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Posts posted by Motokid600
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2 hours ago, Hohmannson said:
Temporary and unsupported fix is to go through all planet configs and change template = Laythe to template = Eve and template = Tylo to template = Minmus.
What does that do exactly? Will it affect anything else?
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A few issues ive been meaning to ask about. So far the biggest one is this. Is this from the 2.5x rescale? Ill post logs if its not inevitable. This unfotunaly cannot be solved with a scene reload. The other issue can. Floating scatter objects. Trees, rocks etc. Ive had a tree right in front of the runway once on a landing. o.O.
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Im using a 2.5 scale resize with a Sigma dayLengthMultiplier of 1.58. After putting my first geostationary sat in orbit I noticed the "1day orbital period" mechjeb readouts was giving me was wrong by maybe half. Any ideas?
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What's the deal with the new feed/reflector parts? Ive never seen these before. They both dont seem to have any sort of performance info and some of the feeds already look like dishes. Not mentioned in the guide.
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Nice! Was just looking for this. Thank you for doing this. Where is the download exactly? The releases tab in your link takes me to a 2016 version.
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The title basically. I remember there was atleast rover wheel sound mods at one point. I see there is one for 1.5. But what about tracks and or dust? I swear I was watching a video of a rover kicking it up.
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On that note I wondered the other night what an appropriate atmosphere thickness would be for a 2.5x scale, 1geeASL Rhode. I went for the basic 70km, but im thinking I should up it.
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Is it possible to remove Lua's atmosphere? Would that cause any issues?
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Which version should I install for 1.8.1?
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Sorry if this is a dumb question, but to what extent can new mods be used on older versions? FAR for instance. Would I use the 1.9 version for a 1.8 game? I think its an obvious answer, but the reason I post is really about module manager. Seeing is how that hosts ALL mods should I be using the MM for 1.8? Or can I get away with 4.1.3? " For KSP 1.8.0 - 1.9.x "
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So ive since decided against rescaling Rhode alone. Im going to go for the 2.5x. How is this done exactly? I see the settings in the.. settings file for Sigma. Is it just the rescale value I set to 2.5 and... that's it?
Also. I asked in my previous post about using SD for rescale vs just editing the raw config file. You advised against it. I want to change the gravity of Rhode to 1. That's it beyond the overall rescale that ill use SD to do. Do I have to create my own config file for that or can I just edit Rhodes?
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So instead of using Sigma Dimensions I kinda just went into the config file to change Rhode's size. I copied as many values as I could from GPP to get Rhode to match Kerbin's stock size. To my surprise everything seemed okay. What I want to know is will I expect any issues with this going forward? Messed up biomes, clipping, sunken structures or anything like that?
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Edit: Dang. Wrong topic. Sorry.
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On 5/3/2020 at 9:00 PM, DeltaDizzy said:
@Motokid600 Use Sigma Dimensions. A simple division problem will tell you the scale factor you need, and once you have that just modify Rescale to use it.
What about biome parameters, atmospherics scales, thickness and the like. Is that easily handled via those mods or do I have to go through each one?
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Whats the best way to go about changing the size of Rhode? Id like to just bring it up to Kerbins parameters.
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That sounds fantastic. 1.8 it is.
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Just saw your post in the 1.9 thread Gameslinx. I hope that gets addressed. Been looking forward for the 1.8 Beyond Home for a long time and now I dont know what to think. Lol. I do know that if you release BH for 1.8 id put 1.9 on the back burner XD.
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"Fixed audio fade with camera distance" Thank... God. That is the best thing for me in 1.9. The engine audio not fading with distance was killing this game for me.
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15 hours ago, kerbiloid said:
Legs also keep the nozzles far from ground. Without legs they will fry the fuel tank or explode an engine.
I think the clearance difference is negligible. The legs depicted in the early animation with D2 landing were like five inches long. More like pegs then legs.
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On 12/31/2019 at 6:17 PM, RealKerbal3x said:
The heat shield is curved. That could lead to the capsule tipping after landing and being damaged.
Nah. It'd settle to one side. The landings are much, much softer then parachute. Could even make a cradle to land in.
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Why would the D2 need landing legs at all? Just plop down on the heat shield.
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I really... really am looking forward to Kop1.8. This looks fantastic Gameslinx.
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Something I noticed with 1.8 is that the shadows at certain distances turn into large blobs. The darker one in the distance is my lander. Is there anything that can be done about this?
Hopes and Wishes for KSP 2
in Prelaunch KSP2 Discussion
Posted
Something that concerns me about the structures I see. Be it the expansive stations or bases. I hope its not just a case of you setting up a few pieces and the rest builds itself. To an extent anyway. Some automation in that regard would be nice. I just hope they find a good balance between the two.