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hydropos

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  1. If I wanted to increase kerbin's atmosphere height (say, make the scale height 8000 instead of 5600) is there a way to do that in the SKY config file?
  2. Alright, now that I got that working, I was able to mod the config file to give kerbin and mun realistic radii. Now, how do I mess with their PQS to scale up the terrain height? I want 70km high mountains! Also, I'd like to mess with kerbin's PQS land control too, to make the terrain coloration correct-ish; any thoughts?
  3. And like magic, it works! I owe you a beer. Yo, OP, can you put a note in the README file about this?
  4. Alright, I completely deleted KSP and all associated files and reinstalled fresh. I downloaded the mod zip file from dropbox on the first page of this thread (this link). The only folders in GameData (aside from the default "squad") were "SKY", "KSCSwitcher", and "Kopernicus", and all were copied directly from the folder "SKY Pack". I left out the ReadMe, Licence, or Optional rings. When I made a new sandbox game and looked at the tracking station, everything looked stock, except KSCSwitcher was working. Why isn't this mod working? Is there some setting or config I have to enable? Some file structure I'm doing wrong? Another mod I need to download?
  5. I just tried with no other mods installed (except KER), and no luck. I even verified the game cache beforehand. Just so I'm not missing anything, if the SKY and Kopernicus are working there will be another planet past Jool, and minmus will not appear in kerbin's orbit, right? Do I need to start a new game for it to take effect? My next step will be to re-install KSP and see if that does it, but I'm still hoping that I'm missing something obvious.
  6. I unzipped the file from dropbox, then moved the 3 folders ("SKY", "KSCSwitcher", and "Kopernicus") into GameData (without modifying the config file, also without the "optional rings"). KSCSwitcher seems to be active, but neither kopernicus nor SKY seem to be active. Are they both 1.0.2 compatible? Is some other mod manager needed? Are there any known incompatibilities with ScienceAlert, KER, or EditorExtensions?
  7. Is there a way I can scale up kerbin to full earth size using the SKY config file? I tried changing the radius field, but it didn't seem to do anything. I should mention, the mod seems not to be working at all. Or do I need a 1.0.2 working RSS, and if so, where do I get that?
  8. As I said before, that number was based on a bad assumption in my math. That would only apply if you had an engine pointing downward and another pointing sideways and had no way to turn your ship.
  9. That's more or less what I did, except I set everything up in terms of wasted ∆V instead of wasted energy. Let's say your craft is ascending straight vertically. Every second, you waste 9.8 m/s per second plus drag. If you have some circumferential velocity, say 1/2 orbital speed, then you only waste 0.5²*9.8 m/s per second, but now you waste more ∆V counteracting drag. The altitude (34km) was for a craft with average "drag value" of 0.3, ie something made largely from solid rockets. At that altitude, if you added any circumferential velocity, you would lose less ∆V from gravity than you would gain from drag. That value was based on an embarrassingly bad omission. My mathematical framework was such that radial and circumferential velocity were two completely independent vectors. That is to say, I didn't account for the fact that if you expend a given amount of ∆V at an angle, you add sin(θ)∆V to radial velocity AND cos(θ)∆V to circumferential.
  10. So, there is no easy way to scale the minmus terrain up? I got the mun scaled up, though I don't know if there will be any issues with science or contracts. I haven't touched kerbin on the basis that there are many PQS parameters. Is there a guide somewhere as to what they all do?
  11. Also, there's almost no PQS parameters for minmus. Do I have to insert some?
  12. It seems there are many PQS parameters for kerbin. Is there a guide somewhere as to what they all do? For the mun and minmus, I'm assuming for my purposes, I should be looking at: PQSMod_VertexHeightMap { heightMapDeformity = 9500 //7500 } and make it something like 75000 for 10x scaling?
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