proper direction, but the plumes go the opposite way. I wish I knew how to write, or even borrow, waterfall configs for stuff like this!
  19. Yep, I've had this issue as well. My working assumption is always that the author's work is correct and I have something I need to fix on my end. In this case, the only solution I was able to find was a change to one of the part cfg's. This isn't something I would usually do or even try, but I was desperate, and knew that akron was busy. So, with all the above disclaimers I am happy to share what worked for me, and you're welcome to try it if you'd like. On my system, this change fixes the issue you described, though I don't really know why. I just noticed that the version without legs works fine, and it does not have this extra node definition, so I basically just said "let's make the non-working one like the working one and see what happens" and bingo. edit: btw, you didn't mention any issues with the antenna/solar panel, but I had issues with both the engine nodes and the antenna node, and this change fixed both.
  20. Awesome - thank you! OK, here's what I've got for you: I started with a working AC (only) homeswitch install. Then I changed the cfg scale factor to 2.5, and installed SigmaDimensions (0.10.8) Upon startup, the main menu appears. Tried creating new sandbox game, screen goes black, loading animation in bottom right, then Unity crash dialog, then return to desktop. I looked around for what might be left behind by the Unity crash dialog and couldn't find anything - sorry. Let me know if there's something you want, I won't touch this install for now. What I did gather is my cfg, my ksp.log, and a picture of all my GameData folder: https://drive.google.com/drive/folders/1cTNioKvgkq3_sNp8HE3q85iPFFIVMTuN?usp=sharing Thank you!!
  21. Sorry if I wasn't clear - I don't need anyone to look at my logs yet. I just need to know the correct steps for rescaling, hopefully in english. This is the line in the CFG, and I've colored the parts that I'm unsure about: Scale = 1 //Rescale x 1 - 2.5 - 10 (!needs SigmaDimensions)-(not 2.5x because GU uses earth radius as reference) So, just trying to understand this line. Is "2.5" a valid value here or not? Is SigmaDimensions required, or not?
  22. Hi - can someone help me with scaling on the pre-release? I have a working AC homeswitch. I have tried my best to understand the line in the cfg, but I don't speak MM. I've tried installing SigmaDimensions and setting the cfg to 2.5 - this causes a Unity crash to desktop, so I'm guessing that's not it. Help?
  23. You got yer Gunter, you got yer Friznit, you got yer History of Spaceflight contract pack ... life is good. Alternate history? No idea what you mean...
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