Iso-Polaris Posted September 2, 2017 Share Posted September 2, 2017 Just now, TheRagingIrishman said: @Sigma88 I can't find one anywhere, sorry @Iso-Polaris ya but that's hard and you need to get the altitudes right step 1: set it to 0 step 2: launch a sounding rocket step 3: see the altitude it "crashs into terrain" Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted September 2, 2017 Author Share Posted September 2, 2017 ok, I fixed the issue and I will include the fix into the next release Quote Link to comment Share on other sites More sharing options...
Wercho Posted September 2, 2017 Share Posted September 2, 2017 First, this is a great mod and a big help for resizing things. Great work. Second, I've been having a go at creating PQSCity groups for KerbinSide. My config is attached below. I used the method of looking for the PQSCity names in Kittopia, and creating the config file from that. The good: The stuff around KSC (KSCUpgrades in KerbinSide) works great, and everything shows up where it should be, except the KSC VAB Helipad. The bad: all the other KerbinSide sites aren't being moved together as groups. (I've been trying on 3.2x rescale with buildings at 1x.) Also, on some of them the a spawned craft starts under the terrain, while on others it is on the pad like normal. Anyway, it seems like this feature is partially working, but not many people seem to be interested in it so it's probably a low priority. For others who are interested, for lauchsites and runways (and any other spawn point) Kerbal Konstructs seems to create a PQSCity name that matches the name of the Launchsite in the KK config file. For other things, it creates a PQSCity name of of [groupname]_[staticname]_[index] (without the brackets). Index starts from 0 and counts up for duplicate statics in a group. So, an example would be TheShelf_ksidelighthouse_0. Config File Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted September 2, 2017 Author Share Posted September 2, 2017 (edited) 20 minutes ago, Wercho said: First, this is a great mod and a big help for resizing things. Great work. Second, I've been having a go at creating PQSCity groups for KerbinSide. My config is attached below. I used the method of looking for the PQSCity names in Kittopia, and creating the config file from that. is there a particular reason why you chose to define the group manually rather than use KKtoSD? 20 minutes ago, Wercho said: The good: The stuff around KSC (KSCUpgrades in KerbinSide) works great, and everything shows up where it should be, except the KSC VAB Helipad. I noticed the helipad has spaces in its name, that could be the cause of the issue. do you think you would be able to go into Kerbinside cfgs and change the helipad's name to be "KSC_VAB_Helipad", use that name in your PQSCity_Group cfg and see if that works? otherwise I'll take a look personally 20 minutes ago, Wercho said: The bad: all the other KerbinSide sites aren't being moved together as groups. (I've been trying on 3.2x rescale with buildings at 1x.) Also, on some of them the a spawned craft starts under the terrain, while on others it is on the pad like normal. Anyway, it seems like this feature is partially working, but not many people seem to be interested in it so it's probably a low priority. it's not low priority, but usually I work on the feature for which I receive bug reports, so progress on this feature is slow because nobody seems to be using it I'll try to get a closer look at your problem, but I remember getting it to work in the past so I think it should work now as well KKtoSD should also be able to fix this, unless you have a particular reason to not use that mod I would suggest you try and see if it solves your issue Edited September 2, 2017 by Sigma88 Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted September 3, 2017 Author Share Posted September 3, 2017 @Wercho I did some tests I used CentralLakes as test base SD groups seem to work well with CentralLakes using the following cfg: PQSCity_Groups { GROUP { name = CentralLakes body = Kerbin MODS { PQSCity = Central Lakes Space Operations PQSCity = CentralLakes_ksideapartmentblock1_0 PQSCity = CentralLakes_ksidearcology_0 PQSCity = CentralLakes_ksidearcticshack_0 PQSCity = CentralLakes_ksidebarracks3_0 PQSCity = CentralLakes_ksidebaywalllong_0 PQSCity = CentralLakes_ksidebaywalllong_1 PQSCity = CentralLakes_ksidecommsstation1_0 PQSCity = CentralLakes_ksideterrainbeachgrass_0 PQSCity = CentralLakes_ksidevabsph2_0 } } } notice that I put the "Space Operations" first because when a central point is not defined, SD will assume the first PQSCity listed is the center also, I've chosen that mod as the center because it is the one directly below the spawn point for now it would seem that moving the spawn point is not possible Quote Link to comment Share on other sites More sharing options...
Wercho Posted September 3, 2017 Share Posted September 3, 2017 2 hours ago, Sigma88 said: is there a particular reason why you chose to define the group manually rather than use KKtoSD? Dang, I wish I'd known about that before I worked on the config I suggest adding a link to that in the OP under the PQS section. Everything seems to be working fine now. Second, is there a way to exclude a static from KKtoSD? There are a few that shouldn't be relocated (like the radar tower from KSCUpgrades) because they match specific geographical features. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted September 3, 2017 Author Share Posted September 3, 2017 3 minutes ago, Wercho said: Dang, I wish I'd known about that before I worked on the config I suggest adding a link to that in the OP under the PQS section. Everything seems to be working fine now. huh, I thought I had included it... weird 5 minutes ago, Wercho said: Second, is there a way to exclude a static from KKtoSD? There are a few that shouldn't be relocated (like the radar tower from KSCUpgrades) because they match specific geographical features. I think if you define a brand new group and include that PQSCity KKtoSD will not be able to group it with KSCUpgrades but I'm not 100% sure Quote Link to comment Share on other sites More sharing options...
Wercho Posted September 3, 2017 Share Posted September 3, 2017 4 minutes ago, Sigma88 said: I think if you define a brand new group and include that PQSCity KKtoSD will not be able to group it with KSCUpgrades but I'm not 100% sure Yep, worked like a charm Thanks! Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted September 3, 2017 Author Share Posted September 3, 2017 @Wercho the latest KKtoSD should fix the spawn points not moving with the rest of the PQSCity Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted September 4, 2017 Author Share Posted September 4, 2017 (edited) Edited March 8, 2018 by Sigma88 Quote Link to comment Share on other sites More sharing options...
Akira_R Posted September 27, 2017 Share Posted September 27, 2017 @Sigma88 In case you weren't aware it seams the latest Kopernicus update broke SigmaDimensions, do you need logs and such? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted September 27, 2017 Author Share Posted September 27, 2017 42 minutes ago, Akira_R said: @Sigma88 In case you weren't aware it seams the latest Kopernicus update broke SigmaDimensions, do you need logs and such? No, I'm working on it. Need to get enough time to finish Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted September 28, 2017 Author Share Posted September 28, 2017 (edited) Edited March 8, 2018 by Sigma88 Quote Link to comment Share on other sites More sharing options...
Akira_R Posted September 29, 2017 Share Posted September 29, 2017 19 hours ago, Sigma88 said: Sigma Dimensions v0.9.3 updated to latest kopernicus, added loading screens and more *snip* Thank you sir/madam, your ongoing work for the community is greatly appreciated!! Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted October 6, 2017 Author Share Posted October 6, 2017 no changes are required for compatibility, so the latest version of SD is compatible with both old and new kopernicus Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted October 8, 2017 Author Share Posted October 8, 2017 (edited) Edited March 8, 2018 by Sigma88 Quote Link to comment Share on other sites More sharing options...
JeeF Posted October 10, 2017 Share Posted October 10, 2017 (edited) Loved the mod! XD I can imagine people on my planet having to duck once a day, lmao. Edited October 10, 2017 by JeeF Quote Link to comment Share on other sites More sharing options...
lordcirth Posted October 10, 2017 Share Posted October 10, 2017 13 minutes ago, JeeF said: Loved the mod! XD I can imagine people on my planet having to duck once a day, lmao. That's hilarious! What happens if you try to land on it? Does it even have a sphere of influence? Quote Link to comment Share on other sites More sharing options...
JeeF Posted October 11, 2017 Share Posted October 11, 2017 1 hour ago, lordcirth said: That's hilarious! What happens if you try to land on it? Does it even have a sphere of influence? Quite disappointing really. I braced for impact and then... nothing! My spaceship went right thru the moon like it wasn't there. I'm still puzzled about why did it happen. Quote Link to comment Share on other sites More sharing options...
blowfish Posted October 11, 2017 Share Posted October 11, 2017 I'd hazard guess that KSP only allows one planet's terrain to be loaded at any given time. Quote Link to comment Share on other sites More sharing options...
lordcirth Posted October 11, 2017 Share Posted October 11, 2017 1 hour ago, JeeF said: Quite disappointing really. I braced for impact and then... nothing! My spaceship went right thru the moon like it wasn't there. I'm still puzzled about why did it happen. So if I recall correctly, the other bodies you see are in a different scene in Unity, and they overlay the cameras. And only the body you're currently in the influence of is loaded. Now, if you shrank the Mun and cranked up it's gravity, you might pass into it's SoI before hitting the surface, so maybe try that! Quote Link to comment Share on other sites More sharing options...
JeeF Posted October 11, 2017 Share Posted October 11, 2017 Maybe if I have the moon at the right distance, in geostationary orbit, I can link both with a space elevator. XD Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted October 30, 2017 Author Share Posted October 30, 2017 (edited) Edited March 8, 2018 by Sigma88 Quote Link to comment Share on other sites More sharing options...
Lestes Posted October 31, 2017 Share Posted October 31, 2017 Hi there. Firstly, Great mod. Secondly I'm playing at 10x size, and often get a problem with craft spawning clipped into the launchpad/runway, also spaceplanes sometimes fall through the runway while taking off. Any idea what might be causing this? Thanks. Quote Link to comment Share on other sites More sharing options...
kubi Posted November 3, 2017 Share Posted November 3, 2017 Hi, I'm not sure what causes my problem, but I suspect Sigma Dimensions / Kopernicus / Galileo Planet Pack or their combinations killing my main menu. It is impossible to click on any of the menu items, while other menus (scatterer or loading screen configurator) on the same main screen work fine. I have a fresh install of KSP 1.3.1, but I have seen exactly the same with 1.3.0 some months ago. Now, I have Galileo Plantet Pack installed (via ckan), in KSP 1.3.0 I have tried RSS and Galieo as well. KSP 1.3.1 Vanilla - works fine KSP 1.3.1 + rescale 2.5 (Kopernicus rel-1.3.1-2, ModularFlightIntegrator 1.2.4.0, Module Manager 2.8.1, Rescale x2.5 1.0.2.7, Sigma Dimensions 0.9.5) - works fine KSP 1.3.1 + Galileo (galileo pack 1.5.3, no rescale, no sigma) - works fine KSP 1.3.1 + Galileo (galileo pack 1.5.3, no rescale, sigma installed) - works fine KSP 1.3.1 + Galileo rescaled (galileo, rescale x2.5, sigma installed) - dead menu KSP 1.3.0 RSS with real scale (cannot remember mods and versions) - dead menu Config: KSP 1.3.1 64bit, Debian Linux (testing), i7, 8GB RAM, nvidia 1050ti (earlier 560ti) I have searched through the forum topics of the main mods above, but no similar case. I have not seen any relevant error message in the logs either. Quote Link to comment Share on other sites More sharing options...
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