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technoDaleks

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Everything posted by technoDaleks

  1. Admittdedly it's been some time since I've loaded KSP but I don't recall this shadow checkers pattern. I've uninstalled, reinstalled, and verified game files (this is on Steam), but it persists. Unless by chance this is how it's supposed to look? KSP Version: 1.6.1.2401 (WindowsPlayer x64) en-us, 1.6.1 Making History What Happens: In Menu screen, Kerbals have a checkerboard shadow pattern across their faces. Mods / Add-Ons: All Stock, clean install Steps to Replicate: Launch KSP as normal. Other Notes/Pictures/Log Files: - Screenshot:
  2. Hello! Was going to ask about stock-alike real fuels but that already gas a thread covering it. Is there a mod, or conversion advice, for real engines in the stock setting? I took a search and didn't see anything, other than an older thread for stock-alike real rules that's gone to pasture. I know there is the Realism Overhaul mod. The reason I want to keep to the stock setting is compatability and sizing with other mods I want to use, such as Future Tech. Thank you and best regards.
  3. I did do a search and didn't find what I was looking for, so I'm asking as a general here. Are there any mods that do cold/freezing damage? I know there are alot dealing with heat dissipation and damage, but are there any mimic damage done to parts or causing parts inoperability due to cold or freezing if, say, electric charge is depleted?
  4. Bravo! I've always been a fan of trying to apply some level of "realism" to KSP. To each their own . I took a look at planetary composition back a bit for roleplaying / story purposes, but gave up part way through from the effort involved. A new element would be one way to address the densities issues. The angle I looked at it from was that the KSP Universe had similar, but different, scaling for materials and elements for lack of a better word. For an example, let's look at Kerbin. Density is 58.48 g/cm³. Earth is at 5.514 g/cm³. So an order of magnitude difference and some change. For this thought experiment, we can assume that materials are roughly 10x denser in the KSP Universe if we fix Kerbin's composition (silicate crust and mantle, iron metal core) to Earth's. Jumping to our nearest neighbor, Mun / Moon, we have 29.13 g/cm³ to 3.3464 g/cm³. Again, close but not quite, but like Kerbin to Earth the composition is probably close. Things start to break down a little when we go to Eve / Venus [85.22 g/cm³ to 5.243 g/cm³]. As noted, this would indicate the Eve in KSP would consist of heavier elements, perhaps larger proportion of the core is metal?. Duna / Mars [32.90 g/cm³ to 3.9335 g/cm³] isn't as far off as above. Perhaps Duna consists of more silicates and frozen volatiles, or a 'dirtier' iron or smaller core? Minmus loops things up alot though (no, I will not buy the mint ice cream argument. I said "realism" darnit!!)
  5. Hello, First, I want to thank all involved for this great mod. It's one that I cannot enjoy Kerbal without. My question is, has anyone encountered issues with Tweakscale? Particularly with the Computer Core part? With a default install, the computer core doesn't have any Tweakscale option. When I copy another part setting in the Warp Plugin tweakscale file, I am able to resize the piece. However, when switching to another vessel and back, it resizes itself to the default 3.75m. Moving the Tweakscale setting to the part cfg itself prevents it from resizing. However, it has a different new problem in which a 'gap' appears between it and the piece stacked above / under it which appears whenever I switch vessels or return go the VAB. I'll continue checking cfg files, but am hoping someone has encountered this or has a fix. This is with Tweakscale v1.52 & Interstellar 0.7.21.
  6. Tried this and it worked! Even with resized textures. However, the same fix doesn't work for the the gas giants - placing their settings in the AVP Eve & Jool file breaks the clouds. Putting them in the main config file doesn't do anything. I don't know if it has something to do with the move to DDS for the planet textures or not, or why it would only impact the gas giants. Or why switching things around in config files would matter, even. Really wish I could get the gas giant clouds to come up, but I haven't a clue how to correct it. It couldn't have anything to do with the OPM gas giants calling for auroras in the cfg when I don't have the aurora pack installed, is it? Edit1: HNNKKKKK!!! It was, I got my clouds now. Thanks hazard-ish!!!
  7. Hello, Sorry to bother, but I'm having trouble getting the clouds to display for OPM. I have the 1.5.5 version, the OPM AVP cloud config files installed, followed the AVP install instructions, etc. Right now, aside from OPM and the mods identified as needed by OPM and AVP, I have nothing else added. I've tried doing fresh 'installs' for AVP (as well as reinstalling KSP itself) to correct the issue without much success. I did try resizing some of the AVP textures to be less memory consuming and am still checking if this is the cause of the problem, but the clouds showed up fine on the stock planets. I'd be most greatly if anyone could point me in the right direction for getting the clouds to display. They were just fine in the 1.5.2 version. Edit 1: Overwriting Tekto's cfg with Eve's settings didn't seem to do it hasn't worked.
  8. Hello CaptRobau, Just wanted to pop in to give you a big thank you for the mod! I dropped KSP for a little while when it moved to 0.90 as I couldn't get additional planets to expand the stock system to work. You've breathed new life into the game for me (especially with realistic styled planets!! <3). Cheers!
  9. What do you mean by 'doesn't rotate'? Per chance do you mean tidally locked where the same face is pointed toward the parent body at all times (i.e. Moon wrt Earth)? And not to nitpick, but a half completely frozen planet makes no sense, especially not when you want 1/2 the surface to be habitable. If your atmosphere is freezing out (basically, condensing into a solid and settling like snow), then the entirety of your atmosphere will eventually end up frozen on the frozen side. Not to mention planet interiors and cores can't "half freeze" in the sense of sides. Over time liquid cores will eventually solidify but this happens from the outside in, if I recall correctly. I can't see a planet ending up half molten core and half frozen core, at least not in the sense of hemispheres.
  10. Ah, thanks! I should have searched the thread for Planet Factory first - or better yet, test x86 v. x64 with and without it first to verify. *Is embarrassed now* But, thank you for all your work. I've found I can't play KSP without EVE now. I need the clouds. XD
  11. Hello! Apologies if this was already answered (I did my best to dig through posts and search for it, but it doesn't seem conclusive). Is the mod compatible with x64? I've tried the 7-3 version and the clouds do not show up in x64. I also tried the x64 overhaul link that was posted, and this too was without success. I've stripped out my mods to test this (save Planet Factory) to make sure it wasn't something else. If there's any testing or logs I can do/pull for this, please let me know. I'm happy to help.
  12. Hello! I've tried out the mod, but clouds/atmospheres don't seem to work, especially for Lynx. I hyper-edit'd a lander to the surface and the science instruments show no pressure. Parachutes also don't open. I edited the config file to change the template from Minmus to Eve and that fixes the atmosphere issue but messes up the planet scaling. I had the same issue before v 24, so I'm sure it's not related to that. Is there a corrected download file? I'm seeing this issue with from the download files in the opening post. Thanks!
  13. Hello! Was the information display for drag changed? By this, I mean that in the past I could right click on a part and see how much drag it was causing. has this been bundled into the general information display?
  14. Hello, Apologies in advance for the deluge of questions, butttt...I want to install some of the Planet Factory CE files but I also want Interstellar to work for those planets. I've searched through prior posts to check what 'corrections' are needed. So I'll need to add the new planets to the atmospheric resources (i.e. @ATMOSPHERIC_RESOURCE_DEFINITION[Planet1Argon] { resourceName = Argon } Same idea for the oceanic resources and the planetrary resources. However, for the planetary one it requires a map. How can I generate one of these for a new planet, and how to make sure that the map 'size' matches the planet 'size'? And what does the scale multiplier in the planetary resource def control? I also read that I need to make sure that the flight globals index is in order of least to greatest for them, same as their distance to Kerbol otherwise it will cause issues with the resource generation. Does this exclude any new planets from being added within Jool's obrital radius, or if I give it a number '17' (Jool's index is 16 I think), will it be ok? And, sorry, how do moons factor into the number assignment? And to get the antimatter/magnetometer working, I need to make sure that the appropriate planetary data is in their respective .cfg file. I think that's the jist of it...at the moment, at least.
  15. Hello! Sorry to bother, but I noticed some of the moons in the Poltuara folder are missing, Limas and Jipotis. I checked a few pages back and didn't see anything about there being issues with them. Or, did I misread and these are moons yet to come? I'm also curious where the Verviedi Pack has gone too (the current download link does not have it). Sorry if some of these questions have been answered before! Regards
  16. So testing things a little bit, I found how to resolve the conflict (or at least get the FAR icon to return to the toolbar, which I hope indicates things are working). Looking through the .cfg files (thanks metaphor!) for Sido's Urania System, I found 2x of the bodies shared the same value: Deimos and Phobos, both at 730. Looking through the rest of the files, these two were the only ones that had a conflict. The values 'count up' from the center, Urania, though it isn't a perfect correlation with their orbital radius. I changed Phobos from 730 to 720, and it restored FAR to the toolbar. I'm not sure how these numbers were derived, or what they control, however. I checked Krag's Sentar System .cfgs, and the contents are vastly different and do not include any flightGlobalsIndex value (it also doesn't seem to have any conflict with FAR). I don't know what the interactions are. I'll stop rambling now. @_@ For Reference Urania = 700 Ares = 710 Phobos = 730 Deimos = 730 Rhea = 740 Themis = 750 Minos = 760 Hermes = 770 Hestia = 780 Hectate = 790 Crios = 810 Hyperion = 820 Vulcania = 830 Hephaistos = 840 Erato = 850 Fragum = 860
  17. Thanks! If I may ask, what does this parameter control, and are there any restrictions to what number can be used for it? I'll go on a limb and guess they were picked for a reason and are not random integers.
  18. Hello, ferram4 found where the conflict lies. To quote, I found where the FlightGlobals index is in the cfg file for planets. Sorry for the questions (I searched the thread using the keywords and didn't get any hits), but is there a way to reconcile or change the FlightGlobal index for custom systems to avoid the conflict? The lines from the output_code for this are: ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[system.Int32,UnityEngine.Vector3].Add (Int32 key, Vector3 value) [0x00000] in <filename unknown>:0 at ferram4.FARGlobalControlEditorObject.LoadConfigs () [0x00000] in <filename unknown>:0 at ferram4.FARGlobalControlEditorObject.Awake () [0x00000] in <filename unknown>:0 http://forum.kerbalspaceprogram.com/threads/68252-PlanetFactory-CE-Ferram-Aerospace-Conflict?p=944947
  19. Hello Kragathea/KSP Community, This is question about a possible 'mod' conflict with FAR. When I have mod FAR and the PlanetFactory/Sido's Urania system loaded, the FAR icon does not appear on the Toolbar. When I remove PlanetFactory from my GameData, the FAR icon reappears. I don't know if this is just cosmetic, or if running one interferes with the other. I would love to be able to run both mods. Please let me know if there's anything I can provide to help troubleshoot. Regards!
  20. Hello! I want to start off saying, thank you very much for this mod and I look forward to trying! I wanted to confirm one thing before installing, though. Perhaps another forum member may have answers as well. When I go into the .cfg files, or even any of the README files, there is no formatting to text as in the carriage returns seem to be gone, ending with giant blocks or 1-3 lines that run across the screen instead of the orderly syntax of code. Will this impact how the mod runs? To verify it wasn't me, I re-opened .cfgs and READMEs from other mods I have installed and they do not have any abnormal formatting.
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