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Jodo42

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Everything posted by Jodo42

  1. OK, got a fresh Sigma folder, reinstalled the dev version and 2.6.16. Also using the same verisons of all your listed mods. Getting really weird issues now. The planets don't resize and the atmosphere is missing like before. I'm not sure if it resized or not; didn't check. In map view when zoomed in there's a white "halo" around the planet which disappears when zoomed out. // Base Settings SigmaDimensions { Rescale = 6.4 Resize = 6.4 Atmosphere = 1.3 dayLengthMultiplier = 1 } // Advanced Settings @SigmaDimensions { geeASLmultiplier = 1 SoIsFromRadius = 0 RingsFromRadius = 0 orbitalPeriod = 0 daysVSyearRatio = 0 } There's Dimension's settings.cfg. I was unable to find a ModuleManager.cache, just a ModuleMangaer.ConfigCache. That's here. Here's ksp.log. Just in case there's any conflicts that are obvious to you but not me, here's all the other mods I'm running: KER, version uncertain KJR 3.1.4 PreciseNode 1.2.1 RealFuels 10.8.1 with Stockalike Config 3.0.0 RealPlume 10.4.9 with Stock Config 0.8.1 SmokeScreen 2.6.10.0 SpaceY 1.8 and SpaceY Expanded 1.1 Transfer Window Planner 1.4.0.0 EDIT: Checked, and the atmosphere is in fact resized.
  2. Unfortunately the dev version threw out lots of errors according to ModuleManager and didn't resize/rescale anything. I did change the settings.cfg file, and used MM 2.6.16. I can provide log files if necessary, just name them. Here's what ModuleManager output before the game started: Using the dev seems to have really messed things up. OPM's planets no longer show up despite it still being installed. Luckily I made a backup as you suggested. Strangely, using the dev + 2.6.13 gave no errors, but still failed to change anything.
  3. No reparenting then. Only planet pack is OPM. Currently using 2.6.13; I'll try 2.6.16 and see if that changes anything.
  4. I'm afraid I don't quite know what reparenting means. I don't have any mods that mess with planet positions other than Dimensions, Binary, and OPM. No idea if this matters but I'm running several mods which mess with the atmosphere that might be related to the visual bug: FAR, Deadly Reentry, and RealHeat. Thanks for looking into the bugs!
  5. Hah! I just got introduced to Dimensions yesterday. Looks like it has incredible promise. Thanks for the info.
  6. Sure. Settings: // Base Settings SigmaDimensions { Rescale = 6.4 Resize = 6.4 Atmosphere = 1.32 dayLengthMultiplier = 1 } // Advanced Settings @SigmaDimensions { geeASLmultiplier = 1 SoIsfromRadius = 0 orbitalPeriod = 0 daysVSyearRatio = 0 } Here's some screenshots of the atmospheres. The oceans seemed to be back this time. Unfortunately I'm running into some strange new issues. When I load onto the launch pad, sometimes the rocket will be launched into the air. One time, this strange terrian deformation occured: No idea what's causing this. It's not this vessel. Only had it happen once, when I reverted to the launch pad. Something interesting to note: a 100km orbit in a 6.4x Dimensions Kerbin is about 800m/s slower than the same orbit around a 64k Kerbin. I wonder why.
  7. Well, it's kind of working. Couple issues: I resized atmopsheres to 1.32x and they've visually disappeared on all non-gas-giants. So have the oceans. The rings around OPM bodies are massive. For example, Ovok and Hale are supposed to be shepard moons rather near the rings around Sarnus. Instead, the rings don't even start until the edge of Slate's orbit. Hyperedit's doesn't play nice with the bigger planets. Causes things to explode. No idea if this is an issue with resize packs like 64k. The ship won't timewarp in Kerbin orbit as was earlier said because, the game claims, it's accelerating. This seems to happen everywhere in Kerbin's SOI below 700,000m and is probably the most game-breaking bug for me. I would like to say this pack does an excellent job of making sure bodies retain their stock shape and feel. Minmus doesn't feel bland like in 64k. It's just as lumpy. I bet some of the highest points are 30km up. Also, hit detection with the surface seems perfect. Not any more sinky than in stock KSP. Being able to rapidly resize the system is great. Overall this is spectacular. Just needs some kinks worked out. That's what beta's for, right?
  8. A config for the newest OPM update would be nice too. Plock/Karen have a rather silly orbit.
  9. @Pkmniako Will Other Worlds work with a 6.4x stock system? A Cercani 64k config would be great, too.
  10. Would it be possible to make a RealFuels config for the SpaceY & SpaceY Expanded engines/tanks? Engine Ignitor is defunct and RealFuels has taken over its capabilities. And do you know if Lithobrake's parachutes work with RealChute?
  11. Brilliant! After just over a year it seems you've finally completed the initial scope of OPM, CaptRobau. Congratulations on a job exceedingly well done- there really aren't any better planet mods out there. Plock has some beautiful terrain. I landed on the outskirts of a small crop of mountains. I love the color and variety of the surface. Unfortunately I didn't bring along a Karen probe, and the Hohmann transfer is a bit time consuming (haha), so you'll have to wait on somebody else to get images from its surface I suspect. Here's another quick shot from one of those cliffs overlooking the original landing spot.
  12. Woo! I like the imgur album implementation. It's pretty similar to the Vbulletin format but it just seems a tad cleaner. I don't know.
  13. Updated the leaderboard. Pds' entry shows a lot of promise. It seems 300m/s is currently pushing the limits of what can be done. However, as an incentive to innovate, I'll make a personalized badge for anyone who can break 343m/s (aka Mach 1). EDIT: That's extremely impressive, ABalazs! I'll have a badge by the end of tonight. I hope I don't have to make too many of these!
  14. May or may not have a level 2 entry coming up. Depends if I can convince myself to redo the mission taking screenshots this time. In the meantime here's a screenshot. [IMG]http://i.imgur.com/oilg8Pe.png[/IMG] Anyone have experience aerobraking/aerocapturing from interplanetary trajectories at Eve? It used to be extremely problematic; I'm not sure if it still is in 1.0.5 or not.
  15. Interesting vehicle regardless oriramikad. Despite the rather destructive nature of the run 350m/s over water is intriguing. Upon further inspection it seems your vehicle might actually be a legitimate entry, however. Are the destroyed parts part of a vehicle which brings the boat to the water? If so, could we see it?
  16. I'd be curious to see how well that vehicle performed in stock, pds. In the meantime I'll add a FAR board seeing as we have so few competitors so far. That's a truly ludicrous speed!
  17. Sorry to whoever didn't like the challenge and rated it poorly. I'm open to suggestions. [quote name='FlipNascar']So I have been tying to build a Mach 1 capable hydrofoil... But things just start breaking once you get above 150m/s. However I do have the Pride of Veere, a 144 passenger hydrofoil that is capable of 150+. For this entry, I'll claim 152m/s. Yes, I lost some canards, because I had to turn at highspeed and they distinegrated. So your call whether you accept it or not, I have on other occasions gone faster and not broken them. So it's a bit of pot luck as to whether they stay attached at times... [URL="http://kerbalx.com/flipnascar/Pride-of-Veere---Hydrofoil.craft"]Craft file is on KerbalX[/URL]. The craft at the end, well that's the fastest I've managed before disintegration or take off.... [url]http://imgur.com/a/BmI95[/url][/QUOTE] Unfortunately I'll have to disqualify based on destruction of the canards. Show me a run where it doesn't break and you're good. Beautiful ship by the way. [quote name='Gaarst']Same boat as above, this is my highest speed with the ship surviving the run: 252 m/s on the F3 menu, screenshot at 251.1 m/s [url]http://i.imgur.com/nHHBQzd.png[/url] [url]http://i.imgur.com/rUFHG5R.png[/url][/QUOTE] Added as the current leader. I'm surprised and impressed by the simplicity.
  18. Very simple premise: go as fast as possible with a vehicle that travels over water. RULES: 1. Stock parts, stock physics. No FAR, no part mods, no config editing. 2. No cheat menu. Don't alter aerodynamics, thermodynamics, crash resistance, fuel levels, or anything else you could access with Alt-F12. 3. Runs should be performed on Kerbin. 4. Vehicle must survive the run intact unless staging events are required. Vehicle which stage may or may not be accepted onto the leaderboards and will be reviewed on a case by case basis. 5. Vehicle cannot leave the water's surface at any time during the run. Score is maximum speed, given via the F3 menu. Videos are preferred for judging; be sure to include lots of screenshots during the run if you choose not to record. For now there's going to be one general leaderboard. If there's significant interest in this I may add more categories later on (FAR runs, runs on Eve, rocket/jet powered, manned/unmanned, etc). I may also add bonuses/multipliers (breaking the real record, multiple kerbals, I don't know). Share boat designs. Figure out how to move quickly over the seas. Viciously compete for every decimeter per second of speed. Really anything within the rules goes. I would include an example run but I think this is simple enough for most people to get intuitively, and I've yet to master boating in 1.0.5. This thread is as much for me to see boat design techniques as it is to see who can make the fastest boat. :P LEADERBOARDS: STOCK: You? [URL="http://forum.kerbalspaceprogram.com/threads/140237-Water-Speed-Record?p=2316876&viewfull=1#post2316876"]ABalazs[/URL]- 345m/s [B]<-First to break Mach 1![/B] [URL="http://forum.kerbalspaceprogram.com/threads/140237-Water-Speed-Record?p=2309527&viewfull=1#post2309527"]Gaarst[/URL]- 252m/s FAR: [URL="http://forum.kerbalspaceprogram.com/threads/140237-Water-Speed-Record?p=2312289&viewfull=1#post2312289"]Pds314[/URL]- 295.3m/s
  19. [quote name='neistridlar']Of course I did. I felt so lonely there on top of the scoreboard:sticktongue:. Did not think anyone would actually do it though. Well done.[/QUOTE] I actually did it back on the [URL="http://forum.kerbalspaceprogram.com/threads/113743-Deep-Diver-Challenge%21?p=1815768&viewfull=1#post1815768"]previous thread[/URL] but had some issues getting parts to sink with the asteroid. Do asteroids properly sink by themselves on Laythe now?
  20. From what I've read, internally, it's been orange since day 1. NASA just released images with the black/white scheme initially to harken back to the days of the Saturn rockets and drum up public interest and nostalgia. To be fair, the black/white scheme does look better, in my book. Since we don't have to worry about the weight of paint in KSP, I think it's fine if we keep the old/fake scheme.
  21. Sorry, I completely blew the orbital altitude. I believe it's now correct.
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