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Grimmas

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Everything posted by Grimmas

  1. That's fair, I also thought the JNSQ density is a bit low. In fact, 33.33 is the multiplier in ART, similar to yours.
  2. Neither GPP not Kopernicus change the size or mass of asteroids. If you want bigger and/or denser rocks you have three options: 1) install RoverDude's ART mod 2) install JNSQ 3) write the config yourself. It's really simple (example from JNSQ, ART makes them even bigger):
  3. As I recall it, Waterfall is not really intended for SRBs. People tend to use RealPlume for that and the two mods can be used together (if your PC can handle it).
  4. Oh wow that is seriously broken, haha. I'm unfortunately not an expert on SpaceDust either. I sort of fixed it, through trial and error, but I might have gone too far with nerfing it. Give this a try (replace the Jool section in SpaceDust.cfg in Blueshift/Patches). I can get a few units of Graviolium per day with this, depending on the orbit. I'm holding off on changing the other planets and doing a PR until we have some consensus on sane values.
  5. New release, v0.0.4. Main highlight: USIKontainersB9Patch What? - Replaces USI Kontainers tank selection backing with B9 Part Switch. Why? - B9PS is more modern and user friendly than Firespitter. Dependencies - USI Kontainers, B9 Part Switch, USIB9TankTypes (see above)
  6. Yeah that was a bit of an unfortunate surprise. I ran into a lot of reflection exception spam over the past week and ultimately traced it to the exact same issue.
  7. This is the only sane way to do it, from the perspective of conserving limited CPU and GPU cycles. This is not Distant Worlds, we do not need or want a full simulation of an NPC economy to run in the background. They are probably going to make it very similar to how USI WOLF works today.
  8. Check github, I submitted a PR to fix a few MM errors a while ago.
  9. It's not complicated, just install it and drop some profile config files from other modders into GameData/TUFX/Profiles folder. I recommend the profiles from Zorg, Ballisticfox, or Steven.
  10. That's definitely what they look like when broken with the new scatterer You'll want to play around with those settings for the planets that are broken, until you get an acceptable result. For comparison, here's what mine look like (old scatterer + TUFX)
  11. You can update scatterer in an ongoing save, pretty much the worst thing that can happen is that your planets/atmospheres will start looking weird. It's a visual mod and it won't break anything, you can just downgrade again later if needed.
  12. Awesome. Looks like there's nothing left for me to do now
  13. I'll take a look at this later on as well as what Vexxel said about the display bug.
  14. So, asteroids typically spawn periodically. When you do not start tracking them in the tracking station they will eventually despawn and new ones will spawn. Maybe in the stock game you need a sentinel, not sure, haven't played stock in years. But when you use JNSQ or another planet mod you are usually running Kopernicus which is also usually configured to spawn its own asteroids (it also has other possible settings, like turning asteroids off - if you want to use another mod like Custom Asteroids - or using the stock spawner system). And the Kopernicus spawner is programmed to keep a certain minimum/maximum number of asteroids around (this is a Kopernicus setting usually provided in the planet pack itself). If you're not seeing new ones then maybe you are already tracking the maximum number. Take it with a grain of salt, I am not really an expert on asteroids.
  15. From what I've seen, you don't really need one at all tbh.
  16. I noticed this as well, I originally thought this is because of how the distribution is but there may be another issue with that.
  17. All I can say here is, when I had 32gb of RAM I was barely able to run two of GU star systems together. Of course, I was also using BDB, MLP, NFT, FFT, ReStock, KPBS, FUR, USI, and a ton of other mods. Now I have a 3080Ti, 64GB RAM, a i9-12900K, and a faster SSD, so i am barely able to run the full GU pack with those mods, but it's not exactly pleasant. Actually the game works fine, more or less (except Kerbals die when going EVA on an exoplanet), but the problem is the long delay (up to 30 seconds) when transitioning between KSC, Editor, and Flight modes.
  18. I actually just patched Grannus mean anomaly at epoch yesterday and it's installed rescaled at 2.5x as secondary in JNSQ, I also increased its eccentricity and semimajor axis by a lot... now it's way out and moving away, and it'll take like 1000+ years to travel there using chemical rockets lol. Hopefully this will give some incentive to using Blueshift soon. Fingers crossed.
  19. I was expecting you to test it But I did test it myself and it works for me (in my 150+ mods game). I had to dive into Jool atmo to identify Graviolium though, which I guess is fair, but not sure you can realistically dive to 500km at Sun/Grannus so the balance could use a bit of work (ie I'd both move the belts at the stars further out and increase detector range).
  20. Indeed, and so I already added a PR on Blueshift's Github for these changes, including Vexxel's mass fix. Also made the UI blue and fixed the labels. Didn't add any non-FFT detector though as I don't ever play without FFT lol.
  21. The mass thing is brilliant, I'm gonna borrow that idea
  22. @Rakete Please test it, in theory this should allow you to detect the bands using the CHROMA Imaging Spectrometer.
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