Sigma88 Posted February 24, 2016 Author Share Posted February 24, 2016 20 minutes ago, MainSailor said: Normal launches. I don't have Hyperedit installed. I can physics warp all day long, but I have been unable to rails warp under at least 150-200km without using GreenWolf's trick. What kind of error do you get? Can't time warp at this altitude Or Can't time warp under acceleration ? Try the patch I posted above, that may solve it Quote Link to comment Share on other sites More sharing options...
MainSailor Posted February 24, 2016 Share Posted February 24, 2016 'Cannot warp faster than 1x while the ship is under acceleration' I'm at work so I only have my texture dev copy of KSP....let me install UL and Dimensions and see if I can replicate the issue then try your patch. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted February 24, 2016 Author Share Posted February 24, 2016 31 minutes ago, MainSailor said: 'Cannot warp faster than 1x while the ship is under acceleration' I'm at work so I only have my texture dev copy of KSP....let me install UL and Dimensions and see if I can replicate the issue then try your patch. Oh I can wait for you to get home if you can't right now Quote Link to comment Share on other sites More sharing options...
MainSailor Posted February 24, 2016 Share Posted February 24, 2016 3 minutes ago, Sigma88 said: Oh I can wait for you to get home if you can't right now No worries...I have some time before I get busy today. Unfortunately, it doesn't look like that fixes the issue Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted February 24, 2016 Author Share Posted February 24, 2016 9 minutes ago, MainSailor said: No worries...I have some time before I get busy today. Unfortunately, it doesn't look like that fixes the issue Could you send me the mm cache so that I make sure it was applied correctly? Quote Link to comment Share on other sites More sharing options...
MainSailor Posted February 24, 2016 Share Posted February 24, 2016 16 minutes ago, Sigma88 said: Could you send me the mm cache so that I make sure it was applied correctly? https://dl.dropboxusercontent.com/u/147659278/ModuleManager.ConfigCache I'm assuming that's the right one, let me know if you need another one. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted February 24, 2016 Author Share Posted February 24, 2016 @MainSailor yeah I'm dumb try this one: @Kopernicus:FINAL { @Body,* { %Properties { %inverseRotThresholdAltitude = 10000 } } } Quote Link to comment Share on other sites More sharing options...
GreenWolf Posted February 24, 2016 Share Posted February 24, 2016 I don't have a ton of time to play KSP during the week, so the earliest I can try out the patch will be Friday afternoon. I'll report back and let you know how it goes then (assuming that you and MainSailor haven't already figured it out by then). Quote Link to comment Share on other sites More sharing options...
MainSailor Posted February 24, 2016 Share Posted February 24, 2016 4 hours ago, Sigma88 said: @MainSailor yeah I'm dumb try this one: @Kopernicus:FINAL { @Body,* { %Properties { %inverseRotThresholdAltitude = 10000 } } } Heh, no problem! OK so now I'm having an issue that the craft either breaks apart or loses control (spins) at approximately 12km. Same craft file as before. Will have to wait until tonight to get you some screenshots or maybe capture with Shadowplay. I only had a chance to do a couple of runs, the first time I thought I had an issue with a MechJeb setting but I went back to a profile I knew worked and tried again and watched when it occurred. Unfortunately I got busy at work so I'm not sure I can try again until this evening. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted February 24, 2016 Author Share Posted February 24, 2016 27 minutes ago, MainSailor said: Heh, no problem! OK so now I'm having an issue that the craft either breaks apart or loses control (spins) at approximately 12km. Same craft file as before. Will have to wait until tonight to get you some screenshots or maybe capture with Shadowplay. I only had a chance to do a couple of runs, the first time I thought I had an issue with a MechJeb setting but I went back to a profile I knew worked and tried again and watched when it occurred. Unfortunately I got busy at work so I'm not sure I can try again until this evening. It is possible that I was to extreme in my correction, I will write a more accurate patch as soon as I get home Try setting it to 120000 Quote Link to comment Share on other sites More sharing options...
MainSailor Posted February 24, 2016 Share Posted February 24, 2016 (edited) 54 minutes ago, Sigma88 said: It is possible that I was to extreme in my correction, I will write a more accurate patch as soon as I get home Try setting it to 120000 Will try, thanks. I'll let you know! EDIT: A couple of tries and I think that solved it. I haven't seen any weird effects. Edited February 24, 2016 by MainSailor Quote Link to comment Share on other sites More sharing options...
Boosterpack Posted February 25, 2016 Share Posted February 25, 2016 Hey, thanks again for this wonderful mod, I thought I'd share some crazy stuff I did with the planet specific rescaling: I simulated a Black Dwarf and tried to land on it: https://www.reddit.com/r/KerbalSpaceProgram/comments/479c6s/landing_on_a_black_dwarf_surface_gravity17kms2/ And I made Eve 90 times as big and built a rocket capable of reaching orbit around it: https://www.reddit.com/r/KerbalSpaceProgram/comments/47jm91/escaping_eve_in_900k_47km2/ Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 25, 2016 Share Posted February 25, 2016 Are their any 64k OPM configs? Quote Link to comment Share on other sites More sharing options...
GreenWolf Posted February 25, 2016 Share Posted February 25, 2016 @davidy12 It doesn't need any specific configs to work with OPM, it will scale up planet packs automatically. The only thing you might have to worry about is tidal locking of parent bodies to their moons (although not moons to their parent bodies), and that can be handled with a few small planet specific adjustments. If you want a set of 6.4x scale configs, you can try the ones I suggested. I'm also working on configs to handle correcting tidal locking of planets that need it, and will probably end up bundling them with a few other configs and mod manager patches to make 6.4x playthroughs easier for people to setup. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 25, 2016 Share Posted February 25, 2016 Just now, GreenWolf said: @davidy12 It doesn't need any specific configs to work with OPM, it will scale up planet packs automatically. The only thing you might have to worry about is tidal locking of parent bodies to their moons (although not moons to their parent bodies), and that can be handled with a few small planet specific adjustments. If you want a set of 6.4x scale configs, you can try the ones I suggested. I'm also working on configs to handle correcting tidal locking of planets that need it, and will probably end up bundling them with a few other configs and mod manager patches to make 6.4x playthroughs easier for people to setup. What are the best configs for 64k Because when I tried to scale it, it made a kerbin day 10 seconds. Quote Link to comment Share on other sites More sharing options...
GreenWolf Posted February 25, 2016 Share Posted February 25, 2016 1 minute ago, davidy12 said: What are the best configs for 64k Because when I tried to scale it, it made a kerbin day 10 seconds. The configs I use (which I settled on after some tweaking, and which I have been continually refining) are provided here: These configs will give you planets and orbits scaled up by a factor of 6.4x (just like 64k), a Kerbin atmosphere height of 90 kilometers, and terrain that is about 1.6 times taller than stock terrain. This preserves the appearance of mountains and the like while preventing things from getting too "spiky" like in 64k. The highest mountain on Kerbin with these configs is around 10 km tall. I also highly recommend using SMURFF alongside any rescales (hence why I provided SMURFF configs as well). Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 25, 2016 Share Posted February 25, 2016 2 minutes ago, GreenWolf said: The configs I use (which I settled on after some tweaking, and which I have been continually refining) are provided here: These configs will give you planets and orbits scaled up by a factor of 6.4x (just like 64k), a Kerbin atmosphere height of 90 kilometers, and terrain that is about 1.6 times taller than stock terrain. This preserves the appearance of mountains and the like while preventing things from getting too "spiky" like in 64k. The highest mountain on Kerbin with these configs is around 10 km tall. I also highly recommend using SMURFF alongside any rescales (hence why I provided SMURFF configs as well). What about the rings? Quote Link to comment Share on other sites More sharing options...
GreenWolf Posted February 25, 2016 Share Posted February 25, 2016 Rings are also handled by automatically. So are clouds, if you have any cloud packs installed. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 25, 2016 Share Posted February 25, 2016 Alright thank you. One last thing, is their anyway to slow the rotation to 24 hours? Quote Link to comment Share on other sites More sharing options...
GreenWolf Posted February 25, 2016 Share Posted February 25, 2016 Yes. If you just want to change Kerbin's rotation, drop the following into your GameData folder as a .cfg file (which you can do by saving the following config into a .txt file and changing the end to .cfg): @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[#name[Kerbin]] { @PlanetDimensions[3] = 4 } } Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted February 25, 2016 Author Share Posted February 25, 2016 @GreenWolf thanks for helping out @davidy12 I can confirm everything greenwolf told you, I have just a small comment to make the code from greenwolf 2 posts above this will change only kerbin's rotation period. If you want all planet to slow their rotation by the same amount you should just set the "dayLengthMultiplier" to "4" in the Settings.cfg of SigmaDimensions @GreenWolf I already have a config for the tidal locking of parents if you want, this one is the one I use: link feel free to use/bundle it in a pack if you want. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 25, 2016 Share Posted February 25, 2016 @GreenWolf: the ground scatter is MASSIVE. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted February 25, 2016 Author Share Posted February 25, 2016 7 minutes ago, davidy12 said: @GreenWolf: the ground scatter is MASSIVE. You can turn that off by setting the parameter to 0 I think it's called "resizeScatter" or something like that Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 25, 2016 Share Posted February 25, 2016 Issue WHERE's the glare? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted February 25, 2016 Author Share Posted February 25, 2016 2 minutes ago, davidy12 said: Issue WHERE's the glare? never seen this issue on my game. do you have some planet pack installed? 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.