MinimumSky5 Posted July 22, 2015 Share Posted July 22, 2015 lol very cool, the pictures made me realise i overdid the color changes to the atmosphere. I reverted the changes back to a more subtle coloring. I'm still toying with the heating though it's annoying as hell lolI was going to say, do you want me to change the defs to reference a luminescent bacterium in the atmosphere of Serran! But about the heating, that's something that I would worry about as a deadly re-entry user, stock at Serran should be dicey, but not suicidal! Quote Link to comment Share on other sites More sharing options...
eddiew Posted July 22, 2015 Share Posted July 22, 2015 (edited) Aww, I was rather enjoying the richly hued atmosphere I landed on the deserted shores so there wasn't a lot of pink going on anyway.I'm not sure whether there was a significant problem with heating, or just my particular design was having problems. The things that consistently blew were the reaction wheels in the nacelles (sandwiched between two tanks), and the solar panels - guaranteed to kerbang at timewarp, less likely at 1x. Never saw if any other components would go, since the first of those would destroy the ascent fuel and parachute as well, dooming the mission to F9. It's possible that if the SAS modules hadn't detonated (they did so instantly, with no thermal warning bars) then nothing would have overheated at all.I'll refine the lander for next run, dump the redundant Skipper engine, put some radiators on the nacelles, and push the SAS modules elsewhere in the stack, see if I can get them to settle down.Meantime, I think some orbiter probes to distant targets are necessary. Forgot what I've set my science gain to, but it's clearly not a lot, and I feel like better tech is sorely needed... oh for a 2.5m reaction wheel!Also, if any other NH users have some mission logs to share, I'd love to see them! Would be really helpful to have a show and tell with lander concepts particularly ^^- - - Updated - - -Oh yeah, also, incompatibility report; the tourism pack for contract configurator will throw exceptions in NH due to the absence of moons around Kerbin. The author is aware and intends to put in some safety checks for unconventional layouts in a future version Workaround; delete the moons config file from the contract pack's folder when running NH. Edited July 22, 2015 by eddiew Quote Link to comment Share on other sites More sharing options...
Astraph Posted July 22, 2015 Share Posted July 22, 2015 I think I might try a career campaign with this mod. Looks fantastic! Quote Link to comment Share on other sites More sharing options...
KillAshley Posted July 22, 2015 Author Share Posted July 22, 2015 I was going to say, do you want me to change the defs to reference a luminescent bacterium in the atmosphere of Serran! But about the heating, that's something that I would worry about as a deadly re-entry user, stock at Serran should be dicey, but not suicidal!Haha na was an error on my part, forgot to clear the cache when altering the configs.*snip*.Yeah most of my atmosphere testing is using stock planes, as I figure if they can enter fine then rockets shouldn't be a fuss. Serrrans heating seems to be fine for me, got a little warm but wasn't nearly hot enough for explosions. Perhaps it was just a freak bug. I'll keep digging though.As for the incompatibility, let's hope he does put in the fix into his pack. Would love to use it myself.I think I might try a career campaign with this mod. Looks fantastic! thanks dude, just remember it's definitely not designed to be easy! Be prepared for a challenge! Quote Link to comment Share on other sites More sharing options...
eddiew Posted July 22, 2015 Share Posted July 22, 2015 As for the incompatibility, let's hope he does put in the fix into his pack. Would love to use it myself.You can, just remove the conspicuously named moons config file, and keep all the others Not sure what I need to do to get it to generate contracts beyond LKO though, maybe my rep isn't very high yet... Quote Link to comment Share on other sites More sharing options...
Tynrael Posted July 22, 2015 Share Posted July 22, 2015 Not sure what I need to do to get it to generate contracts beyond LKO though, maybe my rep isn't very high yet...Inside the Sonnah system things went pretty smooth for me, I went to Aptur, the Mun, and then Serran and recieved contracts pretty even with my goals to expand to those places. I did a lot of rescue missions to gather recruits and it steadily moved me forward. The leap outside the Sonnah system is something that I just breached, I needed more than 74% reputation to get my first Laythe contract and now have additionally had one for Derso. Quote Link to comment Share on other sites More sharing options...
KillAshley Posted July 22, 2015 Author Share Posted July 22, 2015 I wonder if there's a way I can lower the reputation required for contracts, surely there must be a way. Perhaps I'll send a message to some of the contract pack devs, maybe they'd know of a way... Quote Link to comment Share on other sites More sharing options...
MinimumSky5 Posted July 22, 2015 Share Posted July 22, 2015 Ash, can you take a look at the distant object enhancement configs? Its throwing NRefs at me, which is odd, as I haven't installed distant object enhancement! Quote Link to comment Share on other sites More sharing options...
KillAshley Posted July 22, 2015 Author Share Posted July 22, 2015 Ash, can you take a look at the distant object enhancement configs? Its throwing NRefs at me, which is odd, as I haven't installed distant object enhancement!that's strange, I'm not getting any errors on my end. can you send me the logs? Quote Link to comment Share on other sites More sharing options...
MinimumSky5 Posted July 22, 2015 Share Posted July 22, 2015 There's so many errors, its too big for pastebin! Help!? Quote Link to comment Share on other sites More sharing options...
KillAshley Posted July 22, 2015 Author Share Posted July 22, 2015 quick update:v1.6.2 is out now!Not a major release, more of just a quick polish of the mod. Hopefully the last polish update i need for a while so it leaves me time to work on other things (scatter anyone?)Changelog:-Gas giants more tolerable for Aerobraking-Added Ernus DMagic SciDefs-Added Leouch SciDefs & Dmagic Defs-Added Nolas SciDefs & Dmagic Defs-Added Titanus SciDefs & Dmagic Defs-Fixed ResearchBodies cfg-Fixed Kerbin's SOI overlapping Aptur-Fixed rescale configs for Kerbin overlapping SOI bug-Fixed Nolas's mountain to correct deformation-Fixed horizons not appearing on atmospheric planets-Tweaked science multiplier for Serran landed- - - Updated - - -There's so many errors, its too big for pastebin! Help!?go to GameData/New_Horizons and just delete the NH_DistantObjectEnhancement.cfgthats all i add towards it. No idea why it would be throwing errors though tbh, as the nodes in the cfg aren't activated in the game unless DOE is present Quote Link to comment Share on other sites More sharing options...
eddiew Posted July 22, 2015 Share Posted July 22, 2015 I had to cheat for NH again... I had a rescue mission with a guy that has a 258km orbit above Sonnah. That was never going to work I have nudged him up to 320, which is as low as HyperEdit would let him go. He's still gonna be a pain to retrieve though :/ Quote Link to comment Share on other sites More sharing options...
KillAshley Posted July 22, 2015 Author Share Posted July 22, 2015 I had to cheat for NH again... I had a rescue mission with a guy that has a 258km orbit above Sonnah. That was never going to work I have nudged him up to 320, which is as low as HyperEdit would let him go. He's still gonna be a pain to retrieve though :/yeah I want to take a good look into the contract system, it needs a good polish. Theres lots of little things....at least i managed to stop the ore contracts for gas giants! Quote Link to comment Share on other sites More sharing options...
eddiew Posted July 22, 2015 Share Posted July 22, 2015 Heh, there's bound to be little niggles surfacing for a while. Tbh, I feel like I should have tried the original orbit; his AP was above the atmosphere, it would have been an epic emergency rescue before he fell back in Still, after edit/cheat, Tomgun Kerman has now been retrieved using a double Munar slingshot to get my PE down to meet him. Also, it turns out that half the science packages fell off my Lemur lander when it came home from Serran - never noticed because I had debris hidden on the map view. And I'm too dumb to read the recovery info box. Got another 25 science out of them with a quick recover button ^^ Quote Link to comment Share on other sites More sharing options...
tkw Posted July 22, 2015 Share Posted July 22, 2015 (edited) this is what happens if you don't remove saves after downloading Edited July 23, 2015 by tkw Quote Link to comment Share on other sites More sharing options...
Astraph Posted July 23, 2015 Share Posted July 23, 2015 thanks dude, just remember it's definitely not designed to be easy! Be prepared for a challenge!We'll see if I can manage Anyway, out of curiosity - are the rescaling mods very detrimental to textures' quality? I'm a bit afraid to see Mun or Kerbin's textures stretched beyond all recognition ^^' Quote Link to comment Share on other sites More sharing options...
eddiew Posted July 23, 2015 Share Posted July 23, 2015 (edited) http://i.imgur.com/vrfitml.pnghttp://i.imgur.com/5up9air.pngAFAIK, New Horizons doesn't change Kerbin, or any stock planet. Anything on the ground is most likely something else's fault *edit* I stand corrected, see below ^^; Edited July 23, 2015 by eddiew Quote Link to comment Share on other sites More sharing options...
KillAshley Posted July 23, 2015 Author Share Posted July 23, 2015 Heh, there's bound to be little niggles surfacing for a while. Tbh, I feel like I should have tried the original orbit; his AP was above the atmosphere, it would have been an epic emergency rescue before he fell back in Still, after edit/cheat, Tomgun Kerman has now been retrieved using a double Munar slingshot to get my PE down to meet him. Also, it turns out that half the science packages fell off my Lemur lander when it came home from Serran - never noticed because I had debris hidden on the map view. And I'm too dumb to read the recovery info box. Got another 25 science out of them with a quick recover button ^^lol losing science ay? damn bro!anyways yeah it would be nice if i can find a way to exclude certain altitudes from the contract system, stop thing spawning too close to atmospheres, especially for Sonnah...I'll ask around when i have time and see what i can find.(pics)thats a bug we're aware of. When it happens you need to revert to SPH/VAB and it'll fix itself on re-launching. It doesn't happen everytime thoughWe'll see if I can manage Anyway, out of curiosity - are the rescaling mods very detrimental to textures' quality? I'm a bit afraid to see Mun or Kerbin's textures stretched beyond all recognition ^^'na, rescale mods are fine in terms of quality. The only thing they can so it stretch the terrain out a little. It makes the worlds look a little flatter, but they work fine and give a great challenge. Quote Link to comment Share on other sites More sharing options...
Astraph Posted July 23, 2015 Share Posted July 23, 2015 And what about dV? Is there any simple way to recalculate dV values to adjust for bigger distances? I guess it's not as simple as multiplying everything by 2 is it? Quote Link to comment Share on other sites More sharing options...
cantab Posted July 23, 2015 Share Posted July 23, 2015 I think that if you scale everything up by x, the delta-V requirements multiply by the square root of x. Quote Link to comment Share on other sites More sharing options...
Astraph Posted July 23, 2015 Share Posted July 23, 2015 (edited) So with *2 system we'd get dV increase of ~1.41? Sounds probable, thanks Also - am I seeing correctly New Horizons is not available by CKAN? Edited July 23, 2015 by Astraph Quote Link to comment Share on other sites More sharing options...
KillAshley Posted July 23, 2015 Author Share Posted July 23, 2015 That's correct, it's currently not on CKAN. I wanted to wait until it was stable enough before putting it on there and now it is I honestly have no clue how to do it. I'll probably have a look again at some point.... Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted July 23, 2015 Share Posted July 23, 2015 Your mod is on CKAN because you put it on KerbalStuff. It is an outdated version though Quote Link to comment Share on other sites More sharing options...
KillAshley Posted July 23, 2015 Author Share Posted July 23, 2015 Your mod is on CKAN because you put it on KerbalStuff. It is an outdated version thoughThat a pretty bad then, especially since I didn't select the option to add it to CKAN. I'll have a chat to the #ckan boys, see if there's a way to us my github, as kerbalstuff won't let me upload to it anymore Quote Link to comment Share on other sites More sharing options...
eddiew Posted July 23, 2015 Share Posted July 23, 2015 So I went to make friends with Aptur. And forgot to get any screenshots except this one Short version; you need more delta-v than you expect! Carried 1500m/s into Aptur SoI, squeaked back home with 150m/s to spare. Is this rock a solid lump of nickel-iron? O_o Quote Link to comment Share on other sites More sharing options...
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