MrMeeb Posted February 28, 2016 Share Posted February 28, 2016 Just a bit more info: There's a point where the clouds appear in the transition between map view and game view, but then disappear The point at which the clouds load in is 160km. This corresponds with the final altitude point of scatterer, which leads me to believe that scatterer has a role in the issue Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted February 28, 2016 Author Share Posted February 28, 2016 8 minutes ago, MrMeeb said: Just a bit more info: There's a point where the clouds appear in the transition between map view and game view, but then disappear The point at which the clouds load in is 160km. This corresponds with the final altitude point of scatterer, which leads me to believe that scatterer has a role in the issue if it is scatterer I have no way to solve the issue untill the mod will accept mm patches Quote Link to comment Share on other sites More sharing options...
MrMeeb Posted February 28, 2016 Share Posted February 28, 2016 Just now, Sigma88 said: if it is scatterer I have no way to solve the issue untill the mod will accept mm patches I am aware. Just thought I'd update you as to prevent you wasting resources on an issue out of your hands Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted February 28, 2016 Author Share Posted February 28, 2016 Just now, MrMeeb said: I am aware. Just thought I'd update you as to prevent you wasting resources on an issue out of your hands thanks did you try with EVE but without scatterer? Quote Link to comment Share on other sites More sharing options...
MrMeeb Posted February 28, 2016 Share Posted February 28, 2016 Just now, Sigma88 said: thanks did you try with EVE but without scatterer? Loading the game now for that purpose Quote Link to comment Share on other sites More sharing options...
MrMeeb Posted February 28, 2016 Share Posted February 28, 2016 The problem persisted with scatterer uninstalled, in exactly the same fashion as before Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted February 28, 2016 Author Share Posted February 28, 2016 and this issue does not occur without SD? Quote Link to comment Share on other sites More sharing options...
MrMeeb Posted February 28, 2016 Share Posted February 28, 2016 9 minutes ago, Sigma88 said: and this issue does not occur without SD? It appears to occur without SD too thanks for walking me through the debug process. Let me check to see if it's a problem with an EVE install. I'll get back to you. Sorry about this Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted February 28, 2016 Author Share Posted February 28, 2016 2 minutes ago, MrMeeb said: It appears to occur without SD too thanks for walking me through the debug process. Let me check to see if it's a problem with an EVE install. I'll get back to you. Sorry about this it was an old EVE bug it has already been solved. I would have mentioned it earlier but I was talking about the same bug on another thread and must have got confused Quote Link to comment Share on other sites More sharing options...
MrMeeb Posted February 28, 2016 Share Posted February 28, 2016 1 minute ago, Sigma88 said: it was an old EVE bug it has already been solved. I would have mentioned it earlier but I was talking about the same bug on another thread and must have got confused Ah right I see Well, seeing as it's nothing to do with SD, I will be quiet On another note, have you considered compatibility with other mods such as Antenna Range? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted February 28, 2016 Author Share Posted February 28, 2016 Just now, MrMeeb said: Ah right I see Well, seeing as it's nothing to do with SD, I will be quiet On another note, have you considered compatibility with other mods such as Antenna Range? antennarange and remote tech are coming in the next release Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 28, 2016 Share Posted February 28, 2016 5 hours ago, MrMeeb said: Just a bit more info: There's a point where the clouds appear in the transition between map view and game view, but then disappear e point at which the clouds load in is 160km. This corresponds with the final altitude point of scatterer, which leads me to believe that scatterer has a role in the issue I wouldn't think it's scatterer, 160 km isn't a coincidence, it is the altitude at which PQS unloads. Quote Link to comment Share on other sites More sharing options...
MrMeeb Posted February 28, 2016 Share Posted February 28, 2016 5 minutes ago, blackrack said: I wouldn't think it's scatterer, 160 km isn't a coincidence, it is the altitude at which PQS unloads. We've decided it's a bug to do with EVE, and I thought it had something to do with the line between PQS and ScaledSpace. Is there anything significant about the area between 55km and 160km tho? Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 28, 2016 Share Posted February 28, 2016 36 minutes ago, MrMeeb said: We've decided it's a bug to do with EVE, and I thought it had something to do with the line between PQS and ScaledSpace. Is there anything significant about the area between 55km and 160km tho? PQS starts being transparent at that range, and slowly fades out until completely transparent and then disappears. Not sure if it starts at 55 or 70km though. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted February 28, 2016 Author Share Posted February 28, 2016 13 minutes ago, blackrack said: PQS starts being transparent at that range, and slowly fades out until completely transparent and then disappears. Not sure if it starts at 55 or 70km though. Every planet has a different altitude. I don't know why EVE was having problems with those, but for sure it has nothing to do with my mod Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 28, 2016 Share Posted February 28, 2016 Just now, Sigma88 said: Every planet has a different altitude. I don't know why EVE was having problems with those, but for sure it has nothing to do with my mod Yeah but we were talking about Kerbin, might just be an EVE bug. Quote Link to comment Share on other sites More sharing options...
MainSailor Posted February 29, 2016 Share Posted February 29, 2016 (edited) On 2/26/2016 at 5:14 PM, Sp4C3M0nk3Y said: I skimmed through the thread before posting but could not find a fix to the "Cannot warp while vehicle is under acceleration" while in orbit. I have stock KSP with just this mod with dependencies and the only setting I changed was the: SigmaDimensions { Resize = 6.4 Rescale = 6.4 Atmosphere = 1 dayLengthMultiplier = 1 } On 2/24/2016 at 9:08 AM, Sigma88 said: try this one: @Kopernicus:FINAL { @Body,* { %Properties { %inverseRotThresholdAltitude = 10000 } } } I've played several days using this patch...I currently have the ThresholdAltitude set to 91000, but I'm not sure what stock Kerbin's atmosphere scales to...I would just set it to that value. Edit: @Sp4C3M0nk3Y, if you're not rescaling the atmosphere as well I think you could probably set that number to 70000. Edited February 29, 2016 by MainSailor Stuff and things Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted February 29, 2016 Author Share Posted February 29, 2016 17 minutes ago, MainSailor said: I've played several days using this patch...I currently have the ThresholdAltitude set to 91000, but I'm not sure what stock Kerbin's atmosphere scales to...I would just set it to that value. the default value of the thresholdaltitude for almost all bodies in stock KSP is 100000 the only exception that I remember right now is jool which has 1000000 I think you can safely bring down that number, but I have the feeling you should never be in atmospheric flight or landed while above that threshold. in these days did you ever encountered the "cannot timewarp" bug? I am still trying to figure out the best way to mathematically edit that number Quote Link to comment Share on other sites More sharing options...
MainSailor Posted February 29, 2016 Share Posted February 29, 2016 12 minutes ago, Sigma88 said: the default value of the thresholdaltitude for almost all bodies in stock KSP is 100000 the only exception that I remember right now is jool which has 1000000 I think you can safely bring down that number, but I have the feeling you should never be in atmospheric flight or landed while above that threshold. in these days did you ever encountered the "cannot timewarp" bug? I am still trying to figure out the best way to mathematically edit that number I haven't had the issue again but I haven't yet to other planets with an atmosphere...I think in UL, Eve's atmosphere might be higher than that and I have yet to test. So at least in Kerbin's orbit I haven't seen the bug since I added & tweaked your config. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted February 29, 2016 Author Share Posted February 29, 2016 1 minute ago, MainSailor said: I haven't had the issue again but I haven't yet to other planets with an atmosphere...I think in UL, Eve's atmosphere might be higher than that and I have yet to test. So at least in Kerbin's orbit I haven't seen the bug since I added & tweaked your config. Nice I think it's safe to assume that the issue was stemming from that parameter being scaled too much. I will try rescaling it using the atmosphere variable instead of the resize one Quote Link to comment Share on other sites More sharing options...
MrMeeb Posted March 4, 2016 Share Posted March 4, 2016 Just a quick question...are stock resources scaled up too? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted March 4, 2016 Author Share Posted March 4, 2016 1 hour ago, MrMeeb said: Just a quick question...are stock resources scaled up too? Could you give me an example? I'm not sure Quote Link to comment Share on other sites More sharing options...
MrMeeb Posted March 4, 2016 Share Posted March 4, 2016 1 hour ago, Sigma88 said: Could you give me an example? I'm not sure Well, I don't know how the stock resources (ore) are applied. If they're applied to a preset scaled planet, then all the ore would be far too deep underground in a scaled up system. I'm not able to check right now, it was just a thing I was pondering Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted March 4, 2016 Author Share Posted March 4, 2016 Just now, MrMeeb said: Well, I don't know how the stock resources (ore) are applied. If they're applied to a preset scaled planet, then all the ore would be far too deep underground in a scaled up system. I'm not able to check right now, it was just a thing I was pondering the only resource I know is ore, IIRC ore is distributed on the surface using a "density" map (think like the biome maps define biomes) so it doesn't matter how much you change the size of the planet, ore will always be on the surface. Quote Link to comment Share on other sites More sharing options...
MrMeeb Posted March 4, 2016 Share Posted March 4, 2016 Just now, Sigma88 said: the only resource I know is ore, IIRC ore is distributed on the surface using a "density" map (think like the biome maps define biomes) so it doesn't matter how much you change the size of the planet, ore will always be on the surface. Awesome Quote Link to comment Share on other sites More sharing options...
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