MaxxQ Posted August 30, 2017 Share Posted August 30, 2017 2 hours ago, CatastrophicFailure said: Dat elbow doe. Yes, Su-Metal is very bendy. It looks even worse from other angles. Quote Link to comment Share on other sites More sharing options...
Rocketology Posted August 31, 2017 Share Posted August 31, 2017 More Screenshots inbound from The Real Scale Galean Space Program! (10.625X/ Earth scale.) All streamed Live at https://www.twitch.tv/rocketpcgaming Launch for first landing on Iota! First probe landing on Iota! First Ceti Flyby. Launch for first orbiter probe of moon Ceti. Just a beautiful sight! Real Scale launches are just so epic! Quote Link to comment Share on other sites More sharing options...
robot#2 Posted September 1, 2017 Share Posted September 1, 2017 (edited) I installed the mod and it looked awesome. However, I'm having a issue about the planet's light. << this looks fine I installed EVE, GPP, GPP textures, GPP clouds, Loading Screen and Scatterer. I wonder if this is from grannus... Edited September 1, 2017 by robot#2 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 1, 2017 Share Posted September 1, 2017 24 minutes ago, robot#2 said: I installed the mod and it looked awesome. However, I'm having a issue about the planet's light. That's due to a new feature in Kopernicus 1.3.0-5 so reinstall 1.3.0-4 or older in the meantime. All star system mods have to deal with it. Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 1, 2017 Author Share Posted September 1, 2017 (edited) 1 hour ago, robot#2 said: I installed the mod and it looked awesome. However, I'm having a issue about the planet's light. << this looks fine I installed EVE, GPP, GPP textures, GPP clouds, Loading Screen and Scatterer. I wonder if this is from grannus... We will be releasing a version for the latest kopernicus soon. Until then, use 1.3.0-4 like @JadeOfMaar said. Edited September 1, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
DarthGav Posted September 1, 2017 Share Posted September 1, 2017 Hey, I just installed Galileo's planet pack on a clean save just like the instructions say with the older Kopernicus (1.3.0-4) and when I load the game it goes to the main page fine, but when when I try to start a game it just sits there loading. Any Ideas? Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 1, 2017 Author Share Posted September 1, 2017 18 minutes ago, DarthGav said: Hey, I just installed Galileo's planet pack on a clean save just like the instructions say with the older Kopernicus (1.3.0-4) and when I load the game it goes to the main page fine, but when when I try to start a game it just sits there loading. Any Ideas? Not without logs, and a screenshot of your gamedata and a screenshot of your GPP folder Quote Link to comment Share on other sites More sharing options...
DarthGav Posted September 1, 2017 Share Posted September 1, 2017 Sorry I forgot to do that, also while taking the necessary screenshots I realized that I extracted GPP_Textures into Gamedata instead of GPP. Problem solved. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted September 1, 2017 Share Posted September 1, 2017 KSP really doesn't like it when it can't find the textures. Quote Link to comment Share on other sites More sharing options...
DarthGav Posted September 1, 2017 Share Posted September 1, 2017 Understandably so. Quote Link to comment Share on other sites More sharing options...
Iso-Polaris Posted September 2, 2017 Share Posted September 2, 2017 (edited) KSC Switcher, all the launching site are underground. Im using latest version of rescale and SigmaD. Edited September 2, 2017 by Iso-Polaris Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 2, 2017 Author Share Posted September 2, 2017 (edited) 5 minutes ago, Iso-Polaris said: KSC Switcher, all the launching site except for the original one are underground. Im using latest version of rescale and SigmaD. like, the JUST updated Rescale? Also, I'm pretty sure this was brought up with Sigma already. I would go look around there and see if there are any answers. Nothing changed on our end. Edited September 2, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
Iso-Polaris Posted September 2, 2017 Share Posted September 2, 2017 (edited) Just now, Galileo said: like, the JUST updated Rescale? Also, I'm pretty sure this was brought up with Sigma already. I would go look around there. yes , the latest 0.9.1 Sigma which rescaled the sunflare And the rescale config without sunflare rescale Edited September 2, 2017 by Iso-Polaris Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 2, 2017 Author Share Posted September 2, 2017 Just now, Iso-Polaris said: yes , the lateset then its an issue with Sigma. Nothing has changed on our end. Use last rescale and the last version of sigma if the latest is bugged at least until its fixed i guess Quote Link to comment Share on other sites More sharing options...
Iso-Polaris Posted September 2, 2017 Share Posted September 2, 2017 Just now, Galileo said: then its an issue with Sigma. Nothing has changed on our end. Use last rescale and the last version of sigma if the latest is bugged at least until its fixed i guess Is there a way to simply add a config that rescale the altitude of launch site. I dont mind if the launch site is floated, i just dont want its underground Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 2, 2017 Author Share Posted September 2, 2017 Just now, Iso-Polaris said: Is there a way to simply add a config that rescale the altitude of launch site. I dont mind if the launch site is floated, i just dont want its underground just use the last version of rescale and the last version of sigma that worked. Thats the easiest way. The only difference is sigma now handles the scatterer sun flares. using the old versions wont hurt. Quote Link to comment Share on other sites More sharing options...
Freddy1987 Posted September 2, 2017 Share Posted September 2, 2017 I like the idea of making a system map similar to the one in Elite: Dangerous Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 2, 2017 Share Posted September 2, 2017 44 minutes ago, Freddy1987 said: I like the idea of making a system map similar to the one in Elite: Dangerous I don't get to read this kind of comment very often. Glad you like. Quote Link to comment Share on other sites More sharing options...
MaxxQ Posted September 2, 2017 Share Posted September 2, 2017 (edited) So I finally took six Gaeleans somewhere other than Iota and Ceti (I've yet to do this ever since GPP was first released and I started playing it exclusively). I went to Niven, requiring three separate launches for the lander, the return vehicle, and the tanker, which allowed me to make multiple landings in various biomes and science the you-know-what out of Niven. I don't have any images of the Gael launch vehicle, but it's basically the tanker core, but with six side tanks (like those on the tanker) and engines on the side tanks and core, as well as six massive SRB's, one per side tank. The Gael launch vehicle is the same for the lander, the return vehicle, and the tanker, just with the different payloads. First thing to do was to get all three into Gael orbit, then send up an additional tanker or two (actually took 1.5 - the leftover is still sitting in Gael orbit) to top off everything for the journey to Niven. All three transfer launches took place one day apart, with the last being the first to arrive at Niven, and the other two arriving in orbit within hours of the first. First landing was planned, intended to get the lander into a polar orbit to make landfall at the Ohio Spiral biome. This worked out fine, except doing that, refueling the lander after its return to the transfer vehicle, and getting back to an equatorial orbit used up all the remaining fuel in the transfer vehicle. Which is why I sent a tanker along. The lander's transfer vehicle remains in low orbit as a relay. Lander docked with tanker. https://imgur.com/Pe24WA8 Entry into Nivens atmosphere. https://imgur.com/JAk8IC1 Drogue chutes deployed. https://imgur.com/lEShUd1 As usual, can't seem to land on a flat area. https://imgur.com/z5jtI1O Still sliding... https://imgur.com/U2WcXka Finally stopped. https://imgur.com/XnrR78Q Galileo Gaelan planting the first of five flags on Niven. https://imgur.com/Y685DRT Liftoff. https://imgur.com/G9w6stX Back in orbit. It's an SSTO on Niven! https://imgur.com/hH7PCKp Docking with the tanker for a refill. https://imgur.com/qjMVXev After a second landing, docking with the return vehicle for a crew swap. https://imgur.com/acWfvza Third landing. Poodmund Gaelan plants the flag. https://imgur.com/TVmm5TU I apparently can't do more than five landings, due to running out of extra go-juice, as well as parachute reloads. Now they get to sit and wait for a bit over a year for the return flight to Gael (three males, three females... what WILL they do to pass the time?). All the crew will be aboard the crew return vehicle, and the tanker and lander will be abandoned at Niven, to act as additional relays in high orbit. Edited September 2, 2017 by MaxxQ Quote Link to comment Share on other sites More sharing options...
Yakvi Posted September 2, 2017 Share Posted September 2, 2017 Looking beautiful @MaxxQ! What pack are you using for green tanks? Quote Link to comment Share on other sites More sharing options...
MaxxQ Posted September 2, 2017 Share Posted September 2, 2017 (edited) 12 minutes ago, Yakvi said: Looking beautiful @MaxxQ! What pack are you using for green tanks? Those are just stock 1.25m tanks but with the texture switched through the Fuel Tanks Plus mod, I think (and clipped a bit - I don't normally clip parts, but in this case, it was for aesthetic reasons and not cheaty reasons). I believe it's the Delta texture in the right-click menu for the tank. The nose cones are the angled nose tanks. Edit: I'm not really sure which mod does the texture-switching on stock tanks (or even if it's a stock feature - I haven't played stock in years), but I have FTP and Interstellar Fuel Switch installed, both of which have texture-switching. Edit 2: Other part mods are Mod Pods, Lithobrake Exploration Technologies, Real Chutes, Deflatable Heat Shield, DMagic Orbital Science, Universal Storage, and probably a couple others I've forgotten. Edited September 2, 2017 by MaxxQ Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 2, 2017 Share Posted September 2, 2017 @MaxxQ I see Lithobrake Exploration Tech. Also you must be running Color Coded Canisters for the green tanks. (Both mods are made by NecroBones so they may be bundled or recommended in some way by CKAN...assuming you use CKAN). Your flag reminds me, I have a new idea for my own. Quote Link to comment Share on other sites More sharing options...
MaxxQ Posted September 2, 2017 Share Posted September 2, 2017 1 minute ago, JadeOfMaar said: @MaxxQ I see Lithobrake Exploration Tech. Also you must be running Color Coded Canisters for the green tanks. (Both mods are made by NecroBones so they may be bundled or recommended in some way by CKAN...assuming you use CKAN). Your flag reminds me, I have a new idea for my own. Yeah, I have both of those, and I DO use CKAN, but only because I'm lazy. I can do manual mod installation, and do it when necessary. Like for GPP. But for general mod installation on well-developed and established, non-finicky mods, I use CKAN. The flag is actually the logo for the BuNine (Bureau Nine) Honorverse group I'm involved with. It can be seen in the images here: https://maxxqbunine.deviantart.com/ Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 2, 2017 Share Posted September 2, 2017 I miss fun times on deviantART. Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted September 3, 2017 Share Posted September 3, 2017 (edited) Getting an NRE stating "NullReferenceException: Object reference not set to an instance of an object at Kopernicus.Components.Ring.Update () [0x00000] in <filename unknown>:0" Any idea what that could be? Output Mod List ( WIP - Still putting an install together, saw these errors during testing ) GPP Folder Setup Edited September 3, 2017 by Motokid600 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.