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Posts posted by JebThrillMaster
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Just now, TheRagingIrishman said:
Are you using Kopernicus 1.3.0-5 or 1.3.0-4? v5 added in some new lighting stuff so you should use v4 until we update GPP.
Was using 1.3.0-5, thanks for the help
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Hello, just threw the mod onto a new kerbal install and i'm having weird lighting issues at night in game. The landscape just appears as if it is lit by the sun when the sky is projecting stars and all. Anyone else experience the same?
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Does anyone have configs for RSS/RO for this?
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In my 1.0 save I found parts that take the Mk3 shuttle parts and augments the bottom of the cargobay/cockpit to have ablative surface and be more flat while including wing mounts with gear. It have been looking for it for the past few days. If anyone could direct it to me that would be great.
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I seem to be having an issue with interstages. I set the parameters of the fairing correct, but once I launch the fuselage fairing pops and causes the whole rocket to blow up. It even happens when throttling up on the launchpad, it is as if the fairing gets shook to death.
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Anyone got issues with LZ and ASDS flipping into space on load to pad/runway?
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@Sigma88 Seems the decay is a stock bug with the game currently. http://bugs.kerbalspaceprogram.com/issues/9619
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I see an ASDS file included with the current version, is there a way to make this work?
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58 minutes ago, Sigma88 said:
can you reproduce this with only MM + Kopernicus + SD?
Still occurs. Going to try lowering atmosphere value down to 1.
4 minutes ago, JebThrillMaster said:Still occurs. Going to try lowering atmosphere value down to 1.
Aaaaand still there.
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11 minutes ago, Sigma88 said:
oh yeah remove that !
Seems to only be accelerated within 2000K of kerbin and seems lesser farther out. At around 11400K it seems to have 'stopped'. EDIT: not stopped, just lesser rate than before.
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Just now, Sigma88 said:
what do you mean?
@Kopernicus:FINAL { @Body,* { %Properties { %inverseRotThresholdAltitude = 91000 } } }
Used to fix not being able to warp in space.
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28 minutes ago, Sigma88 said:
no need for now, could you try with dayLengthMultiplier = 4 ?
No more force reading in KER, but problem still persists. Could it be the InverseRot cfg?
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8 minutes ago, Sigma88 said:
did you hyperedit the craft in orbit from landed?
No hyperedit installed. If you want I can provide a list of the mods I am using.
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According to Kerbal Engineer with SAS and RCS off along with engine shut down a force of 0.00 to 0.003kNm goes up and down constantly likely causing the change in Apo and Peri heights. Just my guess though.
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On 07/05/2016 at 1:10 PM, Sigma88 said:
SD sets that parameter to the atmosphere max height
You should not need to change that.
If you are seeing the issue aftrr hyperediting a ship then just save and reload
If you are not using hyperedit then maybe it's the rotation of the planet that is too fast?
I would need a bit more info to know for sure
Here is my current Settings.cfg contents. (Used settings from the 64k settings from Paul Kingtiger).
Let me know if you need more info. Just saw Procedural Parts got updated so I'll give that a go and see if that was the issue.// Base Settings SigmaDimensions { Resize = 6.4 Rescale = 6.4 Atmosphere = 1.33 dayLengthMultiplier = 2 } // Advanced Settings @SigmaDimensions { geeASLmultiplier = 1 landscape = 0.125 atmoVisualEffect = 1 resizeScatter = 1 CustomSoISize = 0 CustomRingSize = 0 atmoASL = 1 tempASL = 1 }
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I've been noticing that there seems to be a sort of 'natural' decay once in orbit on 6.4 scale. Just wondering if this is intended and would like to know if the InverseRot timewarp fix ever got an exact number (using 91000 currently).
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4 hours ago, Akira_R said:
Yeah that was where us was gonna go next, the clouds and stuff can be adjusted with a simple mm patch, currently the only things I want to change are scatterer, and I have no idea how any of that works, plus something keeps overwriting the scatterer cfg, I make changes and then load into the game and when I back out the cfg has been changed back
make sure the CFG is not read only by right-clicking it and looking in it's properties.
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Hello, I was working on a Soyuz like ship and as well as getting long load times to the pad I started getting KSP to hang when loading the 175 part (mostly PP) ship.
Loading my less than 100 part PP Falcon 9 works fine. Can't wait for these bugs to be squashed. -
22 hours ago, Akira_R said:
Hey any one have some custom scatterer settings for 64k? It looks good with scatterer and SVE but I feel like it could be better, mostly I find the fact that the horizon stays lit up even when you are completely on the night side a little annoying, however that may just be how scatterer works, never used it before
You may have a better try over at the Sigma Thread for settings. Only thing I find wrong with SVE in 64K is cloud height and the orange/yellow glow in orbit.
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15 minutes ago, Sandworm said:
Try installing the latest version of Kopernicus, not the one that comes with 64k.
I did, just thought it was worth mentioning.
Running SVE and Texture Replacer using KSPRC galaxy textures this seems to happen. http://i.imgur.com/6orBzsb.jpg
I'm assuming it's just Scatterer being buggy. It seems to only happen above around 160k.
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Clouds from SVE appear too high, any suggestions? (Using latest release)
64K config was not executing on start up with latest release, also notification of out of date Kopernicus. -
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mind me asking how you turned scatterer water off?
Never mind
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Just now, Sigma88 said:
I have no idea sorry
try asking also in the scatterer thread and 64k thread maybe someone has already thought of that in those threads
Alright, no worries
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Anyone have a working Scatterer config for 6.4? The water to me is glitchy and I can't seem to remember where to resize the map view effect.
[1.8 - 1.12] Tundra's Space Center - v2.0 (December 18th) - Stockalike KSC launchpads!
in KSP1 Mod Releases
Posted
All of the launchpads are placed, but I don't see the launch towers?