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Zaxxon

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Everything posted by Zaxxon

  1. Thanks. Does it change body's mass and/or surface gravity? Have a request - A separate control for atmosphere scaling vs planet size, etc. Example, it isn't always desired nor realistic for atmosphere/karman line to be 3x higher if making planet 3x larger radius.
  2. Hi, this is a great mod and glad to see some of the gaps stock KSP missed on speed readouts being fulfilled here. Request: (please forgive if this has already been asked) -- I'd love to see a toolbar button added to this mod that would allow changing some of the options that one currently has to escape out to game settings to change. Example: There are some situations where the split horizontal/vertical speed indication is really needed (mainly when landing a lander), but then some situations where still in surface mode but it is a problem to have only split speed. Would be great if there was an easier way to switch. And/or, maybe even better if an option to show both split horizontal/vertical and non-split at the same time. Same for IAS vs Mach Other request - I find it doesn't always do the "right" thing (or at least which I'd prefer) on choosing rover/boat/airplane/etc mode. Some kind of clickable or such to manually override and set that yourself could be useful. Thanks again for this mod. I was really surprised stock KSP doesn't show split horizontal/vertical when doing a surface landing - such a standard and needed thing. This mod goes on all my game setups - even if doing an otherwise stock playthrough.
  3. I'm seeing that same file size error installing or updating for the new 7/24 version on all the fruitkocktail mods when installing/updating via CKAN.
  4. Yep, thanks. I have been playing around with many of those, and hopefully will eventually land on something that overall works well. But so far, it's been a grinding journey of trying to figure out what mods all work well together to get a final clean and coherent experience. Was hoping maybe some other folks had already worked out a solid mod list set to get a similar RO/RP1 game experience but with Kerbol solar system. Key word there being "similar" - no worries if different details - looking for similar in "spirit". One aspect I specifically want to keep would be larger bodies and orbits such that you have to build larger rockets and have longer launch times. Gotta give big props to all that made the RO/RP1/RSS Express install setup. That does a LOT of leg work for you - and props to all the mod makers working to have all those work together for good campaign and contracts and such. I just want to stay in the Kerbol solar system. Guess I want the world to still be an escape from reality and a place of its own lore when I sit down to play the game.
  5. Hi, thanks to those for making (and maintaining) this mod. It might be just what I'm needing to make a RO/RP1 style play thru but with Kerbol solar system instead of RSS. I've never made any module manager patch files before. Would you mind telling me if I did this it the correct and most proper way? What I did: I did not change anything in the settings.cfg file in the SigmaDimensions folder. I created a separate patch.cfg file and put it in its own directory under GameData. Contents of that file I made are: @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[#name[*]] { @SigmaDimensions { @Resize = 3 @Rescale = 3 @Atmosphere = 1.25 @dayLengthMultiplier = 2 @landscape = 0.6 } } } Example to scale up all bodies and orbital distance by 3x size. It seems to have worked, but just trying to make sure I'm doing it the "right practices" way. Thanks! And is the: @Body:HAS[#name[*]] approach the best way to define the global settings in the patch file for all things, or is there a different way that I should set globals? Thinking like if I want generic globals, but then later create custom tweaks for a few individual planets. Thanks!
  6. Thanks for making this mod! Question: does this only change planet/moon sizes or does it also scale out the orbits? I am trying to build a game setup that is like RO/RP1/RSS but be the Kerbin solar system instead of RSS. If anyone has any tips for mods/mod setups, would love to hear them. There are numerous offerings out there, but so far I'm struggling to get an overall setup that is as well polished and well rounded as RO/RP1/RSS Express setup. This mod ends up funky with that mod, etc. I don't necessarily need scale increased to 10x, but would like at least JNSQ standard scale. Having some trouble getting JNSQ to work right with some of the other mods -- JNSQ hasn't been updated for a few years. Also, somewhat bigger than standard JNSQ would be desired, but JNSQ size does work will if sticking with stock balanced parts. There are mods to make stock parts work well with 10x, but many 3rd part parts aren't going to be changed right and would balance better to JNSQ standard size - which I think is 2.7x. FYI to those going large size like 10x but not doing the RSS thing - check out SMURFF app for fuel tank rebalancing to larger scale planets. But with caution - it's no longer updated. Maybe something else out there better now, but I found it useful for JNSQ 10x setup.
  7. Thanks for the tips. The old "Rescale" mod (from Galileo88) hasn't been updated since 2017, CKAN says highest supported KSP version is 1.3.1, and the forum page for it has big red letters at top saying it does NOT work with KSP 1.4, so I'm assuming it is long dead and wouldn't work with KSP 1.12? Anyone know of a solar system rescale mod that still works - and would work with Kerbol/Kerbin solar system rather than using RSS? I have been trying JNSQ, but having some issues using other mods with it. I have had some success using JNSQ 10x along with SMURFF. That plays out well if just using those 2, but haven't had great results trying to use some of the other mods working well with it. I'd be fine with 10x or with regular sized JNSQ scale (2.7x I think) and then stock-like balanced parts - that balances well and gives the feel of larger bodies and rockets, longer launch accents, etc. But haven't come up with a full suite of mods yet that work out as well for doing something along the lines of RO/RP1/RSS but use the Kerbal solar system rather than RSS. I'm not sure I really want ALL of the RO/RP1 stuff, but some level of added challenge and work over stock game is desired. Personally, I could do without Kerbal Construction Time. I'm good with the added challenges of RO/RP1, but waiting for rocket and pad build out (and the complexity it adds to project mgmt) might go beyond my patience level. LOL I do like the failures aspects. So far my thoughts are: 1. Test Flight has TOO frequent failures no matter how much test flight time you put it. 2. kerbalism has a good setup, but don't like that parts don't progress from less reliable to more reliable the more you get flight experience with them - wish it did that, but on a different curve than TestFlight does. If TestFlight had a settings option to adjust the curves, that would probably be my mod choice for failures. I really don't want to have to figure out how to edit all the cfg files to change failure rate vs. test experience curves.
  8. Thanks. Yeah, overall JNSQ does seem to be "not quite right" in the setups I've been trying. I do get some scatterer effects, I think, but seems lacking. Also, it seems like the game doesn't quite know where the ground is. Things sometimes are sunk just a bit below the visual ground. Splashdowns are kind of off sometimes, too. It's subtle, but things do seem a bit off sometimes. Does anyone have any suggestions for how to run the normal Kerbol/Kerbin world (planets, etc) but have everything on a larger scale? I'd rather have my Kerbals exploring their home solar system than use RSS. But I would like the challenge and larger rockets needed for larger scale system. Looks like Rescale mode is far out of date/support. I'd also like a setup with some of the added realism aspects of RO/RP-1, but again, having trouble building a good setup if not wanting to do RSS. Thanks!
  9. Hi, thanks for these mods - volumetric clouds are amazing in-flight. I would love to see a mod or addition that gives a settings option or in-game toggle to turn on/off clouds in the map view. (but still have them during in-flight orbit if possible). Often I'm using map view to do planning where I'd need to more clearly see the ground map of the planet and such - clouds make it difficult in those situations. If it was an in-game toggle rather than static setting, then wouldn't mind if it turned on/off all clouds or all layer2D - could just switch it as needed when in map view. Thanks!
  10. Hi, First, thanks to all for all the great work in packaging things together, testing, documenting, etc for the bundle of RO/RP-1/RSS setup. Has anyone done anything like this for the kerbol system? I'd like to keep my Kerbals in the stock world - kerbin, etc - but would like to have the harder game play of larger scale planets along with a lot of the other more challenging mechanics of RO/RP-1. I've tried JNSQ + Test Flight + Kerbalism + some other stuff, but having issues making an overall setup that is "clean" to play and all things work as well as a whole as they do with the Express RO/RP1/RSS setup. And I can't get engines to ever be very reliable when running Test Flight. But I don't like that kerbalism without it doesn't make engines less reliable when you haven't used them much. It's cool having to run them though test flights to build up their reliability. But they never get to a point where they still don't fail far too frequently with Test Flight.
  11. Hi, thanks for the continued work on these configs. I just started playing careers with TestFlight, and liking it. So, from what I gather, the way this mod is done, someone has to build a TestFlight config for all/any mod parts they have, yeah? I'm running several additional add on parts and many are not participating in the TestFlight play. Few questions: 1. Doesn't seem the "generic" config is working? Many of my 3rd party parts are not doing the Testflight stuff. And they are standard liquid fuel engines. Anyone know what I'm missing? 2. I'm really liking the KW Rocketry parts. Has anyone made Test Flight configs for them? I searched, but didn't find anything. 3. Is there documentation for how I could create my own TestFlight configs for mod parts that aren't already included in this config pack? 4. Even after getting all the du points for a given engine (standard stock game engines), I'm still having a LOT of engine failures. Do engines ever get reliable? Also running with kerbalism - not sure if that makes any difference to this situation. Thanks!
  12. Thanks for the reply. Komplexity ties into Custom Barn Kit to make the KSC facility buildings have a more gradual progression to upgrades. VAB and such have 10 levels with it instead of the stock 4 with more incremental increase per upgrade. It's really pretty cool for career play throughs. RP-1 is more complicated than I want to do, so not using it. CSI Tree seems to be the only tree that interferes with the Komplexity KSC building levels. You still get more than the original stock levels, but when both are installed, it's a bit wonky as to what building levels you get with Komplexity. I've not yet done any mod making/editing, so really wouldn't know where to start to try to find out and change why CSI Tree changes Komplexity. Any tips on what to look at? I'd be happy to help if I can, and would really like to use these 2 together. I like your tree. Thanks
  13. Thanks. Turns out it actually does work with the scatterer that you get with Blackrack volumetric clouds. Or at least I don't get the module manager error after installing volumetric clouds. Haven't done much game play with both installed yet.
  14. Hi, I really like these parts. But I also like running my game with TestFlight. Has anyone made Test Flight configs for the KW parts? I tried searching, but didn't find it. Thanks!
  15. Hi, I like the items in this tree. It does, however, mess with the Komplexity mod. If you have Komplexity and CSI tree, the upgrade levels on the KSP facilities change from standard Komplexity and some in not so great ways. Like the VAB starts at a higher level than standard Komplexity and the first upgrade doesn't change anything. Not game breaking at all, but I preferred the normal facility levels of Komplexity. And definitely didn't like that some building level upgrades now with CSI, the stats stay the same (but you still have to pay). If it wasn't for these issues, I'd probably use this tree over the other trees I've seen.
  16. Hi, really liking this mod. Is anyone still maintaining it? I noticed that it does now get Module Manager load errors with the new updates that have been released to Scatterer Sunflare - which is a dependency to running just base JNSQ. I did some testing to verify. Setup blank new KSP install and used CKAN to install ONLY JNSQ (and the dependencies CKAN installs with it). You now get module manager load errors on GameData/JNSQ/JNSQ_Configs/Scatterer/sunflare01.cfg This happens with the last 3 versions of Scatterer Sunflare (which are all new since June 2024) - v 0.0876, 877, 878. If you roll Sunflare back to v0.0838, no longer have the error. This is without having Blackrack volumetric clouds installed. Tested on stock KSP install and then only JNSQ via CKAN.
  17. Hi, loving all the visual mod work you do. Thanks! Got the new volumetric cloud version - really nice work! I've searched around and haven't found the answer to my question: Is there a way to generally tone down the haze / fog from scatterer? I feel like everything is a bit dull and washed out for things in closer range view. And even the mountains I would prefer to have less of the distant haze effect. Thanks!
  18. Hi, First of all -- Thank you so much for continuing this mod. Just found it and am loving it for several uses. Always been frustrated with stock KSP not giving you all things in the available actions. Especially nice to have clean out on the Science Lab. And also using this a bunch with moving hinges and motors to set and unset autostruts on parts to keep things locked in place after moving a hinge or turning a part with motors. So, the copy part doesn't seem to work at all for me. I'm on latest KSP release (1.12.5). So far anytime I hit the "Copy?" button and then select another part, all it does is remove any ModActions I already had defined on that other part and then just makes no ModActions on that part. Not a big deal, still happily using the mod. Just mentioning it. Thanks! P.S. -- Anyone thought about making a mod that allows assigning Kerbal EVA activities to action groups? Plus even better yet - some way to automate actions over different entities in one KAL-1000 controller? I realize that could be a big undertaking. But my dream: (probably with KAL controller) 1 button that runs through a procedure like: Run all science experiments, send scientist on out the hatch and do EVA report and surface sample, store all experiments in a Experiment storage unit, clean and reset the mystery goo and science jr. I'm trying to build up Experimental storage units filled with every experiment possible to then send them up to Science Labs.
  19. Hi, anyone know if this mod works okay on KSP 1.12.4? CKAN is reporting it only supports up to 1.12.3. Thanks!
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