Raptorguy576
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Posts posted by Raptorguy576
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11 hours ago, WarriorSabe said:
They're mostly various homeworlds from the projects of many of the creators. I don't think they're all released yet, but of the ones I know that are,
Jesus christ thats a lot of packs. I think ill just stick with Planet Jam 2 for the time being. Might make a little guide on every single planet and what works there.
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Also, what planet pack(s) is the loading screen "togetherness" with a bunch of habitable planets crowded together underneath a rising from? I would absolutely adore to land on and explore all those planets!
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I just did another fair bit of exploring around the system, and my biggest jar was that no oceans showed up for me. Not even Armstrong's oceans existed. I tried to land on Dopale and I slammed into the invisible water because the ground itself 5 kilometers down was the only thing I could see. Is this a bug with a specific mod, or is it just the planet pack?
(Ignore this, I just reinstalled everything and got rid of a pesky parallax folder left over from a vanilla playthrough, that seemed to fix everything. I made a funny flag but for some reason I cant post drive photos so uhhh i fixed it) I just love the surface texture of Dopale.
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Why are there biomes on bari-centers? It was definitely awesome to get an extra 1000 science from all the biomes, but it’s kinda weird. Shouldn’t it just be a gas giant or something with no biome.
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I was wondering if anyone had the science multipliers for all the planets and biomes that have them. For reference, I am using the iHAL probe cores from interstellar extended which essentially act as mobile labs and gather data via science multipliers, and am just trying to figure out a really really good place to place one and let it simmer. So far I’ve explored most of the inner pyri system, including [REDACTED] which was super fun to find!! I almost slammed straight into it during a time warp! I just wanted the science multipliers of the planets that have one so I can create a good plan before launching it and spending 100 science.
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3 hours ago, Leganeski said:
MechJeb does not attempt to get its information from delta-v maps; it automatically calculates everything from the in-game orbits of the bodies. Or at least it would if it was working correctly. There's nothing too special about Armstrong that would logically cause MechJeb to break, and other maneuver-planning mods like Astrogator work just fine, so this seems more likely to be a problem caused by MechJeb.
Ok sweet thank you for the quick response. I thought I was going crazy because MechJeb refused to work and apparently nobody else has had this problem ever on any custom planetary system, so weird. I will switch to Astrogator and hope that it’s as simple and easy to execute as MechJeb’s maneuver planner! If not, I will find something else.
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I absolutely adore this modpack and everything that went into it. The only problem I am having is that MechJeb2 is not working in creating nodes or interplanetary manuevers, it always says "error creating node" when I select an object outside of Armstrong's influence. I understand this probably has to do with the fact that there are no delta-v maps yet, but can anything be done to fix this issue and let me maneuver easily?
v1.0.1 "Central Fire." Planet Jam 2: Armstrong's Limit Homeworld in The Ilio-Pyri Planetary System
in KSP1 Mod Releases
Posted
By polish I mean pure beauty and completeness, I would rather play a modpack that adds 2 planets than 100 if those 2 planets hold 50X more detail and scenery.