Jump to content

cherkasy

New Members
  • Posts

    4
  • Joined

  • Last visited

Everything posted by cherkasy

  1. I wish there was a way to prioritize playlists in this way too. It's possible (and has been the method I use) to just add the same track (or multiple tracks) over and over an indefinite number of times until the sheer length of the playlist makes it unlikely that the space playlist will ever play while you're in the Mun's range, but it feels a little janky. I guess you could also add a minimum height requirement for the space playlist (like 70km) if you're willing to make playlists for being landed or relatively close to every single body, but the distance at which it actually plays is going to vary greatly anyways.
  2. Since I've seen a few people commenting about this issue before: Launchpads not working properly (i.e. able to be selected from the KK menu, but hitting "launch" simply places the craft back on the default launch pad) can be fixed, but I can't exactly say what causes the bug. One potential solution is to select the "open everything" option in the difficulty configuration. This is the only change I made to the game settings, but I have a feeling that KK doesn't properly update whether a station is open or closed, leading to the game assuming that a station is closed even when KK says it isn't. If this doesn't seem to do anything, I found that new launchpads were selectable/usable so long as I kept the configuration close to default. Just be sure to change the type to "RocketPad" and select the VAB option immediately upon creating the pad — don't change anything else other than the name and set all of the parameters to 0 (unlimited) if you need to. I also discovered that retroactively changing a launchpad that was (in some way) configured improperly likes to remain unusable, so your best bet in that case is to just replace it with an identical one at the same position.
  3. After doing some testing I've been experiencing some issues with Soden (specifically at a point where it is particularly far away from Kerbol (5.3 billion km?) after 1091 years of elapsed time) in which any attempt to teleport to this planet using the cheats system results in extremely frequent and long-lived game freezes (on the order of 5-10 minutes or so) as well as extremely inconsistent and broken physics associated with it (example; attempting to use EVA causes any Kerbal to either immediately explode or to explode after hitting the ground.) I'm not experiencing this with any other planet, including the more distant ones such as Ervo and Mracksis, so I'm wondering if it has anything to do with the planet's distance. Keep in mind I'm using cheats to teleport here, although the bug persists if I leave the game and switch to the ship that still exists on Soden. Are these sorts of physics issues known to exist after teleporting to distant bodies? I have a number of other mods installed, so I'm not sure if they could be affecting the way physics works in some way. I'm going to try manually flying to Soden. If the bug persists, I'll edit this post. EDIT: After flying to it manually, I'm not experiencing extremely long periods of frozen game time or exploding Kerbals anymore. Granted, the game still feels somewhat unstable, but this is almost certainly due to casual floating point errors (i.e. placing a flag 155m above the surface), so I wouldn't worry about it that much. I guess my main question shifts from whether these floating point errors are unavoidable or not - it makes me wonder how those interstellar planet packs function correctly at all.
×
×
  • Create New...