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lajoswinkler

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Everything posted by lajoswinkler

  1. I've encountered slight issues. Framerate drops a bit in orbit/flight and you always see a white cross, sideways, somewhere on the sky. It's small, but it's there even if I turn off the trajectory. Nothing very concerning, but still an issue.
  2. No tail, no coma. One day I'd like to see Scatterer coma+tail around it, but I'm way too dumb to make it happen.
  3. This is a modified part of Sentar Expansion mod made by Borisbee, which itself is a modernized Planet Factory by Kragrathea. Both of them did a massive great job. My longstanding opinion is that KSP should get a body like Ascension (and Ablate, for that matter) for its unique qualities and mission opportunities, but years have passed and no development regarding the solar system was observed. For those reasons I've decided to do make this modification so that a stockalike comet reaches wider audience. Some crucial parameters of the original comet have been tweaked after calculations and experimenting in order to make it behave more realistically for stock KSP solar system. All the original orbital parameters have been preserved as Kragrathea made them. Only the comet itself has been reduced in size and mass and its surface has been darkened. Sadly, there is no tail because I really don't know how to make one, but if/when circumstances allow it, it will get both coma and a tail full of poisonous goodies, preferably variable in size. fuel requirements - Missions require loads of Δv and careful planning. This is way worse than trying to catch an asteroid about to hit Kerbin. Speed differences are enormous. thermal protection - Be careful with timing your mission. If you stay on the comet during perihelion, whatever you landed there might cook. surface mobility - I recommend Kerbal Attachment System mod to anchor your vessels firmly against the surface. Kerbals should use jetpacks as they can't walk. "Orbital mode" for the view could be used without any issues as "down" is barely applicable here. Rovers can't use wheels, but tiny landers with reaction wheels can happily hop around. One must observe care when orbiting Ascension or moving on its surface. KSP experiences floating point errors at extreme values, being large or small . For example, gravitational constant gets wonky. Also, Ascension rotates at 66.6% of maximum (superfast rotator) speed, so if a Kerbal jumps from the equator, it's possible there is no coming back if the cliff is high enough. It's entirely safe to jump on poles, but make sure you pack propellant unless your Kerbal doesn't mind spending hours falling back. Even though surface gravity is enough to keep them on the ground, the floating point problem gets even worse in the case of Kerbals just standing on the equator. They aren't held by the ground properly. That's KSP's problem, not something that I can solve. home signal - Mind the aphelion distance because even the strongest stock relay antenna will lose signal near comet's aphelion. Features tiny inactive comet, a crumpled rubble pile problems catching it and staying on it periapsis below Moho and apoapsis above Eeloo (or, if you use Outer Planets Mod, between Sarnus and Urlum) "biomes" gravity so low Gilly feels like your mom Plans coma and tail(s) active surface (gas jets) surface scatter (approximation) Recommended mods - Kerbal Attachment System - Probes Plus - Antenna Helper Download links https://spacedock.info/mod/1409/Realistic Ascension https://kerbal.curseforge.com/projects/realistic-ascension Installation if you have "Sentar Expansion" mod installed, delete the Ascension folder from it, for obvious reasons extract the "Realistic Ascension" folder into your GameData folder like this: Kerbal Space Program\GameData\RealisticAscension install latest Kopernicus fitted for your version of KSP Licence GPLv3
  4. My feedback - it works great. I can finally use the lowest orbital layer without any problems. I do wonder what'll happen when Scatterer gets updated and I install it. I usually turn off its ocean and insted just use it for its original purpose, scattering light in atmosphere.
  5. Excellent, thank you for putting this out like this, in a separate thread. Good work.
  6. Are you aware of the fact that last two versions of KSP have this possibility?
  7. This is too important to be burried in that dusty archive alone. I'd make this a proper plugin and upload it on Spacedock and Curse.
  8. I didn't mean to sound pushy, of course. I just think that Procedural parts are one of those mods that's essential and very important, yet usually people take it for granted and there isn't much feedback, compared to the number of people using it. It probably wouldn't be an overestimated claim that PP is the most used mod for KSP.
  9. R5 M200 / HD8500M. I can run KSP 64-bit at highest settings, smoothly, without problems, but whenever there's sea of Kerbin visible, and I'm beneath that dreaded 160 km limit, framerate drops beneath 20. BTW is there a way to push that limit to, let's say, 80 km? I avoid 75-160 km layer because of these things which is a shame as it's good for interplanetary mission preparation.
  10. Yes, and Squad never solved the problem of framerate drop when ocean is in your field of vision. It's a pretty annoying thing.
  11. AFAIK, Patreon requires constant resource dripping (pledge) and not many people want that. Why don't you put up a PayPal link so that people can do a random financial injection?
  12. OK, I found the solution. It's a Steam thing, apparently. It's in the right click menu of the game, under "Play game". It's stupid. It basically forces, ina clandestine way, the players to play 32-bit without knowing. At least you could see what you've chosen before.
  13. For some reason, when I start KSP over Steam now, it doesn't ask me if I want "play KSP" or "run 64-bit" anymore. It just starts. And it's the 32-bit version it launches. So... what's up with that?
  14. This is one of the most important mods for KSP, but it's always very slow to update. I wish I could do programming, I'd help with it.
  15. As I've been occasionally toying around with high altitude planes going faster than 3 mach, I've decided to try out a trip around Kerbin. Funny, but I've never tried that. Go big or go home, it's said, so I've used the largest parts, all stock. Mind that I'm using Realistic Atmospheres and my reentry heating is set to maximum of 120%. There are six R.A.P.I.E.R. engines, each has its own Ram Air Intake, and there's an additional one at the nose, for a good measure. It takes off at around 60 m/s and takes few minutes to reach upper troposphere. At that point, I use full thrust to get to the 20 km mark. When the plane reaches those parameters, thrust is set to 40% or lower. Flight is stable, going in a sine wave between 25 and 20 km for the most part. Speeds range from around 3.5 to 4.6 mach and parts reach some 80% of their critical temperature. As Kerbin is rather small and this thing goes very fast, it's necessary to lower the nose every couple of minutes to follow the curvature properly. Entering new day and sunrise. Flying over the large crater lagoon. Few seconds after one hour of mission duration, Titan plane reaches the space center. Fuel tanks are still almost 40% full.
  16. I can report that this mod is not working correctly in v1.3. KSP now has three brightness adjusting sliders and that clashes with Planetshine. Terrain gets way too bright (looks like a constant nuclear explosion) and the mod disables those stock sliders. Actual illumination of vessels in orbit works.
  17. Thanks, this is one of those mods I have in all my KSP versions.
  18. Good work, dude. I just hope the Scatterer issue will get resolved. That's all I use and it's enough for me.
  19. I can confirm, this precious mod still works with the newest Kopernicus.
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