StarCrusher96 Posted January 21, 2021 Author Share Posted January 21, 2021 (edited) 8 hours ago, Astraph said: Hey there Just in case - is your star pack compatible with Sigma Dimensions? I seem to be getting some error messages on startup, but upon getting into a bunch of errors related to Dimensions... But upon startup, I don't see any issues - planets in Tracking Station look ok-ish and there seem to be no issues with how the atmospheres/surfaces are displayed... Actually, just had another thought... How exactly are stars spaced in your pack? Are the distances real-life (so ~3.4 ly to Kiribani, etc), or are they compressed to KSP's regular 0.1x? I kinda want the increased challenge from the 3.5x scale system I usually use, but I also don't want to get truly 30 ly spacing between closest stars ^^' I have yet to make GU compatible (doesn't mean it already could work, but it hasn't been tested yet by me) with Sigma Dimensions. I can tell you for sure scaling up the mod will cause bugs related to KSP 1 not being made for interstellar gameplay. As mentioned on page 1, GU interstellar distances are 1/100th of the real deal. Still it takes a long time to get anywhere. It now occupies around 1 ly real space. (0.5 radius), I've noticed minor bugs start to appear somewhere around 0.3 ly (visuals looking weird in trackingstation etc ...). Mods that claim to be bigger and not have these bugs = claiming ice doesn't melt during a hot summer day. Edited January 21, 2021 by StarCrusher96 Quote Link to comment Share on other sites More sharing options...
StarCrusher96 Posted January 21, 2021 Author Share Posted January 21, 2021 Quote Link to comment Share on other sites More sharing options...
Minmus Taster Posted January 21, 2021 Share Posted January 21, 2021 31 minutes ago, StarCrusher96 said: Lets be honest... You got that from beyond home. Quote Link to comment Share on other sites More sharing options...
StarCrusher96 Posted January 21, 2021 Author Share Posted January 21, 2021 (edited) 39 minutes ago, Minmus Taster said: Lets be honest... You got that from beyond home. No idea, never played that mod. (i just went checking if this is indeed the case as i only wrote a patch for it so far.) This is actually Jakku inspired. * I also like to mention there is no monopoly on 'concepts', in that case i'd put some people out of business. Edited January 21, 2021 by StarCrusher96 Quote Link to comment Share on other sites More sharing options...
Thatguywholikesionengines Posted January 21, 2021 Share Posted January 21, 2021 Been trying to install the modpack as it looks amazing, and following the instructions to the letter, but... Where would the GU-General settings cfg file be? Is there a file path, or did I install the wrong? I just got the stellar odyssey zip from github. Quote Link to comment Share on other sites More sharing options...
StarCrusher96 Posted January 21, 2021 Author Share Posted January 21, 2021 14 minutes ago, Thatguywholikesionengines said: Been trying to install the modpack as it looks amazing, and following the instructions to the letter, but... Where would the GU-General settings cfg file be? Is there a file path, or did I install the wrong? I just got the stellar odyssey zip from github. That cfg can be found in the Gu folder. Somewhere down the list. Quote Link to comment Share on other sites More sharing options...
Thatguywholikesionengines Posted January 21, 2021 Share Posted January 21, 2021 Couldn't find the cfg, the video tutorial went on without it, so I launched the game, and... It gets stuck on patching after applying 68 of them, leaving it stuck at 32%... During this, it becomes a massive memory hog. https://imgur.com/a/619CoNs Quote Link to comment Share on other sites More sharing options...
StarCrusher96 Posted January 21, 2021 Author Share Posted January 21, 2021 25 minutes ago, Thatguywholikesionengines said: Couldn't find the cfg, the video tutorial went on without it, so I launched the game, and... It gets stuck on patching after applying 68 of them, leaving it stuck at 32%... During this, it becomes a massive memory hog. https://imgur.com/a/619CoNs 'GU_GENERAL_Settings ^it's in every download of GU. Otherwise the game wouldn't even start to load. Quote Link to comment Share on other sites More sharing options...
Messeno Posted January 24, 2021 Share Posted January 24, 2021 does this mod work with version 1.9.1 of the game? Quote Link to comment Share on other sites More sharing options...
StarCrusher96 Posted January 25, 2021 Author Share Posted January 25, 2021 (edited) 17 hours ago, Messeno said: does this mod work with version 1.9.1 of the game? Might work. Edited January 25, 2021 by StarCrusher96 Quote Link to comment Share on other sites More sharing options...
kspnerd122 Posted January 25, 2021 Share Posted January 25, 2021 I have a problem with how inferus is displayed, first off, is there ANY land, at all that is not a ground scatter of some kind, if not, THAT IS A BIG ISSUE, as you cannot plan a landing location whatsoever, Im doing a space race in GU, and inferus seems near impossible(scatters unload when you switch out of load range, So the base falls into the lava, and gets destroyed, because there is not actual land on it, I feel like inferus should have solid landmasses on the night side, it's tidally locked, so the night side would be much colder than the day side(still very hot, but cool enough that rocks survive not melted. Quote Link to comment Share on other sites More sharing options...
ballisticfox0 Posted January 25, 2021 Share Posted January 25, 2021 52 minutes ago, kspnerd122 said: I have a problem with how inferus is displayed, first off, is there ANY land, at all that is not a ground scatter of some kind, if not, THAT IS A BIG ISSUE, as you cannot plan a landing location whatsoever, Im doing a space race in GU, and inferus seems near impossible(scatters unload when you switch out of load range, So the base falls into the lava, and gets destroyed, because there is not actual land on it, I feel like inferus should have solid landmasses on the night side, it's tidally locked, so the night side would be much colder than the day side(still very hot, but cool enough that rocks survive not melted. There is land on the dark side. There are a lot of heat issues so bring lots of radiators. Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted January 25, 2021 Share Posted January 25, 2021 could someone write a patch/config/whatever so the stockalike mining extension pumps can extract liquid fuel from the oil seas of one of the near-kerbin brown dwarf orbiting planets (forgot name)? Or is it better if I post this in the SME thread? Quote Link to comment Share on other sites More sharing options...
Terminal Velocity Posted January 25, 2021 Share Posted January 25, 2021 does this give visuals for stock system because if not im not removing avp to install this Quote Link to comment Share on other sites More sharing options...
StarCrusher96 Posted January 25, 2021 Author Share Posted January 25, 2021 (edited) 20 minutes ago, Rocketry101 said: does this give visuals for stock system because if not im not removing avp to install this GU has its own optional* stock visuals. But thanks for sharing you do not want to install this mod because of AVP. Not that i didn't mention it on page 1 right? Edited January 25, 2021 by StarCrusher96 Quote Link to comment Share on other sites More sharing options...
Terminal Velocity Posted January 25, 2021 Share Posted January 25, 2021 no i did not say that because i did not want to uninstall avp just wanted to know if it had stock visuals. Also is compatiable with parallax? i could live without parallax Quote Link to comment Share on other sites More sharing options...
Kielm Posted January 26, 2021 Share Posted January 26, 2021 (edited) Hey, The contract system's asking me to explore Kax A* immediately after Minmus. Obviously that's a bit... out of my reach right now, is there a way around this? I tried waiting out the contract but it just pops back up again. EDIT: Nevermind, I see there's no easy answer for that. Whoops! Edited January 26, 2021 by Kielm Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 26, 2021 Share Posted January 26, 2021 @StarCrusher96 For a mod like Galaxies Unbound, which has multiple star systems, how is that set up? Does each star orbit around a common central object? Do stars orbit each other? I ask because I am trying to figure out how to tell when a vessel reaches interstellar space. If I can figure it out then I can give a boost to a vessel’s warp speed... Quote Link to comment Share on other sites More sharing options...
StarCrusher96 Posted January 26, 2021 Author Share Posted January 26, 2021 6 hours ago, Angel-125 said: @StarCrusher96 For a mod like Galaxies Unbound, which has multiple star systems, how is that set up? Does each star orbit around a common central object? Do stars orbit each other? I ask because I am trying to figure out how to tell when a vessel reaches interstellar space. If I can figure it out then I can give a boost to a vessel’s warp speed... So basically everything orbits Kerbol - Sun, its SOI remains infinite and the other stars orbit it with a fixed SOI. Their orbital speed is basically 0 and the orbit lines are hidden. Why i'm not using a central black hole? That's because it gives you endless bugs related to KSP not being made to work like that. Kerbin MUST orbit Sun (or the central object of the game) in order for the game to work properly. I added several asteroidbelts around Sun (like an Oortcloud) that kinda gives away when you leave the system. But technically you're always inside the 'Sun' System. Quote Link to comment Share on other sites More sharing options...
StarCrusher96 Posted January 26, 2021 Author Share Posted January 26, 2021 Quote Link to comment Share on other sites More sharing options...
Minmus Taster Posted January 26, 2021 Share Posted January 26, 2021 32 minutes ago, StarCrusher96 said: Cool! also does anyone notice the face? Quote Link to comment Share on other sites More sharing options...
falcoon Posted January 26, 2021 Share Posted January 26, 2021 Is it possible that some of GU parts are not visible when using Kiwi Tech Tree? or am I not looking hard enough? Great mod btw, can't wait to visit all these systems. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 26, 2021 Share Posted January 26, 2021 @falcoon Kiwi adds and removes tech nodes so that's very likely. That will be handled. Quote Link to comment Share on other sites More sharing options...
Minmus Taster Posted January 26, 2021 Share Posted January 26, 2021 Really happy the All is there. Quote Link to comment Share on other sites More sharing options...
KawaiiLucy Posted January 26, 2021 Share Posted January 26, 2021 16 hours ago, Kielm said: The contract system's asking me to explore Kax A* immediately after Minmus. I'd recommed giving exploration plus (contract pack) a try. My testing so far leads me to believe, that it always gives you Eve as a destination after Minmus, and eases the progression towards more distant bodies. I haven't gotten very far so can't confirm tho. When going interstellar you probably won't be dependant on contracts anyway I suppose. Quote Link to comment Share on other sites More sharing options...
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