daybolt Posted July 28, 2020 Share Posted July 28, 2020 4 hours ago, Hpl said: Did you install mfi correctly? what is that Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted July 28, 2020 Author Share Posted July 28, 2020 9 hours ago, daybolt said: i have installed beyound home and every time i boot ksp up it says modular flight intergrater is not installed and when i load in there is nothing just vanilla ksp Well, there's your problem! You need to install Modular Flight Integrator. It comes with Kopernicus Quote Link to comment Share on other sites More sharing options...
daybolt Posted July 29, 2020 Share Posted July 29, 2020 16 hours ago, Gameslinx said: Well, there's your problem! You need to install Modular Flight Integrator. It comes with Kopernicus ok i have done that now and when im loading in it says that it is installed correctly but when im in theres nothing from beyond home Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted August 2, 2020 Share Posted August 2, 2020 (edited) A few issues ive been meaning to ask about. So far the biggest one is this. Is this from the 2.5x rescale? Ill post logs if its not inevitable. This unfotunaly cannot be solved with a scene reload. The other issue can. Floating scatter objects. Trees, rocks etc. Ive had a tree right in front of the runway once on a landing. o.O. Edited August 2, 2020 by Motokid600 Quote Link to comment Share on other sites More sharing options...
Hpl Posted August 2, 2020 Share Posted August 2, 2020 The first problem (image) is caused by the terrain shader, and there isn’t anything you can do about it im pretty sure, as for the floating scatters what ksp and kopernicus version are you in? that was a problem in a previous KopC but it was fixed on release 4 iirc Quote Link to comment Share on other sites More sharing options...
Hohmannson Posted August 2, 2020 Share Posted August 2, 2020 9 minutes ago, Hpl said: there isn’t anything you can do 2 hours ago, Motokid600 said: Ill post logs if its not inevitable Seems to be a template-related bug if it is on 1.9 or later. Temporary and unsupported fix is to go through all planet configs and change template = Laythe to template = Eve and template = Tylo to template = Minmus. About scatters - make sure your terrain quality is Beyond home - High Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted August 2, 2020 Share Posted August 2, 2020 2 hours ago, Hohmannson said: Temporary and unsupported fix is to go through all planet configs and change template = Laythe to template = Eve and template = Tylo to template = Minmus. What does that do exactly? Will it affect anything else? Quote Link to comment Share on other sites More sharing options...
metadomino Posted August 2, 2020 Share Posted August 2, 2020 Love the Mod, but found a bug that killed 3 colonization mission to Hydrus, on Hydron, drills don't seem to work, they can't "touch ground." Any idea how to fix? Quote Link to comment Share on other sites More sharing options...
Hohmannson Posted August 2, 2020 Share Posted August 2, 2020 (edited) 27 minutes ago, Motokid600 said: What does that do exactly? Will it affect anything else? It changes the Kopernicus template of planets. For Beyond Home it means nothing, because all the planets in pack are stripped off all their properties and are created from scratch. But. Tylo and Laythe templates used for most BH bodies are currently bugged because of Squad`s unfinished revamp, causing the checkers to appear. So replace them(Laythe to Eve, Tylo to Minmus), clean the Cache folder in BH directory and you`ll be fine. Well, worked for me at least. Edited August 2, 2020 by Hohmannson Quote Link to comment Share on other sites More sharing options...
Drupegod02 Posted August 3, 2020 Share Posted August 3, 2020 (edited) What does Ascent mean for Rhode on the delta V map and is the delta V map made for landing or landing and return? Edited August 3, 2020 by Drupegod02 Quote Link to comment Share on other sites More sharing options...
Drupegod02 Posted August 3, 2020 Share Posted August 3, 2020 (edited) The space center has green grass. Im not sure if its because im on 1.10.1 https://imgur.com/a/zbdqLVs Edited August 3, 2020 by Drupegod02 Quote Link to comment Share on other sites More sharing options...
metadomino Posted August 4, 2020 Share Posted August 4, 2020 Also, you mentioned that you can launch directly from Lua with low tonnage, where is that option/ how do you enable it? Quote Link to comment Share on other sites More sharing options...
Hohmannson Posted August 4, 2020 Share Posted August 4, 2020 44 minutes ago, metadomino said: Also, you mentioned that you can launch directly from Lua with low tonnage, where is that option/ how do you enable it? Install Kerbal Konstructs and you can open it for credits in carreer mode, or for free in science/sandbox. Quote Link to comment Share on other sites More sharing options...
Drupegod02 Posted August 4, 2020 Share Posted August 4, 2020 On the delta v map it says that it only takes about 3300 delta v. How does that work because landing on lua takes 700+ delta v? Quote Link to comment Share on other sites More sharing options...
Yuubari_ Posted August 5, 2020 Share Posted August 5, 2020 I was wonder on how one does install EVE and Scatterer to have it work and make the game super pretty, since I never got it to work properly Quote Link to comment Share on other sites More sharing options...
Drupegod02 Posted August 6, 2020 Share Posted August 6, 2020 Is there a way to get rid of the atmospheres but only visually? Like they still function but like on Kohm you can see the brown dirt and not just Greenish-blue Quote Link to comment Share on other sites More sharing options...
GabrielNav Posted August 8, 2020 Share Posted August 8, 2020 (edited) I really love this planetpack, its beautiful and diverse. Currently playing an medium modded carrer with this, here's a photo of returning from Angstrom and Ash (i got 2000ms Delta-V extra so i went to Ash) Edited August 8, 2020 by GabrielNav Quote Link to comment Share on other sites More sharing options...
ZRsilence Posted August 12, 2020 Share Posted August 12, 2020 When I land on fury, the lander always lands on the ground and explodes. Is this the planet itself or a bug? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted August 12, 2020 Author Share Posted August 12, 2020 45 minutes ago, ZRsilence said: When I land on fury, the lander always lands on the ground and explodes. Is this the planet itself or a bug? Falling through the ground seems to happen at low altitudes (near the ocean) but I don't know what's causing it. I'm looking into it but I haven't found anything yet Quote Link to comment Share on other sites More sharing options...
umph7 Posted August 13, 2020 Share Posted August 13, 2020 On 8/12/2020 at 10:53 AM, Gameslinx said: Falling through the ground seems to happen at low altitudes (near the ocean) but I don't know what's causing it. I'm looking into it but I haven't found anything yet That's interesting, I found the 'ocean' to be the safest place to land. Everywhere else, the altimeter didn't match the physical terrain, so you could crash into a termination line and be destroyed as if you're inside the planet, or fall through the terrain. Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted August 25, 2020 Share Posted August 25, 2020 (edited) On 8/2/2020 at 7:40 PM, Hohmannson said: It changes the Kopernicus template of planets. For Beyond Home it means nothing, because all the planets in pack are stripped off all their properties and are created from scratch. But. Tylo and Laythe templates used for most BH bodies are currently bugged because of Squad`s unfinished revamp, causing the checkers to appear. So replace them(Laythe to Eve, Tylo to Minmus), clean the Cache folder in BH directory and you`ll be fine. Well, worked for me at least. So weeks after doing this I noticed an issue with lighting. Upon making this template name change it seems certain bodies no longer receive sunlight. As if they're stuck in a permanent eclipse. Any ideas? And again is this the 2.5x rescale that's causing the checkering issue? Ill consider removing it and going stock scale if so. Edited August 25, 2020 by Motokid600 Quote Link to comment Share on other sites More sharing options...
MorePortal Posted August 27, 2020 Share Posted August 27, 2020 I've made third version of my Principia patch: Here Now it's stable for more than 2500 years! Spoiler Kerbalism and overheating issues were not fixed, because I don't know how to fix them. Both are connected to the fact that I made Destiny the internal sun (Principia makes Destiny and Fate real binaries without using fake barycenter body) Use this patch with caution! Quote Link to comment Share on other sites More sharing options...
hemeac Posted August 27, 2020 Share Posted August 27, 2020 On 8/25/2020 at 1:44 PM, Motokid600 said: So weeks after doing this I noticed an issue with lighting. Upon making this template name change it seems certain bodies no longer receive sunlight. As if they're stuck in a permanent eclipse. Any ideas? And again is this the 2.5x rescale that's causing the checkering issue? Ill consider removing it and going stock scale if so. Sorry if I haven't followed all of your previous posts, but when you rescaled, did that also rescale any existing light intensity curves? JNSQ which is 2.7x stock scale seems to have that issue and there doesn't seem to be a current solution: Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted August 27, 2020 Share Posted August 27, 2020 (edited) 3 hours ago, hemeac said: Sorry if I haven't followed all of your previous posts, but when you rescaled, did that also rescale any existing light intensity curves? JNSQ which is 2.7x stock scale seems to have that issue and there doesn't seem to be a current solution: I used Sigma DImentions for the rescale. I only edited base settings. // Advanced Settings landscape = 1 geeASLmultiplier = 1 resizeScatter = 1 resizeBuildings = 0 groundTiling = 1 CustomSoISize = 0 CustomRingSize = 0 atmoASL = 1 tempASL = 1 atmoTopLayer = 1 atmoVisualEffect = 1 lightRange = 1 scanAltitude = 1 The advanced settings are unchanged, but there are some interesting ones now that I look at them. "groundTiling = 1" Related to the checkerd pattern im seeing on the surface? And "lightRange = 1" which maybe is related to what you mentioned there? Also to which issue are you referring? There's two, but only if a fix for the first is applied. The big one is the checkered pattern on the surface of every moon. However when attempting to fix that via the template name change that causes the lighting issue. Edited August 27, 2020 by Motokid600 Quote Link to comment Share on other sites More sharing options...
hemeac Posted August 27, 2020 Share Posted August 27, 2020 2 hours ago, Motokid600 said: I used Sigma DImentions for the rescale. I only edited base settings. // Advanced Settings landscape = 1 geeASLmultiplier = 1 resizeScatter = 1 resizeBuildings = 0 groundTiling = 1 CustomSoISize = 0 CustomRingSize = 0 atmoASL = 1 tempASL = 1 atmoTopLayer = 1 atmoVisualEffect = 1 lightRange = 1 scanAltitude = 1 The advanced settings are unchanged, but there are some interesting ones now that I look at them. "groundTiling = 1" Related to the checkerd pattern im seeing on the surface? And "lightRange = 1" which maybe is related to what you mentioned there? Also to which issue are you referring? There's two, but only if a fix for the first is applied. The big one is the checkered pattern on the surface of every moon. However when attempting to fix that via the template name change that causes the lighting issue. I haven't used Sigma Dimensions or Planets Beyond and I misunderstood your issue given the lighting issue sounds related to the templates used. I know that some planet mods used light intensity that dims the light from the sun as it travels further away and thought that might not be being scaled up with sigma dimensions. Quote Link to comment Share on other sites More sharing options...
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