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hydropos

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Everything posted by hydropos

  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?
  13. I've been playing KSP on a 10x scaled kerbin system (Real Solar System and JSimmons' config file). What I would like to do is scale up the terrain on kerbin/mun/minmus 10x as well. I'm aware this isn't realistic and may be somewhat ridiculous, but I think it would be fun. What is the best (or simplest) way to do this?
  14. I'm currently using the 10x kerbin config. Can someone point me to a guide/plugin to make the Mun's terrain steeper?
  15. Are you sure? Try putting something into orbit. If it takes 8000m/s, you're doing it right.
  16. If you just do that, you'll get a system that is earth-like (in regards to what is where), but still uses the same kerbal planets/moons. To get a 10x kerbal system, you need to replace the RealSolarSystem.cfg file with the one JSimmons made.
  17. Any chance of this, Nate? EDIT: Nevermind, I installed v6.2 and swapped the old dll for your most recent one and everything works. I don't even understand. Maybe this was an issue with the other two folders that came with v7.1?
  18. What do you mean by the new RSS dll? The one from v7.1? XD In all this, I accidentally overwrote my only copy of 7.0. I can't find a zip on my HD for v7.0, so I think I think I actually patched a pre-release 7.0 together from v6.2 and the publically available files on your github. I'll try to re-create it, else I might need to ask you for a 7.0 DL link. EDIT: Can't seem to re-crate it. Do you have the v7.0 dll file backed up anywhere?
  19. Just did this, and it didn't work. And I deleted more than just gamedata. Any folder that I even thought I modified in any way (resources, saves, plugindata, etc) I deleted. FYI, the first time I extracted the RSS zip file, I got one folder called "RealSolarSystem_v7.1" containing three folders and a modulemanager. I moved the contents of that folder into gamedata, instead of moving the folder itself into gamedata. I also tried just moving the folder (containing all three sub-folders) into gamedata and the results were the same. I don't know what you changed between 7.0 and 7.1, but it does not like my computer. Also, when I boot on 7.0, the game says it may be incompatible, but everything seems to work. Should I be worried about this?
  20. I just switched back to RSS 7.0 and everything works fine. Not sure what was going on with RSS7.2. There's two hours of my life I won't see again.
  21. Well, I just used steam to verify the integrity of the game's local files. It found some files that failed to verify (likely the stock/default ships I removed) and fixed them, however kerbin's SoI is still short of the mun. I'm totally stumped. It's not JSimmons' config file, it's not being caused by another mod, and it's not a corrupted game file. Unless I'm being derpy and installing it wrong, I don't know what else it could be. I'm going to try using an older version of RSS. I still have 0.6.9 somewhere or other. That sounds cool, but what I'm hoping to do is play on JSimmons' 10x scaled kerbin (for the sake of career mode), so the textures wouldn't apply.
  22. I removed all my other mods, except for RSS, and the SoI thing is still happening. I guess that rules out compatibility issues... The OP says if we don't DL a texture pack, things scale up, just without any visual differences. Are they mandatory?
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