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Hohmannson

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Everything posted by Hohmannson

  1. After reading all that reports up here, and my testing, I can consider Kopernicus 1.10 pre-release working flawlessly. And KSP 1.10 is working not flawlessly. Vanilla game is full of bugs, from DX11 shadows going even worse than 1.9 to drag cube... problems. All who wants to play and not test consider sticking with 1.9.1 till further release.
  2. It applies SCANSAT map - altimetry one on the screenshot - to the planet. Some kind of augmented reality. It hides the clouds and makes it all bright. You can choose resource map, slope map, biome ot visual spectre map, if you`ve scanned them first with a dedicated scanning parts from polar orbit.
  3. SCANsat contains Overlay feature, newest SCANsat contains the "visual-spectre" maps. Not sure if it can be toggled on PQS(close to ground) but it applise to ScaledSpace even in flight scene.
  4. Keridian Dynamics. Or.. well, you shouldn`t shame Tahiwha. He is keeping alife the most versatile mod for in-situ buliding. It is so modular that you can make your stock ISRU a workshop, make some cubic struts a survey stakes, and build your stuff without any new parts at all. Or with any parts you like. Without coding, with bare notepad.exe
  5. 1.9.1 is here https://github.com/prestja/Kopernicus/releases The support is here. This is beta, but OPM with its diffuse textures seems to work flawlessly.
  6. you can attach it to the inner node, holding alt in editor, well, the ports will be compressed anyway, size don`t matters if you dock the same ports
  7. The DGT noclamp was made by your blender add-on, without Unity?
  8. The ones from Kontainers folder, they have ModuleUsiResourseWarehouse, if my memory serves me well. They are shaped like spheres and cylinders and default in editor to Karborundum.
  9. DX11 single cam thing is the only reason I use 1.9.1. Thank you for explanation, will try to play with my GPU settings or something. And for your dedication to Kopernicus, too! With scatters tied to ground finally, I can attempt to land planes or something, and somehow they do not tax my FPS too much.
  10. Oh... Something makes Jeb to stumble in some fashion. The link is updated, and so the log archive. Final Frontiers is spamming me that he is actualy making a short flights. Not sure it is about Kopernicus, through. The easiest way to catch it is to fire his jetpack upwards on Nodens(Kerbin).
  11. The scatters bug is gone, the performance is incredible! I caught some new bug, this is a flickering shadows on terrain. It is hard to reproduce, only at certain angle and certain height on camera. Maybe at certain time or sun-angle. https://yadi.sk/d/FH2TDVuKfvoTVw, caughting it nearly [LOG 06:48:25.862] in the log. 1.9.1 - 4, GEP_Primary, EVE installed, Scatterer not installed, terrain high, shader high. Nothing gamerbreaking, seriously, it lasts only 2 or 3 seconds on ascent or descent and the flashes are very quick. It took me some time to caught it on a screenshot and in motion it looks much less scary.
  12. Just wanted to say "Thank you", just discovered your configs, you`ve opened Restock+ and NFSP to me!
  13. Try Textures Unlimited with Magpie`s mods(it is a config pack). It will be shiny. Very shiny. Supports nearly every part mod. Restock too.
  14. https://github.com/StollD/KopernicusExpansion-Continued/releases/tag/release-1.7.1-5 The "bootprints one". It is 1.7.3 or earlier-only, because shaders.
  15. Well, literally nothing strange about footprints in logs, as i see, but here they are. https://yadi.sk/d/lO5QbclQuhHpTg . Not sure if it will be in English, if not, press white button СКАЧАТЬ, that means "Download".
  16. The real footing will not rotate, indeed. But you can make decorative fake legs tied to "cap", if rectangleness of the thing is crucial) Or to make the launch stand assemblable from one platform(giant staged decoupler) and legs(unstaged clamps) as a separate parts. "Stock launch pad" was using that scheme.
  17. Hello. About KopEX - footprints from your recompile. It mostly works, but the footprint itself is just a rectangle. GEP Primary, Kopernicus 1.9.1 - 3, high terrain shader, 100% textures, no scatterer. And thank you for all that work with Kopernicus!
  18. Don`t give up pal. Solutions for your problem do exist. 1)Landed vessels will nearly always slide or rotate slowly even on 0deg ideal flats. Thus, you have to hold them. USI Tools or ATUtils, both lightweight, will give you ground anchoring modules, ATGroundAnchor and USI_InertialDampener. This is a toggleable PAW button that still allows vessel to slowly rotate or wobble, but not to slide away. It is not that good for large bases, just a parking brake for landers. To strap the vessel permanently you`ll need a special ground pylon part. Not the KIS/KAS one, it is bugged - a launch clamp-derived one. 2)Surface docking is questionable. If all the base components have no landing legs(important), don`t have drills too low in ground, have flat bottom and are docked together by KAS, supplemented by one of the ground anchor mods above, it can be fine. But the game engine is not meant to work with non-rigid docking. Consider assembling your base into one rigid piece with KIS, in situ, or even building it with something like Extraplanetary Launchpads or Simple Construction. 3)A bug can be considered a challenge. KIS-attach some lander cans to your rigs, ship in some engineers from Kerbin, Simple Logistics will do the rest. Oh, about the ground tethers. Install USI_tools plugin(adds no parts) https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/releases, create a cfg file with notepad, call it something like tethers.cfg, and put in the following @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[USI_InertialDampener]]:FINAL { MODULE { name = USI_InertialDampener } } . Then save it. A button will apear on all probe cores and if Ground Tether Attached - it will be needed to push only it once on your KAS-docked mining complex - and hopefully it will be fine.
  19. UPDATED 1.01 changelog: no_engineers is now working as intended by editing unmanned and manned multipliers only. "Load" number in PAW will be correct. Hopefully.
  20. Used to get to one of the Dawn inner system planets from low Dres orbit in something like 10000 dv. Maybe 6000. On NERVAs. You will be fine.
  21. Is massively levitating scatters bug supposed to be fixed in 1.9.1-3? I`ve just caught it with GEP-Primary on 1.9.1
  22. You are descending to your outpost with running ISRU, and it rapidly builds core heat from nowhere (catch-up when going off-rails) and goes boom? "No ground contact" appears and disappears randomly, because surface detection of the game is challenged? Landed your 500-ton refinery on a "dead spot" of Pol? Oh, no. Your engineer went to the outhouse for a minute, and your ISRU production rate lowered in twenty times. ISRU TWEAKS Heavily inspired by @Markelius https://forum.kerbalspaceprogram.com/index.php?/topic/138756-112-no-overheating/ , distributed under the same license https://creativecommons.org/licenses/by-nc-sa/4.0/ Is made to stop that weird behaviour of stock mechanics by Module Manager magic. Even with mods. This is fairly simple. Patches can be used separately. Module manager is a dependency and you can get it here https://github.com/sarbian/ModuleManager, but looks like you have it already. No_overheat patch will look for any parts with modules, producing malicious CoreHeat. You will need no radiators for converters, processors and harvesters affected, they will not need to warm up and to blow up. RTGs are covered. Radiators will still be needed to operate NERVA-alike engines and in hot environments. No_engineers will remove stock 5% cap on effeciency of converters and harvesters, they will run on their nominal effeciency, harvesters will run depending on resource abundance. Your things will work like it`s 4-star engineer onboard, everytime, even on probes. Drill_collider makes drill collider 25 kerbal meters long, this is a dirty "fix" to fight bugged surface detection. But you still have to point it to the ground and to be landed. Mod support: Wild Blue Industries-any: Just works. For all parts, hopefully. Please tell me, if not. USI - any: no_engineers respects and preserves fancy USI effeciency and traits system, so you need specialist kerbals or you need automatic drills and automatic modules. Heat and colliders are patched as usual. Any custom parts with stock or USI/WBI modules are patched automatically, so stockalike mining extension, KPBS, MRS, Contares, rovers, etc are compatible. KSPIE: parts with stock modules are covered, parts with WasteHeat use WasteHeat pseudo-resource, no need to fix, you still need radiators. Extraplanetary Launchpads uses its own heat implementation for smeltery, own drill modules and unmanned production part, nothing to do here. 3rd party parts with stock modules are supported. You will need engineers to build stuff. OSE Workshop: Converters are covered, unmanned workshop is already present. Ground Construction: Converters are covered, you will need engineers to build stuff. Kerbalism: does not simulate heat, nothing to do here Near Future Electrical uses its own module for reactor, you still need radiators. SIMPLEX Resources, CRP, planet packs, new ISRU recipes, etc: compatible. Only drills, converters or generators(e.g. RTG) are affected, only heat and engineer requirement is disabled. Support: I will want to look at your save folder, namely craft files, and your KSP.log from the root folder, if something goes wrong. Special thanks to Markelius, Roverdude and SQUAD. DOWNLOAD LINK https://spacedock.info/mod/2469/ISRU Tweaks
  23. Hello, this mod is still actual and i`d like to adopt it - giving proper credits to you - to support nearly any modded or unmodded drill and converter and fix some other ISRU-related bugs, do you permit it?
  24. Works flawlessly and fast on Kopernicus 1.9.1-1, EVE+Scatterer+FlareReplacer, only barycenter = true in Prima.cfg needs to be commented out because of deprecation. Your planets look astonishing even without new material shader, which is now buggy, so thank you for your work!
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