Gameslinx Posted August 20, 2020 Author Share Posted August 20, 2020 1 hour ago, Drupegod02 said: there's a bug that happens sometimes when you use a decuopler After Kerbin / Kopernicus has nothing to do with this Quote Link to comment Share on other sites More sharing options...
Neil Kermstrong Posted October 14, 2020 Share Posted October 14, 2020 (edited) Got some problems with planet textures here Noticed it in guardian rn Edited October 14, 2020 by Neil Kermstrong Quote Link to comment Share on other sites More sharing options...
Neil Kermstrong Posted October 14, 2020 Share Posted October 14, 2020 (edited) On 8/20/2020 at 2:16 PM, Drupegod02 said: @Nando textures are in squares Exactly same thing is happening to me @Gameslinx Give me some minutes I'll get a screenshot Edited October 14, 2020 by Neil Kermstrong the img Quote Link to comment Share on other sites More sharing options...
Drupegod02 Posted December 7, 2020 Share Posted December 7, 2020 On 10/14/2020 at 4:21 PM, Neil Kermstrong said: Got some problems with planet textures here Noticed it in guardian rn On 10/14/2020 at 6:14 PM, Neil Kermstrong said: Exactly same thing is happening to me This is probably happening because After Kerbin was made for 1.7.3. It does function with later versions so that just happens. Quote Link to comment Share on other sites More sharing options...
kspnerd122 Posted December 7, 2020 Share Posted December 7, 2020 textures are bugged in 1.7.3 as no higher res textures are visible/planets are too reflective Quote Link to comment Share on other sites More sharing options...
Drupegod02 Posted December 7, 2020 Share Posted December 7, 2020 @kspnerd122 do you know a way to help with the decoupler bug? Quote Link to comment Share on other sites More sharing options...
kspnerd122 Posted December 7, 2020 Share Posted December 7, 2020 Yes So actually, It isn't decouplers, Its actually launchclamps Launchclamps cause the bug Quote Link to comment Share on other sites More sharing options...
Drupegod02 Posted December 7, 2020 Share Posted December 7, 2020 Just now, kspnerd122 said: Yes So actually, It isn't decouplers, Its actually launchclamps Launchclamps cause the bug Thats odd. When i mean bug, i mean that i cant quicksave and recover ships Quote Link to comment Share on other sites More sharing options...
kspnerd122 Posted December 7, 2020 Share Posted December 7, 2020 Yes It is guaranteed to happen with launchclamps, docking ports can also solve this. Quote Link to comment Share on other sites More sharing options...
Majk Posted December 14, 2020 Share Posted December 14, 2020 (edited) Is everybody else getting too much radiation in Solitude's system when using Kerbalism? The planner reports 4 mrad/h in LSO and 15 mrad/h almost everywhere else (this is consistent with the magnetopause which shields 11 mrad/h). However, the actual radiation I experience in LSO and Guardian surface is about 560 mrad/h, while radiation in deep space is those 15 mrad/h. This makes it somewhat unplayable, for example a Space Camp contract in a fully shielded station uses about 50% of lifetime radiation allowance of each Kerbal involved. Since you need three instructors to lead the camp and you get three new recruits, the total allowance of your workforce doesn't change. I bumped the allowance up, but that in turn makes interplanetary too easy. I see that there are no radiation configs in Kerbalism or After Kerbin for the bodies in this mod, so this seems to be defaulting to that of Kerbin from stock. I was thinking whether scaling is an issue here, after all, Kerbin has radius of 600 km compared to 800 km of Solitude. So I thought that perhaps I'm getting the readings I would get 200 km higher for Kerbin. However, this is not the case, a 275 km high Kerbin gets more than 2 rad/h, while 175 km orbit gets around the same radiation as 75 km high Solitude orbit. However, this wouldn't explain the radiation I see on Guardian surface. Are you guys getting the same reading? Anybody tweaked the definitions to make this workable? EDIT: After a bit of digging, I understand why this is happening for the planets, but I'm unsure why is the radiation in deep space only 15 mrad/h. Kerbalism defines the radiation on the surface of the sun, which is set to 27 rad/h. As the radiation scales with inverse square distance from the center of mass, we get around 15 mrad/h at Kerbin in stock system. Archangel has radius about 10 times large. If we keep the surface radiation the same, this yields an 100-fold increase anywhere else. The observed values are less than that, because Duna is further away than Kerbin. So, the fix is to reduce the radiation_surface of RadiationBody[Sun] to 0.5 or so to make it equal to stock. I can make a MR with the radiation definitions if that would be appreciated. Edited December 14, 2020 by Majk Quote Link to comment Share on other sites More sharing options...
Terminal Velocity Posted January 13, 2021 Share Posted January 13, 2021 compatible with OPM? thinking bout download but i have OPM Quote Link to comment Share on other sites More sharing options...
Interstellar-farmer Posted February 5, 2021 Share Posted February 5, 2021 So my Launch center and all that good stuff is impossible to click and it is also partially under the terrain, any fixes? Quote Link to comment Share on other sites More sharing options...
kspnerd122 Posted February 6, 2021 Share Posted February 6, 2021 Reinstall the mod Solution to every mod issue, reinstall it Quote Link to comment Share on other sites More sharing options...
Solitude Aerospace Posted April 10, 2021 Share Posted April 10, 2021 On 1/13/2021 at 6:35 PM, Rocketry101 said: compatible with OPM? thinking bout download but i have OPM Yep! I also ecomend extrasolar, has some extra easter eggs Quote Link to comment Share on other sites More sharing options...
Solitude Aerospace Posted April 11, 2021 Share Posted April 11, 2021 On 12/14/2020 at 11:10 AM, Majk said: Is everybody else getting too much radiation in Solitude's system when using Kerbalism? The planner reports 4 mrad/h in LSO and 15 mrad/h almost everywhere else (this is consistent with the magnetopause which shields 11 mrad/h). However, the actual radiation I experience in LSO and Guardian surface is about 560 mrad/h, while radiation in deep space is those 15 mrad/h. This makes it somewhat unplayable, for example a Space Camp contract in a fully shielded station uses about 50% of lifetime radiation allowance of each Kerbal involved. Since you need three instructors to lead the camp and you get three new recruits, the total allowance of your workforce doesn't change. I bumped the allowance up, but that in turn makes interplanetary too easy. I see that there are no radiation configs in Kerbalism or After Kerbin for the bodies in this mod, so this seems to be defaulting to that of Kerbin from stock. I was thinking whether scaling is an issue here, after all, Kerbin has radius of 600 km compared to 800 km of Solitude. So I thought that perhaps I'm getting the readings I would get 200 km higher for Kerbin. However, this is not the case, a 275 km high Kerbin gets more than 2 rad/h, while 175 km orbit gets around the same radiation as 75 km high Solitude orbit. However, this wouldn't explain the radiation I see on Guardian surface. Are you guys getting the same reading? Anybody tweaked the definitions to make this workable? EDIT: After a bit of digging, I understand why this is happening for the planets, but I'm unsure why is the radiation in deep space only 15 mrad/h. Kerbalism defines the radiation on the surface of the sun, which is set to 27 rad/h. As the radiation scales with inverse square distance from the center of mass, we get around 15 mrad/h at Kerbin in stock system. Archangel has radius about 10 times large. If we keep the surface radiation the same, this yields an 100-fold increase anywhere else. The observed values are less than that, because Duna is further away than Kerbin. So, the fix is to reduce the radiation_surface of RadiationBody[Sun] to 0.5 or so to make it equal to stock. I can make a MR with the radiation definitions if that would be appreciated. Maybe it's just Archangel being Archangel. Quote Link to comment Share on other sites More sharing options...
bobjonesisthebest:D Posted July 13, 2021 Share Posted July 13, 2021 (edited) I have an idea, the tempus system but in beta, destiny and fate orbiting slightly closer with a large ring system, maybe with tiny protoplanets Edited July 13, 2021 by bobjonesisthebest:D Quote Link to comment Share on other sites More sharing options...
AndryCake Posted January 11, 2022 Share Posted January 11, 2022 (edited) Would be cool if you could make a version of this mod with standard sized Duna Soltitude Edit: Never Mind Edited January 11, 2022 by AndryCake Watched the video of the playthrough and it turns out it has been bombarded by asteroids Quote Link to comment Share on other sites More sharing options...
icelordcryo Posted February 8, 2022 Share Posted February 8, 2022 Just wanted to ask if there as a list of easter eggs? Like is the Face of Duna or the SSTV hill still there or were they removed? Quote Link to comment Share on other sites More sharing options...
NathlessOne Posted July 6, 2022 Share Posted July 6, 2022 Hey, so i went to the Wasteland, but i can't seem to locate the old KSC. i am on the exact spot on the exact continent, but i just cant find it. I have terrain scatters enabled, i have Kerbal Konstructs... I would love to see it, so can someone please help? Quote Link to comment Share on other sites More sharing options...
Fabled_Mike Posted August 27, 2022 Share Posted August 27, 2022 Is it possible to rescale after kerbin without the sun looking weird? Quote Link to comment Share on other sites More sharing options...
olieeee Posted August 24, 2023 Share Posted August 24, 2023 On 10/16/2017 at 2:35 PM, Gameslinx said: Welcome to the Official Release thread for After Kerbin. After Kerbin is based on the Stock solar system, but 4 billion years into the future, adding highly detailed and intuitive planets to your game. We are in the process of setting up a DMP server. Spread the word! Overview: This mod aims to add a completely new adventure as you begin on Duna (which has Kerbin's properties for ease) and explore and uncover the secrets of the future stock planets. This mod adds highly detailed, 4k planets, each come with their own EVE and Scatterer configurations. Every single planet and moon has been adjusted and changed. Even Jool. All planets have been tested and I have made sure both rockets and spaceplanes can function on each of them. System Requirements: 5GB of RAM KSP 64 bit Donations are never asked for, but always appreciated! Help buy me another pizza if you enjoy the mod "Only during the last breath of life does the mind truly understand how lonely a species really is. Floating. In the dark. Guarded by nothing but the very nemesis which plagues the planet - loneliness, darkness, death." - Source Unknown, Year 7510, Solitude. FAQ: Is this planet mod compatible with present day mods? Yep! Even the visual mods will work together (they didn't with my previous planet mod), meaning you can install nearly any planet mod except those that also replace the home planet. How much RAM do I need for this mod? It varies. I recommend around 5GB at least. If you struggle, lower your texture quality. Watch @TheBeardyPenguin progress through conquering the Kerbal system for the final time in the hopes of saving kerbalkind. DELTA V MAP Reveal hidden contents This mod follows the CC-BY-NC-ND licence. Thank you for downloading! will this ever be updated? Quote Link to comment Share on other sites More sharing options...
GenerallyUndynamic Posted February 23 Share Posted February 23 Hello there linux, so I have a bit of a problem. I'm trying to install after kerbin, but for some reason, ksp keeps trying to find configs that dont exist for rss. (of which i THINK i don't have anything installed that could interfere), here's the log: [WRN 23:24:40.541] Cannot find preset 'RSS_High' for pqs 'Eltos' [WRN 23:24:40.547] Cannot find preset 'RSS_High' for pqs 'Valiant' [WRN 23:24:40.554] Cannot find preset 'RSS_High' for pqs 'Tillos' [WRN 23:24:40.560] Cannot find preset 'RSS_High' for pqs 'Vaum' [WRN 23:24:40.566] Cannot find preset 'RSS_High' for pqs 'Aridos' [WRN 23:24:40.573] Cannot find preset 'RSS_High' for pqs 'Reaper' [WRN 23:24:40.579] Cannot find preset 'RSS_High' for pqs 'Fissure' [WRN 23:24:40.586] Cannot find preset 'RSS_High' for pqs 'Drissen' [WRN 23:24:40.592] Cannot find preset 'RSS_High' for pqs 'Nemesis' [WRN 23:24:40.598] Cannot find preset 'RSS_High' for pqs 'Guardian' [WRN 23:24:40.605] Cannot find preset 'RSS_High' for pqs 'Malice' [WRN 23:24:40.611] Cannot find preset 'RSS_High' for pqs 'Wasteland' [WRN 23:24:40.617] Cannot find preset 'RSS_High' for pqs 'Demise' anything you could do to help if at all? Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted August 17 Share Posted August 17 On 2/23/2024 at 4:48 AM, GenerallyUndynamic said: Hello there linux, so I have a bit of a problem. I'm trying to install after kerbin, but for some reason, ksp keeps trying to find configs that dont exist for rss. (of which i THINK i don't have anything installed that could interfere), here's the log: [WRN 23:24:40.541] Cannot find preset 'RSS_High' for pqs 'Eltos' [WRN 23:24:40.547] Cannot find preset 'RSS_High' for pqs 'Valiant' [WRN 23:24:40.554] Cannot find preset 'RSS_High' for pqs 'Tillos' [WRN 23:24:40.560] Cannot find preset 'RSS_High' for pqs 'Vaum' [WRN 23:24:40.566] Cannot find preset 'RSS_High' for pqs 'Aridos' [WRN 23:24:40.573] Cannot find preset 'RSS_High' for pqs 'Reaper' [WRN 23:24:40.579] Cannot find preset 'RSS_High' for pqs 'Fissure' [WRN 23:24:40.586] Cannot find preset 'RSS_High' for pqs 'Drissen' [WRN 23:24:40.592] Cannot find preset 'RSS_High' for pqs 'Nemesis' [WRN 23:24:40.598] Cannot find preset 'RSS_High' for pqs 'Guardian' [WRN 23:24:40.605] Cannot find preset 'RSS_High' for pqs 'Malice' [WRN 23:24:40.611] Cannot find preset 'RSS_High' for pqs 'Wasteland' [WRN 23:24:40.617] Cannot find preset 'RSS_High' for pqs 'Demise' anything you could do to help if at all? the mod is dead and buried in terms of updates so don't get your hopes up. the missing configs should be harmless anyways Quote Link to comment Share on other sites More sharing options...
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