HPR69 Posted February 11, 2023 Share Posted February 11, 2023 I just installed this mod, and I want to do a career mode playthrough, I know that there is a story mode so I don't want to be spoiled haha, but is there a way to get to the system w/o warpdrives? I just wanna know so I can install it now. This is a really cool mod, so thanks in advance haha! Quote Link to comment Share on other sites More sharing options...
Ultimate Steve Posted February 11, 2023 Share Posted February 11, 2023 May I ask what you recommend as far as interstellar transportation goes? It seems like it is supposed to be done with the lasers. In order to have reasonable travel times as I found with the sprites, you have to be going really fast (multiple tens of kilometers per second). This brings the problem of slowing down at the other end, as you would need stacks of xenon to be able to slow down from those velocities. The solution I thought was obvious was to bring a laser to the Cercani system. I did some LKO testing, and wow, the laser power drops off very quickly, like halfway to the Mun and I wasn't getting any reasonable acceleration from my space based laser. No biggie, I thought, I just need to be extremely accurate when approaching Cercani, basically getting a really close approach with my deceleration laser. As for how to get the laser there in the first place, I had the idea that I would drop off a sacrificial laser in front of me to slow me down. This is the setup, it is about 40 tons, and only manages 0.2-0.5g or so using the KSC's lasers, which is not enough. I spent several minutes accelerating using the Kerbin lasers, and by the time the acceleration dwindled down to nothing due to distance, I was still 500m/s short of Kerbol escape (and I had to sit there for several minutes spam buying time on the KSC laser, if I was in career it would have been several tens of millions of funds if not more). Is there a way to upgrade the lasers? I notice my space based lasers say 0.5 gen next to them. Is there a way to upgrade them that I missed? I have not been to Cercani yet except with a very inaccurate sprite flyby. Even when I get there I doubt my ship lasers will do much to slow me down, as I was only getting 0.003g from my orbiting laser out of this thing. Am I completely missing the intended method to get places? Or are the travel times supposed to be measured in centuries? Basically, what am I missing? Quote Link to comment Share on other sites More sharing options...
Royalswissarmyknife Posted February 12, 2023 Share Posted February 12, 2023 Is there JNSQ support? Quote Link to comment Share on other sites More sharing options...
thomas25 Posted February 12, 2023 Share Posted February 12, 2023 Looking forward to trying this out! Quote Link to comment Share on other sites More sharing options...
Violet Posted February 12, 2023 Share Posted February 12, 2023 Hey congrats on the release! Quote Link to comment Share on other sites More sharing options...
Pkmniako Posted February 12, 2023 Author Share Posted February 12, 2023 On 2/11/2023 at 8:33 PM, HPR69 said: I just installed this mod, and I want to do a career mode playthrough, I know that there is a story mode so I don't want to be spoiled haha, but is there a way to get to the system w/o warpdrives? I just wanna know so I can install it now. This is a really cool mod, so thanks in advance haha! Expand You can get there without Warp Drives, in fact, you can get there with stock parts (Though KSP won't like the fact that it takes like 1000 years to get there). You can install high ISP mods like Far Future Technologies to ease the travel there. On 2/11/2023 at 9:11 PM, Ultimate Steve said: ... Am I completely missing the intended method to get places? Or are the travel times supposed to be measured in centuries? Basically, what am I missing? Expand Laser sails are a early game method of exploring other stars, not the main way to go there. You can use mods like Far Future Technologies, which add engines with brutal ISP ranges, to properly explore them. On 2/12/2023 at 12:58 AM, Royalswissarmyknife said: Is there JNSQ support? Expand Because JNSQ doesn't scale the planets, they are just bigger, if you use this mod with it, the new planets will still be stock sized. From what I've been told, JNSQ also uses an older version of scatterer, so be mindful of that! Quote Link to comment Share on other sites More sharing options...
MorePortal Posted February 12, 2023 Share Posted February 12, 2023 On 2/12/2023 at 12:58 AM, Royalswissarmyknife said: Is there JNSQ support? Expand This SigmaDimensions config should work (it only scales OtherWorlds planets): Reveal hidden contents @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[#identifier[OWR/*]] { @SigmaDimensions { @Resize = 2.5 @Rescale = 2.5 @Atmosphere = 1.04 //Total Atmo scale = Atmosphere * atmoTopLayer = 1.144 ~ 8/7 (since Kerbin's atmo was scaled by 8/7 in JNSQ) @dayLengthMultiplier = 2 @atmoTopLayer = 1.1 @atmoVisualEffect = 1.04 } } } Note that all landscape is scaled by 2.5 - mountains may be too high on some bodies Quote Link to comment Share on other sites More sharing options...
Pkmniako Posted February 12, 2023 Author Share Posted February 12, 2023 1.0.1 Patch - Fixes - Fixed (hopefuly) parallax configuration overriding other mod's configurations for the same mod - Made parallax configuration for C2-1 less laggy - Partly removed kopernicus debugging things Quote Link to comment Share on other sites More sharing options...
HPR69 Posted February 13, 2023 Share Posted February 13, 2023 On 2/12/2023 at 8:53 AM, Pkmniako said: You can get there without Warp Drives, in fact, you can get there with stock parts (Though KSP won't like the fact that it takes like 1000 years to get there). You can install high ISP mods like Far Future Technologies to ease the travel there. Expand Makes sense, I was really confused on how stock would work lol Quote Link to comment Share on other sites More sharing options...
Ultimate Steve Posted February 13, 2023 Share Posted February 13, 2023 On 2/12/2023 at 8:53 AM, Pkmniako said: You can get there without Warp Drives, in fact, you can get there with stock parts (Though KSP won't like the fact that it takes like 1000 years to get there). You can install high ISP mods like Far Future Technologies to ease the travel there. Expand Roger that, installing near future stuff now. I was totally ready to try to cram everything needed into 2 ton packages though! Quote Link to comment Share on other sites More sharing options...
N9 Gaming Posted February 13, 2023 Share Posted February 13, 2023 The best mods reach god status just before KSP 2's early access comes around, luckily for us the FULL release of KSP 2 is still a long way off, so I think I might have to explore this - it's just far too intriguing not to! I've a question though - do you reckon the new celestial bodies are at all compatible with things like USI Colonization mods? Quote Link to comment Share on other sites More sharing options...
Royalswissarmyknife Posted February 14, 2023 Share Posted February 14, 2023 Good to hear it (somewhat) has Jnsq support I will have to try this mod soon maybe in a few years when I get interstellar tech Quote Link to comment Share on other sites More sharing options...
Pkmniako Posted February 14, 2023 Author Share Posted February 14, 2023 On 2/13/2023 at 11:35 PM, N9 Gaming said: The best mods reach god status just before KSP 2's early access comes around, luckily for us the FULL release of KSP 2 is still a long way off, so I think I might have to explore this - it's just far too intriguing not to! I've a question though - do you reckon the new celestial bodies are at all compatible with things like USI Colonization mods? Expand The planets have Community Resource Pack resources, but I haven't checked the configurations in a long time Quote Link to comment Share on other sites More sharing options...
Pkmniako Posted February 14, 2023 Author Share Posted February 14, 2023 (edited) 1.0.2 Patch - Story Mode - Added a pop-out window on new saves to indicate what to do to start the story - Added other pop-outs - Rephrased a clue due to imprecision - Fixes - Lowered the terrain quality of C4-2 to avoid some clipping. Now on new savefiles (Or savefiles that haven't been played with the mod), this little screen will pop out to guide a bit the journey of the players. You can read it now if you want. Don't worry, it's not a spoiler. Edited February 14, 2023 by Pkmniako Quote Link to comment Share on other sites More sharing options...
Trisolaris Posted February 17, 2023 Share Posted February 17, 2023 very nice! Quote Link to comment Share on other sites More sharing options...
Rocket Science42 Posted February 18, 2023 Share Posted February 18, 2023 im having an issue with the sunflares around kerbol not showing up here is my KSP log: https://www.dropbox.com/s/j75lrj05nllqvhf/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
Pkmniako Posted February 21, 2023 Author Share Posted February 21, 2023 (edited) 1.0.3 Patch - Story Mode - One signal's range made bigger - Made a clue slightly better - Fixes - Fixed lights from vessels showing up when reading signals On 2/18/2023 at 4:00 AM, Rocket Science42 said: im having an issue with the sunflares around kerbol not showing up here is my KSP log: https://www.dropbox.com/s/j75lrj05nllqvhf/KSP.log?dl=0 Expand I'm going to honest with you. I don't know where to start, the log is 99% spam of the same sentence. Edited February 21, 2023 by Pkmniako Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted February 21, 2023 Share Posted February 21, 2023 On 2/18/2023 at 4:00 AM, Rocket Science42 said: im having an issue with the sunflares around kerbol not showing up Expand idk anything about your sunflare but it looks like you have an old copy of ACK, (Benjee10_Orion) which likely means you're out of date on sharedAssets, too. This should fix a message being spammed in your log file about bones. Quote Link to comment Share on other sites More sharing options...
Njal2001 Posted February 25, 2023 Share Posted February 25, 2023 On 2/10/2023 at 6:53 PM, Pkmniako said: - ScanSAT can be used to skip parts of the story. If you use this mode, please, disable anomaly detection. Expand I'm currently using ScanSAT but I do not see this setting anywhere, do you mean "Disable Stock Scanning"? Quote Link to comment Share on other sites More sharing options...
EnderiumSmith Posted February 26, 2023 Share Posted February 26, 2023 On 2/25/2023 at 4:23 PM, Njal2001 said: I'm currently using ScanSAT but I do not see this setting anywhere, do you mean "Disable Stock Scanning"? Expand its not like you can do it by accident. the parts with anomaly scanning capability are huge, you wouldnt include them if that wasnt your goal. but you should disable stock scanning anyway. Quote Link to comment Share on other sites More sharing options...
HPR69 Posted February 27, 2023 Share Posted February 27, 2023 (edited) I've slowly trickled my way to completing this, but for the past week I've been stuck on this one. Reveal hidden contents How are you supposed to activate the pillar on Disole? I just got the thing from the northern crater but I don't know what I'm supposed to do, am I just supposed to ignore it for now? Edited February 27, 2023 by HPR69 minor spelling mistakes Quote Link to comment Share on other sites More sharing options...
HPR69 Posted February 28, 2023 Share Posted February 28, 2023 (edited) On 2/27/2023 at 11:29 PM, HPR69 said: I've slowly trickled my way to completing this, but for the past week I've been stuck on this one. Reveal hidden contents How are you supposed to activate the pillar on Disole? I just got the thing from the northern crater but I don't know what I'm supposed to do, am I just supposed to ignore it for now? Expand I've decided to progress a little despite that Reveal hidden contents and the same thing happens when I trekked across to crons spike, I also traveled back to the main spike, and nothing, do you think this is an issue because I'm using the replica? Edited February 28, 2023 by HPR69 Quote Link to comment Share on other sites More sharing options...
HPR69 Posted February 28, 2023 Share Posted February 28, 2023 (edited) wait a minute, do you need to eva construct it???? oh my god edit: nvm Edited February 28, 2023 by HPR69 realized it wasn't the case Quote Link to comment Share on other sites More sharing options...
Lithium-7 Posted March 10, 2023 Share Posted March 10, 2023 Encountering a bizarre bug where this mod just causes the R&D Center Archives to break. I've narrowed it down to Other Worlds, and tested it on new save files. It's definitely this mod that's causing it. The archives are always empty, even when I perform research, and Wernher is always replaced with this odd sprite of a Kerbal. I've also posted this issue to the Github, but I'm sharing it here for extra visibility. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted March 14, 2023 Share Posted March 14, 2023 Hi, I'm getting some errors with the OWR contracts. Example: Reveal hidden contents [ERR 16:53:49.957] ContractConfigurator.RemoteTech.HasAntennaFactory: CONTRACT_TYPE 'OWR_OrangeCandle', PARAMETER 'HasAntenna' of type 'HasAntenna': Error parsing antennaType [EXC 16:53:49.960] ArgumentException: Requested value 'TRANSMIT' was not found. System.Enum+EnumResult.SetFailure (System.Enum+ParseFailureKind failure, System.String failureMessageID, System.Object failureMessageFormatArgument) (at <9577ac7a62ef43179789031239ba8798>:0) System.Enum.TryParseEnum (System.Type enumType, System.String value, System.Boolean ignoreCase, System.Enum+EnumResult& parseResult) (at <9577ac7a62ef43179789031239ba8798>:0) System.Enum.Parse (System.Type enumType, System.String value, System.Boolean ignoreCase) (at <9577ac7a62ef43179789031239ba8798>:0) ContractConfigurator.ExpressionParser.EnumExpressionParser`1[T].ParseIdentifier (ContractConfigurator.ExpressionParser.BaseParser+Token token) (at <7cf636bf2f2f4038af6634d8e4f57459>:0) ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ParseVarOrIdentifier (ContractConfigurator.ExpressionParser.BaseParser+Token token) (at <7cf636bf2f2f4038af6634d8e4f57459>:0) ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ParseSimpleStatement[TResult] () (at <7cf636bf2f2f4038af6634d8e4f57459>:0) ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ParseStatementInner[TResult] () (at <7cf636bf2f2f4038af6634d8e4f57459>:0) ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ParseStatement[TResult] () (at <7cf636bf2f2f4038af6634d8e4f57459>:0) ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ParseExpression (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) (at <7cf636bf2f2f4038af6634d8e4f57459>:0) Rethrow as Exception: Error parsing statement. Error occurred near '*': TRANSMIT ........* <-- HERE ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ParseExpression (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) (at <7cf636bf2f2f4038af6634d8e4f57459>:0) ContractConfigurator.ConfigNodeUtil.ParseSingleValue[T] (System.String key, System.String stringValue, System.Boolean allowExpression) (at <7cf636bf2f2f4038af6634d8e4f57459>:0) ContractConfigurator.ConfigNodeUtil.ParseValue[T] (ConfigNode configNode, System.String key, System.Boolean allowExpression) (at <7cf636bf2f2f4038af6634d8e4f57459>:0) System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <9577ac7a62ef43179789031239ba8798>:0) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <9577ac7a62ef43179789031239ba8798>:0) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <9577ac7a62ef43179789031239ba8798>:0) ContractConfigurator.ConfigNodeUtil.ParseValue[T] (ConfigNode configNode, System.String key, System.Boolean allowExpression) (at <7cf636bf2f2f4038af6634d8e4f57459>:0) ContractConfigurator.ConfigNodeUtil.ParseValue[T] (ConfigNode configNode, System.String key, System.Action`1[T] setter, ContractConfigurator.IContractConfiguratorFactory obj, T defaultValue, System.Func`2[T,TResult] validation) (at <7cf636bf2f2f4038af6634d8e4f57459>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, Nullable`1, Func`2) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, Nullable`1) ContractConfigurator.RemoteTech.HasAntennaFactory:Load(ConfigNode) ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) ContractConfigurator.ContractType:Load(ConfigNode) ContractConfigurator.<LoadContractTypeConfig>d__31:MoveNext() ContractConfigurator.<FinalizeContractTypeLoad>d__30:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) KSP.log Quote Link to comment Share on other sites More sharing options...
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