Krazy1
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Working on a Jool 5 with Principia. I made it to Tylo from Vall... that takes some dV management. I'll post pics when I'm done but here's a video of the Tylo landing. Actually it was the second attempt. First time I was over-confident in the Mammoths ability to stop it when I thought it would crash but before I knew it would crash. Without air on Tylo, debris can easily fly 10 km.
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Well first I just applied the available updates in CKAN which only changed Spectra from 1.6.3 to 1.6.5 and I saw spectra-scatterer was not indexed so I rolled Spectra back to 1.6.3. I just now uninstalled Spectra, which also removed scatterer and EVE. This is what I see for the Spectra 1.6.5 listed in CKAN. Purging/ refreshing doesn't change it. I have several other visual mods... Here's my list (with spectra, scatterer, EVE removed). UPDATE: I switched CKAN instance to my unmodded Steam install and it is good - no index error. Hmmm. Update2: Now going back to modded install, 1.6.3 has indexing errors too:
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Help... having a constant problem with parachutes. When reentering, they always deploy while going too fast and instantly get destroyed. I'm arming them in space like normal and they just deploy too soon. I'm using Mk16-XL and Mk25. They have default settings including "deploy when safe" but they are not doing so. I just tried to land on Laythe and the drogues deployed at about 1200 m/s at 22 km up. The mains deployed at over 1100 m/s.
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Note to Principia newbies... If you are used to using the navball maneuver countdown make sure you set the +/-% to 0 not 50%. Principia already calculates the burn time an accounts for this: the maneuver marker is at the beginning of the burn not the middle. Otherwise you'll do a 30 minute burn and wonder why it's way off like I just did
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[1.12.x] Kopernicus Stable branch (Last Updated August 29th, 2024)
Krazy1 replied to R-T-B's topic in KSP1 Mod Releases
Hello @R-T-B I've been troubleshooting some perplexing issues and I've tracked them to Kopernicus. Issue 1: It is changing the shadow cascade behavior, producing sudden boundary changes in shadow "sharpness" within the shadow of the observed ship. This is pretty annoying with large ships because the boundary change is within the normal camera distance from the ship. This happens with stock too but further away so it's not so obvious. It's more obvious when moving the camera around. Scatterer does exactly the same thing, but it can be reverted to stock behavior by setting: long distance terrain shadows> shadow cascade splits> "0, 0, 0". Is there setting for Kopernicus? Issue 2: It's adding some cloud layer effect to Eve that interferes with Spectra clouds... and the alarming part is this is not eliminated by removing Kopernicus and starting a new save game. Perhaps it's something left in Module Manager because it's still a dependency for Spectra so I can't remove that and still see the clouds. Finding this was a real bear. It took several hours and multiple KSP installs. Spectra and Scatterer without Kopernicus: https://i.imgur.com/NBqgYQw.mp4 With or after Kopernicus: https://youtu.be/OPJf7xPpRic Issue 3: Kerbin's clouds sometimes disappear completely. I haven't tried to nail this down but I've seen it twice after loading a ship landed on Minmus and flying back toward Kerbin. I can't be certain it's Kopernicus. I'm using all present versions of everything on Win 10. I started new installs with a verified stock Steam install and used CKAN to make a new instance and install the mods. If you want logs or anything let me know. I'm not sure what might help. Update for issue 3: I think it's related to using KAC "jump to ship". I see it with a ship in Minmus SOI so it's not landed/ flight specific. -
I 've been troubleshooting visual mods so far and not making any sense of my results. Stock KSP has a huge increase in drag at 350 -400 m/s as it breaks the sound barrier. The instruments aren't visible so I can't tell if that's the case. With high drag and increasing TWR, stress could peak in flight rather than at takeoff. I see the rear of the tanks are not streamlined - I'd try reverse cone tanks on the upper-stage tanks to try reducing drag. I would focus on ISRU next. Refueling will help exploring a lot. The second time I unlocked the tech tree I did this:
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Sure. CKAN makes it easy. (I didn't exactly do a fresh install - I had a 3rd instance for testing already so I just used that to save time. Not as safe but it worked. I don't mod or play on my Steam install- I just verify the local files in Steam and copy it all to a new instance with CKAN.) So this mod list looks good... no weird Eve zoom issue: Interesting thing is all of the mods were cached in CKAN... I didn't purge and redownload. So it's not a corrupted mod on this list at least. Next to try is Planetshine and different (higher) settings in Scatterer.
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On Hesse, I found double-clicking in the Map view resets the target selection. This usually happens when quickly clicking the flight plan controls. Double-clicking the background outside the mod windows always resets the target. Double-click within mod windows sometimes resets it but it's not consistent. It would be nice to fix this so only the Clear button resets the target.
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Thanks for the video.. yeah yours looks good to me. Win 10, KSP 1.12.3. Using CKAN. EVE stock planet config is not installed (it's showing cached but not installed in CKAN). Here's a KSP log after loading, going to tracking station and looking at Eve (still looks like the video). KSP LOG Also yesterday I was in flight near Kerbin and the clouds were gone completely (like stock) and then at certain distance (2 Mm ish) and view angles it changed to a solid blue circle. I have a second similar install with the same visual mods and Eve looks the same. So it's probably not a random corruption.
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I started a Jool 5 in Principia. I've never been to the Jool system, even in stock! Well, you know, just wait 1/2 an Eve year. I often use polar orbits with ion engines for this reason. Usually PE is at the poles still in some sunlight then. I always try to remember to unload all parachutes before launching on Kerbin... I never really need them anyway. The dumb thing is you cannot just discard inventory items. You can drop an experiment on the ground or an EVA construction part, but not a parachute. SMH. You can try KSP Community Fixes for inventory bugs:
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Nice! So far I noticed Eve looks quite different. It seems to change a lot when viewed from about 10 Mm to 1 Mm. Further away there's more variation/ detail, more white/ purple bands. Moving closer, it transitions gradually to almost a solid light blue. I'm using Scatterer. Does it look that way for others? It doesn't look very natural to change that much IMO. I'll post pics tomorrow if you're not seeing this. The shadow cascade distance setting in scatterer long distance shadows is not being set back to stock when set to 0,0,0. It's changing shadow detail levels too close to the subject (it should use the highest shadow detail much further away). For Spectra 1.50 I edited the Scatterer_Settings.cfg to fix this.... but now there is no such file. So I'm not sure what's happening with the shadow cascade distance.
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It's Corelian. I used KCAN to install/ remove. I just checked/ uncheck the box. I reinstalled Corelian and all the saves I played when it was removed now CTDT a few seconds after trying to load them at the main menu. I didn't lose anything significant. Starting a new save works fine again. It's great that it plots the actual path and dV during a burn. A 7 minute burn leaving LKO to Minmus actually takes ~1km/s, not 920 m/s for an impulse. And the xCxF mode shows what ground you'll pass over in multiple orbits. I used Trajectories for that before.
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I launched a new ship in Principia but it's not modifying the Jool system correctly (Bop should be retrograde) so it's crashing and I'm troubleshooting. I remember a ship I made with 57 vectors to boost an Eve lander. That was a monster but yours is 10x bigger. How many parts does yours have? FPS? I went to Tweakscale after that build to keep the part count reasonable.
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Well, I deleted and re-copied the Principia (Hesse) folder and started a new save and it did not fix the issue... Jool system looks like stock in the tracking station with patched conics on. I'm sure Bop was retrograde before. Apparently something changed outside of the Gamedata/Principia folder and the original savefile. UPDATE: I found this in a Google log "glog" warning file: But it's stock... it should recognize it and change Bop's orbit. INFO log WARNING log ERROR log UPDATE2: I found this in the first glog files before installing the planet pack:
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I installed a planet pack that repatched the Jool system, then I removed that planet mod. Then I launched a ship and almost to orbit I switched to the map view and it gave me the "an apocalypse occurred" error due to Laythe trajectory not converging. I can see all the Jool moons are going the same direction like stock. I'll reinstall Principia but is that savefile doomed now? I'm still on day 1.
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@ColdJ I'm trying to do what you suggested, scaling up the RND droid arm to make a better klaw... I had to set rescale = 650 for 20m diameter. So what is this "rescale" parameter? is it stock or something you did? Just curious. I see a few minor issues... I noticed 2 BB8 files in the GonkArm folder... maybe misplaced? There were many droid texture warnings when KSP loaded but the arm looks OK. When placing the arm in the editor, the part is offset from the cursor a lot so it's difficult to place it where you want it, especially when holding ALT for node attachment. I managed to do it. The attachment node is just very slightly off center from the axis. It might cause some torque when pushing asteroids but it's not that bad. When right-clicking the arm (in the editor), the PAW leader line is pointing nowhere near the center of the part. It's coming from a point way down in the ground. When hovering the mouse over it, it highlights green when the pointer is not actually over it. It is OK in the axial direction but the highlight radius is about 1.5x the real radius. If that's the only issue it's not bad but I wonder if the collision mesh is also too big and there could be krakens. But the main issue I see is the length... it's just way too long to move asteroids around on the end. I want compress it to about 10% of it's present length so it's similar in shape to the stock klaw. Any idea how to do this? Thanks for any help you can give me.
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You could try this from the top of page 17: How long did you wait? I had to wait almost 2 minutes for something to timeout and continue loading. Probably different issue but I found I had to set the network to "private" not "public" in Windows. Obviously assuming you're on a private network that's secure.
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Welp, that's it. I'm stuck. Guess I have to go play some other game... The klaw is just garbage. I think we've all experienced this to some degree. The "fingers" block the center "palm" that sticks to the target and it bounces off. It's often a struggle to grab asteroids but I've never completely failed before. I have Gigaklaw with a 20m klaw and it reached the class E asteroid it needs to push. I tried for over an hour and it's not happening. I guess I can try hacking my save file and replace the regular klaw with a klaw jr. It only has 3 fingers instead of 4 so maybe it's better. It appears to open a few degrees more too. Is there a mod for a better klaw? I might have to go learn how to make part mods and fix it myself.
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I added Corelian planet mod to my Principia install. This upgrades Dres to a gas giant system... should be stock.