KillAshley Posted September 4, 2015 Author Share Posted September 4, 2015 @Alexoff.....wow....simply, wow! That was probably the best video I have seen in a while dude! Seriously, really nice editing! I'm still in shock! Quote Link to comment Share on other sites More sharing options...
DaniDE Posted September 4, 2015 Share Posted September 4, 2015 (edited) My great insane expedition to Ernus and back! Ah, KSP Pr0nz 9/10 - I have to retract one point because you did not forget the parachutes at the end. Otherwise, splendid job Edited September 4, 2015 by DaniDE Quote Link to comment Share on other sites More sharing options...
Whovian Posted September 4, 2015 Share Posted September 4, 2015 Is the sun effect standard from NH or do you have some mods?plus, how much time (kerbal years) took the whole mission?Unless the last update was a huge visual overhaul, that's not standard in NH.I also had a question: how did you get those clouds? The cloud pack I've used looks a lot more "pencil-drawn." Quote Link to comment Share on other sites More sharing options...
Alexoff Posted September 4, 2015 Share Posted September 4, 2015 (edited) Very nice I was wondering how many radiators would be needed to let a craft survive at that solar altitude! Does landing on the night side make any difference? How long does a kerbal survive on EVA? ^^Craft can survive at this point, but there is a big problem with science equipment - it need a lot of radiators. At the night side everything is OK, it's cool? but it's almost impossible to land between the rocks. Kerbal survive for 12-14 second, I don't know exactly, because I had fps 15-18 at that point. Jeb died a lot of times until success.There was nice problem that I cannot use shields - they just evaporated near the sun and became useless. I noticed it in the end of the previous flight, it was very big surprice.- - - Updated - - -Is the sun effect standard from NH or do you have some mods?plus, how much time (kerbal years) took the whole mission?I stole this sun effect from the interstellar mod. I spent a little bit more that 3 year.I put rocket and a lot of screenshots herehttp://.............../sandbox/sohraneniya-ksp/sohraneniya-raket-sandbox/4700-puteshestvie-v-dzhahannam.htmlIt's in russian, but it's normal for me. You can find there everything. Edited September 5, 2015 by Alexoff Quote Link to comment Share on other sites More sharing options...
KillAshley Posted September 5, 2015 Author Share Posted September 5, 2015 ok kids, pushing a small update to fix a few errorsThe 1.6.5 update is available now on Github, however the mirror sites, such as Curse & KerbalStuff will be uploaded later tonight.changelog:-Many fixes & tweaks-Reworked atmospheres for Titanus & Leouch-Removed redundant flighGlobalsIndex finally-Stopped the "quicksand" bug where kerbals sunk into the ground and died-Added Sentar Expansion compatibilitybe advised thought, entry in Titanus's atmosphere is pretty deadly, with the high atmosphere and high gravity combined it will make overheating a major issue Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted September 5, 2015 Share Posted September 5, 2015 congrats on the release Quote Link to comment Share on other sites More sharing options...
Nori Posted September 5, 2015 Share Posted September 5, 2015 uh I installed the update and my ships around Serran are now around Eli or Lave and stuff around Sonnah is now around Arin. Very weird.. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted September 5, 2015 Share Posted September 5, 2015 uh I installed the update and my ships around Serran are now around Eli or Lave and stuff around Sonnah is now around Arin. Very weird..it has probably to do with flight global indextry just moving them with HYback up your saves first Quote Link to comment Share on other sites More sharing options...
Nori Posted September 5, 2015 Share Posted September 5, 2015 Yeah I reverted the install back to 1.6.4 and restored my save (I use S.A.V.E.).I'll deal with it later. Quote Link to comment Share on other sites More sharing options...
KillAshley Posted September 5, 2015 Author Share Posted September 5, 2015 Yeah sorry, should have mentioned that. It's because the flightGlobalsIndex has been removed from NH configs, as they aren't needed any more. Something I overlooked while rushing to get ready for work:blush: Quote Link to comment Share on other sites More sharing options...
cantab Posted September 5, 2015 Share Posted September 5, 2015 (edited) It's a routine problem when adding, removing, or sometimes updating planet packs and it's fairly easy to edit the save to fix it.1) Note down where everything is before you change your planets. Screenshots of the tracking station work well.2) Change your planets, and start the game up, but don't open your savefile yet.3) Check the file Logs/Kopernicus.log. In there are all the flightglobalsindex values for the planets and moons.4) Go through your savefile searching for lines that say "REF = (some number)". There will be one for each vessel in the ORBIT section. Change the number to be the flightglobalsindex for the correct planet or moon that vessel should be at. Edited September 5, 2015 by cantab Quote Link to comment Share on other sites More sharing options...
Nori Posted September 5, 2015 Share Posted September 5, 2015 It's a routine problem when adding, removing, or sometimes updating planet packs and it's fairly easy to edit the save to fix it.1) Note down where everything is before you change your planets. Screenshots of the tracking station work well.2) Change your planets, and start the game up, but don't open your savefile yet.3) Check the file Logs/Kopernicus.log. In there are all the flightglobalsindex values for the planets and moons.4) Go through your savefile searching for lines that say "REF = (some number)". There will be one for each vessel in the ORBIT section. Change the number to be the flightglobalsindex for the correct planet or moon that vessel should be at.Thanks I'll do this later today. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted September 5, 2015 Share Posted September 5, 2015 Thanks I'll do this later today.a quick trick is doing something like thislet's say you want to changeREF = 25 to REF = 29andREF = 29 to REF = 31you can just use find and replace (notepad or whatever editor you want)find "REF = 25" replace with "REF = @25"find "REF = 29" replace with "REF = @29"find "REF = @25" replace with "REF = 29"find "REF = @29" replace with "REF = 31"if you have A LOT of crafts, this is quicker Quote Link to comment Share on other sites More sharing options...
KillAshley Posted September 5, 2015 Author Share Posted September 5, 2015 ok guys, after a little debate about it I have added the flightGlobalsIndex numbers back in for the time being. Will help too with a few very minor issues. Github has been updated with the same release version, and the mirror sites are being uploaded as I type this Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted September 5, 2015 Share Posted September 5, 2015 Does this support the SETI contracts? I'd love to use this in a modded career with SETI. Quote Link to comment Share on other sites More sharing options...
Space Pandas Posted September 6, 2015 Share Posted September 6, 2015 Does this support the SETI contracts? I'd love to use this in a modded career with SETI.I've been using the SETI tech tree (with the extras removed so it's just the tech tree) and I've been doing just fine. I tried to use the SETI contracts at first and I just ended up getting multiple of the same contract at the same time, so I removed them and am just using the stock contracts Quote Link to comment Share on other sites More sharing options...
KillAshley Posted September 6, 2015 Author Share Posted September 6, 2015 I can look into some sort of seti compatibility soon, but I have quite a few other things to sort out first Quote Link to comment Share on other sites More sharing options...
dom700 Posted September 6, 2015 Share Posted September 6, 2015 lol the changes sent a stranded kerbal (rescue mission) from Serran to Eli, since I got annoyed trying to land next to the Kerbal, I will try Eli Quote Link to comment Share on other sites More sharing options...
Therlun Posted September 6, 2015 Share Posted September 6, 2015 When I try 1.6.5 the game freezes at the end of the loading screen.The log has these entries at the end for all the planets:[WRN 16:40:52.062] Cannot find preset 'High' for pqs 'Oree(Clone)'[WRN 16:40:52.063] CelestialBodyTransform: Cannot find CelestialBody.[ERR 16:40:52.064] [PQS Error]: Sphere target is null!The 1.6.4 version has these in the log as well, but it doesn't hang. So I assume it fails to do the next step?If I revert to 1.6.4 the game runs fine again. Quote Link to comment Share on other sites More sharing options...
KillAshley Posted September 6, 2015 Author Share Posted September 6, 2015 When I try 1.6.5 the game freezes at the end of the loading screen.The 1.6.4 version has these in the log as well, but it doesn't hang. So I assume it fails to do the next step?If I revert to 1.6.4 the game runs fine again.did you leave it for a while? at first load up of a new version it has to generate .bin files, it takes a little while depending on the PC's power, however mine usually hangs for about 20-30 seconds or so. Quote Link to comment Share on other sites More sharing options...
Therlun Posted September 6, 2015 Share Posted September 6, 2015 Yes, I left it alone for several minutes. Quote Link to comment Share on other sites More sharing options...
Space Pandas Posted September 6, 2015 Share Posted September 6, 2015 I can confirm, 1.6.5 is causing my game to hang indefinitely at the end of the loading screen as well. I even left it alone to go watch a movie and came back and it was still stuck Quote Link to comment Share on other sites More sharing options...
KillAshley Posted September 6, 2015 Author Share Posted September 6, 2015 can you two pleases send me your KSP/logs/ folders so i can have a look? Quote Link to comment Share on other sites More sharing options...
Nori Posted September 6, 2015 Share Posted September 6, 2015 I've been using the SETI tech tree (with the extras removed so it's just the tech tree) and I've been doing just fine. I tried to use the SETI contracts at first and I just ended up getting multiple of the same contract at the same time, so I removed them and am just using the stock contractsIt isn't because the targets are hard coded.It is possible to make it "compatible" but unfortunately it would be extremely time consuming.I've mentioned it before but I'm actually working on a contract pack with progression similar to SETI contracts but that is compatible with all planets and I'm thinking about releasing a beta version soon. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted September 6, 2015 Share Posted September 6, 2015 I tried it just now and having in my GameData only:Kopernicus (v0.3.3)New_Horizons (v1.6.5 downloaded from Curse)ModuleManager (v2.6.8)KSP started normally and without much hang time, and all the planets / moons from NH where there Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.