AbeS Posted December 19, 2013 Share Posted December 19, 2013 Can't the year be changed to start at 1950? that'd be awesome! Link to comment Share on other sites More sharing options...
jrandom Posted December 19, 2013 Share Posted December 19, 2013 It's just nice having clock-time be KSP local time as well. I got all sorts of confused the first time I watched the sun rise just a little before noon-ish. Link to comment Share on other sites More sharing options...
Camacha Posted December 19, 2013 Share Posted December 19, 2013 Camacha: find that person's original project, whence s/he derived Kerbal TOT: it was originally for Orbiter. Ah, pretty cool. That will help a lot.Yes, you should be able to use real planning software, just remember that as of RSS v5.3, KSP year 0 is 1950.Do you have any indication where I could find that planning software? I am quite sure I have seen ESA and NASA stuff pass by, but I am not sure of the exact nature and totally unsure of where to get it. I did some quick Googling, but that did not turn up what I hoped to find.Note that Kerbin's rotation shouldn't matter; it's only rotation on its axis that's off, not rotation around the sun. It just means you might have to complete another quarter of a parking orbit or something.Any word on the axial tilt business? I know it should not be a big thing, but I must admit the current solution confuses a bit and that is probably not a good idea. Or maybe it is just a little OCD on my side because of all the orbits being messy, it could be that. Link to comment Share on other sites More sharing options...
NathanKell Posted December 19, 2013 Author Share Posted December 19, 2013 AbeS: It already is set to 1950. Epoch, at the top of the Settings.cfg file, is the number of seconds until 12:00AM Jan 1 2000.(Or, if a negative number, the number of seconds after 1/1/2000).Camacha: No idea where, sorry.Re: tilt, I asked Mu about three-four weeks ago. He said he'd ask around. Not for .23, but for later updates. He said it would be a quite big change, although I have yet to come up with why. Link to comment Share on other sites More sharing options...
AbeS Posted December 19, 2013 Share Posted December 19, 2013 Nathan I meant the in-game year, instead of Year 1, we would start with Year 1950 Link to comment Share on other sites More sharing options...
Camacha Posted December 19, 2013 Share Posted December 19, 2013 Re: tilt, I asked Mu about three-four weeks ago. He said he'd ask around. Not for .23, but for later updates. He said it would be a quite big change, although I have yet to come up with why.Cool cool. That is enough to hold my breath for a little while longer I think I will just go ahead and do the full blown game. Link to comment Share on other sites More sharing options...
NathanKell Posted December 19, 2013 Author Share Posted December 19, 2013 AbeS: Alas no. For some awful reason, Squad both keeps time in seconds AND casts it to signed int. Which means the maximum time the game will allow displayed is a bit over 67 years (anyone remember the "67 years til node" issue in MJ?).So I can't set it to display 1950. At most I could get it to say 66, but then you'd only have a bit over a year's playtime. Link to comment Share on other sites More sharing options...
calkurne Posted December 19, 2013 Share Posted December 19, 2013 AbeS: Alas no. For some awful reason, Squad both keeps time in seconds AND casts it to signed int. Which means the maximum time the game will allow displayed is a bit over 67 years (anyone remember the "67 years til node" issue in MJ?).So I can't set it to display 1950. At most I could get it to say 66, but then you'd only have a bit over a year's playtime.could you set the year to '50? Link to comment Share on other sites More sharing options...
jrandom Posted December 19, 2013 Share Posted December 19, 2013 With such a limited range in years, I think we should stick with '0'. Or '-66" if that doesn't break anything. With a full-scale solar-system, even that small timespan is going to make Pluto/Vall/whatever missions kinda tricky. Link to comment Share on other sites More sharing options...
Camacha Posted December 19, 2013 Share Posted December 19, 2013 AbeS: Alas no. For some awful reason, Squad both keeps time in seconds AND casts it to signed int. Which means the maximum time the game will allow displayed is a bit over 67 years (anyone remember the "67 years til node" issue in MJ?).So I can't set it to display 1950. At most I could get it to say 66, but then you'd only have a bit over a year's playtime.What happens after filling your 67 years up? Link to comment Share on other sites More sharing options...
Bothersome Posted December 19, 2013 Share Posted December 19, 2013 The universe comes to an end. So see you at the restaurant at the end of the universe!! Link to comment Share on other sites More sharing options...
AbeS Posted December 19, 2013 Share Posted December 19, 2013 I now want to warp to Year 67 and see what happens Link to comment Share on other sites More sharing options...
SFJackBauer Posted December 19, 2013 Share Posted December 19, 2013 Do you have any indication where I could find that planning software? I am quite sure I have seen ESA and NASA stuff pass by, but I am not sure of the exact nature and totally unsure of where to get it. I did some quick Googling, but that did not turn up what I hoped to find.Two options are:- NASA GMAT (General Mission Analysis Tool)- AGI Satellite Toolkit Free editionI haven't delved deep into both but it seems GMAT is more easy to use. AGI STK is a beast. Link to comment Share on other sites More sharing options...
Starwaster Posted December 19, 2013 Share Posted December 19, 2013 I now want to warp to Year 67 and see what happens The mission clock goes wonky. I expect if I could read it, it might make some kind of sense. It seems like it has three lines but I guess they're just crammed in so I really dont know... Link to comment Share on other sites More sharing options...
Cesrate Posted December 20, 2013 Share Posted December 20, 2013 How to change the atmosphere height actually? I tried but failed. Link to comment Share on other sites More sharing options...
NathanKell Posted December 20, 2013 Author Share Posted December 20, 2013 We describe how upthread. Search thread for atmosphereMultiplier that should turn up the posts.Starwaster: it rolls over and goes negative. Signed int, remember? Link to comment Share on other sites More sharing options...
Bothersome Posted December 20, 2013 Share Posted December 20, 2013 Only problem I'm having with it so far is Kerbin's sky is underground. The atmosphere effects works well, just the visual part of the air is underground so I'm not seeing it. Link to comment Share on other sites More sharing options...
Bothersome Posted December 20, 2013 Share Posted December 20, 2013 Been working on trying to get the Kethane grid to be at about the right hight above the planets/moons so that you can see what is scanned easier. Some of them were way off for RSS.In the Grid.cfg file in the Kethane mod for 0.8.2 these are the values I've come up with for best results...Sun = 0Moho = 1.018Eve = 1.005Gilly = 0.08Kerbin = 1.005Mun = 1.022Minmus = 1.07Duna = 1.018Ike = 1.08Dres = 1.03Jool = 1.005Laythe = 1.005Vall = 0.1015Tylo = 1.012Bop = 0.06Pol = 0.106Eeloo = 1.012Maybe this information will help any others that want to use Kethane with RSS too. Link to comment Share on other sites More sharing options...
Kass Posted December 20, 2013 Share Posted December 20, 2013 Thanks bothersome. I'd adjusted a couple manually but hadn't done all the others. This saves me the bother. Link to comment Share on other sites More sharing options...
Starwaster Posted December 20, 2013 Share Posted December 20, 2013 Only problem I'm having with it so far is Kerbin's sky is underground. The atmosphere effects works well, just the visual part of the air is underground so I'm not seeing it.I can't even see it underground. I looked. Link to comment Share on other sites More sharing options...
jsimmons Posted December 20, 2013 Share Posted December 20, 2013 So I have been giving this mod a try and I notice one strange problem. As my rocket leaves the atmosphere the further the camera view moves away from the rocket. Has anyone seen this? This is with 5.4. Link to comment Share on other sites More sharing options...
Uqabos Posted December 20, 2013 Share Posted December 20, 2013 Hi. I am geting a weird bug with 0.23 what i can't play game with this mode everything turns on but there are no sky and everything goes black and my heigt goes 777777 wtf? When are you going to fix this? Soon? Because I want to play realistic mode with less lag because 0.23!Sorry for my english... Link to comment Share on other sites More sharing options...
Orum Posted December 21, 2013 Share Posted December 21, 2013 First of all, thanks for all the work you put into the mod. I love it!The only other thing I've noticed is it seems impossible to get beyond LEO without greatly increasing the Isp of my engines. Maybe it can be done with the joint reinforcement, and a lot more engines/fuel, but [un?]fortunately that mod has been updated to 0.23, and I don't know how to get the old version.Is there a mod that allows us to easily scale the Isp of our engines without having to edit each and every config? Link to comment Share on other sites More sharing options...
Bothersome Posted December 21, 2013 Share Posted December 21, 2013 Yes, we're all waiting on Modular Fuel System for that. The stock fuels don't carry enough power per weight and the engines are too heavy for their rated power compared to real life engines.Keep your eye out for MSF. Link to comment Share on other sites More sharing options...
AbeS Posted December 21, 2013 Share Posted December 21, 2013 There is a working MFS test version out though Link to comment Share on other sites More sharing options...
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