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AbnormalVenegrade

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Everything posted by AbnormalVenegrade

  1. I know this is a bit random, but I've been trying to find a way to EVA tourists. I have tried Kourageous Tourists, but the leveling system and such doesn't apply to preexisting tourists and doesn't allow me to disable it. I saw that FreeIVA has a bug where it somehow allowed tourists to IVA (and I assume not die), but you've patch\ed it. If you still know how it was fixed, is it possible to reverse this decision myself and allow tourists to EVA without downgrading to an older version?
  2. When I zoom out, the shape of the terrain Cape Canaveral is the real coast, and like Spike88 said the fake texture is beyond the real coast. This causes everywhere to be water instead of land below, which is clearly shifted east.
  3. Apparently the longitude on the fake terrain texture is a hundred (?) or so kilometers east, outside the Florida coast. You can see this when changing zoom amounts and looking at Florida. I don't know how this got past any form of testing, so if someone finds a way to change the longitude of the textures we can fix it ourselves. I'll look for it in the mean time, I need terrain for my KSC. Update: I found the map decals and their longitudes in a few cfg files. All of the Kopernicus structures might need to be shifted by an amount of longitude lines, but I have no idea if KSC Switcher is also affected by this or not. Will need to investigate more.
  4. I've seen that one before, actually, and I think it has the wrong values for some transfers and the right for others. LEO has taken me at least 5,000m/s, which makes me think this uses the minimum possible values for 0 atmospheric drag, but that also conflicts with Venus' values. Plus the landing/ascent values don't at all seem correct unless they assume a perfect burn/transfer. Besides, the old link is already back up and it's working well for now.
  5. This may be late, but that FINALLY explains what was causing so many crashes and errors with my save. Visited Onrefni in an ISV, try to reload the game, crash instantly as vessel is loaded. Rarely, it would work but then run at such a low FPS to be completely unplayable. Logs only mentioned PQS issues and such, had no idea what to do as a fix. I haven't been able to use it for months and abandoned the install, but this gives me a ton of hope. Thank you for bringing this to their attention!
  6. Thanks for the answer! Too bad that it is most likely unachievable (for now), but it was worth asking. Maybe someday we could actually see the effect, and pair that with multiplayer to visibly warp out of a battle or something. Maybe.
  7. This may have been already asked before (I tried checking), but is it possible to have a "warp bubble" when zooming outside the warp area of the effect? Very similar to the gravitational lensing achievable with the singularity mod, since the outside of an Alcubierre drive would appear to look like a stretched, moving black hole. I doubt this is possible with the limitations of KSP, but I was curious.
  8. I don't know if you still have the image, but I believe the hosting site took it down. 502 error when opening it, didn't realise until now when i needed it. Any way you can rehost it on the same site or send the image to me directly?
  9. Nevermind, I fixed it by complete accident. i was comparing my old install's file to my new one and noticed I (somehow) didn't have the Scatterer stock config. Copying it over, I now have correctly working cloud textures and base KSRSS sunflare. I have not yet tested it with sunflare mods, but I will try to get what I want.
  10. On an unrelated note, I'm making a new install (loading speeds sped up by 300%!) and I am absolutely stumped. I am trying to get the Sun sunflare to work, but no matter what I do (moving KSRSS sunflare folder to scatterer, etc.) the flare never appears in flight or map, but the ghost/lens flare does. I remember having this issue before but no idea how to fix it. Also, the cloud textures (both texture and volumetric) get VERY dark on the night side, and suddenly turn white on the day side very fast. Any ideas?
  11. Apparently the issue I had was due to Parallax being horribly optimized or causing a ton of memory leaks (just theories from me) near the surface of some bodies like Ceres. Your problem I have no idea how it could happen, but I did have lag in low Ceres orbit too. I had no problems in low Jupiter orbits (for antimatter), however, and maybe others have our same issues. Really ruined my plans on the install for a Ceres mining base/crewed mission.
  12. Is there a bug with the Mercury extendable gravity ring? Upon loser inspection, the ball-socket connect joints for when it is extended do not actually connect to the hooks. On the top, though, they do connect and appear attached instead of separately floating. I assume this might be an issue with the part animation stopping a few frames too early, but just wondering if it is (somehow) intentional. Pictures below: https://imgur.com/a/rmb6PrV
  13. I already finished fixing up the resource cfg's and got it all working, but the balancing might be a bit off. I was mostly just wondering if you'd want to integrate this with the main mod instead as it won't activate without SpaceDust installed to prevent any issues. Maybe just include a disclaimer that there are SpaceDust configs for only one star system, since I only worked on putting it into Kepler 186.
  14. I've been trying to integrate this mod with More Real Exoplanets, but any time I load in the game with my configurations they never appear on the actual planets despite having the patches (as far as I know) completely correct for both atmosphere and exospheres as well as enabling always discovered/identified. I've read the documentation on the Github and cross referenced that with other planet packs that use SpaceDust but I still cannot get it working. I'll link the patches in case anybody can look at them and determine any issues (Ignore the abundancies, I was going to balance them once I got the resources actually working. I also tried changing some of the discoverability data to include all tags but that didn't affect it either.) https://www.dropbox.com/scl/fo/wtr6dn1tg24h6y4aya7be/h?rlkey=sqqc9ucrvp188eecqor2r1jup&dl=0
  15. I've been working on trying to make it compatible, but after skimming through making different resources they never appear in-game, even when having auto discover and auto identify on. I'll keep trying to get it to work and release the config for you to adjust the abundancy values for balance, but I have no idea why it isn't working.
  16. Is it possible to add SpaceDust support to allow interstellar vehicles to refuel on-site with different fuels? I could make some configs for it really quick, but definitely would need to tweak some abundancy or distance values.
  17. This is an Imgur gallery of nearly 70 images from my KSRSS/TAC Life Support mission that brought Kerbals to the moons of Saturn and Jupiter for the first time, so be warned about scrolling a lot!Also, it took me a long time, but I wrote descriptions for every single image in the gallery. I have done missions like this before, so if I'm up for it I might transfer them all to Imgur and post them here for you all to enjoy! Please give feedback on these posts, I want to see what you guys think of my mission profiles! https://imgur.com/gallery/XI64zbC
  18. Does anybody else have the issue of the TAC:LS configs giving ~3x too much water compared to other resources on the full life support part switch? Individually they contain nearly the same amount as all three combined, but specifically with all 3 combined there is 1860 water units when only about 550 are actually needed. Plus the fact that at 2.5x scale there is nowhere near enough life support for even a one-way trip to Duna/Mars, only about 121 days of food and oxygen supplies and no converters to replenish anything. I have no idea if this is intentional or not. Also, using tweakscale to rescale life support supplies doesn't work either since they would most likely burn on re/entry and aren't the exact 5m+ size because it is only uses .1m increments at 5m-7.5m.
  19. Is it possible for this mod to work with spherical fuel tanks? Maybe ability to attach radially too, but inline ones like Cryotanks has would be nice!
  20. Just wondering, does anyone else have massive lag at Ceres? Everything is fine in orbit, but as soon as I attempt to get close for landing, the MET timer is constantly yellow (not red, which would indicate the game itself is slowed down) and the game runs at only a few fps, stuttering constantly even when landed and time warping. this makes landing incredibly difficult and it's only on Ceres as far as I know, but I haven't seen it happen with any other planets/moons I have been to (Moon, Mars, Jupiter+All Moons, Saturn+Titan, Venus, Mercury). Any ideas why?
  21. I know that this is way too late, but there is always Kerbal Planetary Base Systems, which has full life support support for TAC:LS (which I use with it) and has greenhouses, drills, water drills, etc., plus other things that you may find nice like nuclear reactors.
  22. I think that using external command seats would be the easiest (and maybe only) way to do this mission any time close to when you get it. A service bay filled with 9 seats plus one Kerbal in a pod to control and extra aerodynamics might be feasible. Even so, fuel lines seem bugged at the moment, along with crossfeed, so asparagus staging is out of the mix. I honestly have no clue from there how tom design an Eve ascent vehicle like that, it'd be huge without special types of staging and might even need refueled on the surface to properly land.
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