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Raptorguy576

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Posts posted by Raptorguy576

  1. 20 hours ago, Tangle said:

    If you want a change of pace from Planet Jam 2, I'd certainly suggest the released mods showcased in that image- Whirligig World (Mesbin and Kerbmun; including an interesting infastructure-focused system and the interplay of remarkably low orbit delta-v cost with the deep gravity well of Mesbin), Edge of Eternity (thick-atmosphere cold Haven and a vibrant system of deep-time oddities), or Week World Planet Jam (low delta-v to orbit, but the homeworld has no moons so all your destinations are interplanetary).

    Im actually looking for something as or even more polished than planet jam 2, something that has planets and systems so detailed its a crime to not go there. I am definitely new to ksp modding so sorry if I am reaching too far, I don't know how far kopernicus modding has come to achieve that extreme amount of detail. 

     

    Just now, Raptorguy576 said:

     

    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. 

  2. 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. 

     

  3. 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. 

  4. 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.

  5. 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? 

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