EVDE Posted February 21, 2015 Share Posted February 21, 2015 How much Delta-V do i need to get into Low Kerbin orbit (Or a little bit higher)? Link to comment Share on other sites More sharing options...
ThorBeorn Posted February 21, 2015 Share Posted February 21, 2015 From the OP under Useful Information: http://forum.kerbalspaceprogram.com/threads/96792-WIP-64K-%28a-Kerbol-6-4x-reboot%29?p=1481192&viewfull=1#post1481192 <-------DeltaV map Link to comment Share on other sites More sharing options...
Homebrew Posted February 21, 2015 Share Posted February 21, 2015 Tellion,Problem with clouds solved. I started adding your \BoulderCo files one by one until I found the culprit. I did not have the optional lightning feature from AVP installed, so did not have the lightning.png texture file installed. As soon as I installed your "4 Astronomer's Lightning.cfg" file, without having the lightning texture installed, all my clouds disappeared. So, as soon as I installed the lightning texture from the AVP download, my clouds returned. Optionally, for anyone who does not want the lightning feature, they just have to make sure to also not install your lightning.cfg file. Link to comment Share on other sites More sharing options...
kofeyh Posted February 27, 2015 Share Posted February 27, 2015 (edited) Please note, the texture for kerbin is currently incorrect.It is, for some reason, using the 'earth' texture, that RSS itself uses. I am not sure if this is intentional; I presume when creating the DDS files, this snuck through? I have tried removing the entire install, and re-applying the latest version.edit: however, if the intention is to change kerbin to be earth, but leave all the remaining planets and moons as per stock names, can you please update the changelog to reflect this. Edited February 27, 2015 by kofeyh Link to comment Share on other sites More sharing options...
FreeThinker Posted February 27, 2015 Share Posted February 27, 2015 (edited) Question, since 64K requires significant amounts of Delta V to get into space, should the economics be modified at well? Edited March 5, 2015 by FreeThinker Link to comment Share on other sites More sharing options...
Tellion Posted February 27, 2015 Share Posted February 27, 2015 From my own experience, it is doable although grindy. Nothing you cannot get around with either mods or difficulty options imo Link to comment Share on other sites More sharing options...
FreeThinker Posted February 27, 2015 Share Posted February 27, 2015 From my own experience, it is doable although grindy. Nothing you cannot get around with either mods or difficulty options imo I guess you have to increase the contracts rewards, otherwise it becomes a boring grind. What would be a good value? Link to comment Share on other sites More sharing options...
lurkoholic Posted February 27, 2015 Share Posted February 27, 2015 Please note, the texture for kerbin is currently incorrect.It is, for some reason, using the 'earth' texture, that RSS itself uses. I am not sure if this is intentional; I presume when creating the DDS files, this snuck through? I have tried removing the entire install, and re-applying the latest version.edit: however, if the intention is to change kerbin to be earth, but leave all the remaining planets and moons as per stock names, can you please update the changelog to reflect this.Did it look like Earth at the loading screen? I installed it on a fresh copy of KSP last night and didn't notice this problem. Did you install RSS separately? I know if you install RSS using CKAN, it forces you to pick a Solar System texture pack (including Earth). Maybe you have some extra textures in your RSS folder? I think the Earth texture might actually be called 'kerbin'? Link to comment Share on other sites More sharing options...
Tellion Posted February 27, 2015 Share Posted February 27, 2015 I guess you have to increase the contracts rewards, otherwise it becomes a boring grind. What would be a good value?I turned of R&D purchases and use the mod that slashes building prices tenfold; additionally the one that mostly removes science as a reward for contracts. Works pleasantly so far, though I really relied on some very well paid contracts from station science at the start. Link to comment Share on other sites More sharing options...
FreeThinker Posted February 27, 2015 Share Posted February 27, 2015 (edited) I turned of R&D purchases and use the mod that slashes building prices tenfold; additionally the one that mostly removes science as a reward for contracts. Works pleasantly so far, though I really relied on some very well paid contracts from station science at the start.I believe there is a new version which fixes that problem. regarding R&D purchases, you mean the initial part cost right? Edited February 28, 2015 by FreeThinker Link to comment Share on other sites More sharing options...
Tellion Posted February 27, 2015 Share Posted February 27, 2015 Which problem specifically? Yes, I do Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted February 27, 2015 Author Share Posted February 27, 2015 (edited) kofeyh said: Please note, the texture for kerbin is currently incorrect. It is, for some reason, using the 'earth' texture, that RSS itself uses. I am not sure if this is intentional; I presume when creating the DDS files, this snuck through? I have tried removing the entire install, and re-applying the latest version. edit: however, if the intention is to change kerbin to be earth, but leave all the remaining planets and moons as per stock names, can you please update the changelog to reflect this. Hi Kofeyh, First of all thanks for using the mod on Twitch. Regarding the earth texture, it's not included in the download so there's literally no way it can appear. I suspect that either you have a very old version of the mod (pre 64K) or you've installed RSS separately and the two are clashing. Delete the RealSolarSystem folder from your install, then download the latest version of 64K from Kerbal Stuff ([Moderator removed defunct website link]). Follow the included download instructions and let me know if you're still having this issue. Edited August 28, 2022 by James Kerman link removed Link to comment Share on other sites More sharing options...
undercoveryankee Posted February 27, 2015 Share Posted February 27, 2015 Question, since 65K requires significant amounts of Delta V to get into space, should the economics be modified at well?If you install RealFuels and RF Stockalike engine configs and leave RF set to use realistic masses, the improved performance will shrink your rockets back to about the size that the default economics are expecting. Link to comment Share on other sites More sharing options...
NathanKell Posted February 27, 2015 Share Posted February 27, 2015 Hi Kofeyh,Delete the RealSolarSystem folder from your install, then download the latest version of 64K from Kerbal Stuff (https://kerbalstuff.com/mod/573/64K). Follow the included download instructions and let me know if you're still having this issue.Addendum: also delete the RSSTextures folder. That's where your earth textures are hiding. Link to comment Share on other sites More sharing options...
Tellion Posted February 27, 2015 Share Posted February 27, 2015 If you install RealFuels and RF Stockalike engine configs and leave RF set to use realistic masses, the improved performance will shrink your rockets back to about the size that the default economics are expecting.Cannot quite confirm. Getting anything manned any further than low low LKO will not even allow you to use the first launchpad ._. And it is only cascading upwards, I mean try landing on moho for example - the 12km/s insertion burn really makes everything stock could throw at you pale in comparison, even with RF, FAR etc. Link to comment Share on other sites More sharing options...
Sandworm Posted February 27, 2015 Share Posted February 27, 2015 (edited) Question, since 65K requires significant amounts of Delta V to get into space, should the economics be modified at well?People play 64k in full career mode? I found career mode frustrating even in stock. he exponentially-increasing costs of going anywhere beyond minmus in 64k makes career mode impractical. I found myself pinning the slider to the right, which in turn made the whole money concept irrelevant. 64k best plays science-only imho. Edited February 27, 2015 by Sandworm Link to comment Share on other sites More sharing options...
Raptor831 Posted February 28, 2015 Share Posted February 28, 2015 Cannot quite confirm. Getting anything manned any further than low low LKO will not even allow you to use the first launchpad ._. And it is only cascading upwards, I mean try landing on moho for example - the 12km/s insertion burn really makes everything stock could throw at you pale in comparison, even with RF, FAR etc.I play mostly in sandbox. Career is a bit too grindy for me. Once you get to 6.4x scale and above it becomes more of an engineering/design challenge (which I like better than grind). I hope they make the launchpad weight limit a mod-able number, otherwise larger scale stuff just doesn't work for career. I mean, 7.5 km dV in stock gets you to Jool's SOI. In 64K it gets you only to orbit. Full RSS, just an expensive lawn dart. Link to comment Share on other sites More sharing options...
kofeyh Posted February 28, 2015 Share Posted February 28, 2015 Addendum: also delete the RSSTextures folder. That's where your earth textures are hiding.Bingo. Thank you. Link to comment Share on other sites More sharing options...
Shania_L Posted February 28, 2015 Share Posted February 28, 2015 I play x64 in full career, and yes the barrier to progression is Funds, not science. That is true of reality too though, we 'can' technically perform any number of missions that we just cannot afford with the budgets assigned.Add to that construction time, lifesupport and RT,.... and maybe Im just a sucker for punishment lol. Link to comment Share on other sites More sharing options...
westamastaflash Posted March 1, 2015 Share Posted March 1, 2015 (edited) People play 64k in full career mode? I found career mode frustrating even in stock. he exponentially-increasing costs of going anywhere beyond minmus in 64k makes career mode impractical. I found myself pinning the slider to the right, which in turn made the whole money concept irrelevant. 64k best plays science-only imho.What I usually do in career is turn funds up to 150 - 200% and add the "no more grind" mod to reduce space center costs early. This seems to give me enough money. Also, it doesn't really take *that* much more DV to get to Duna than to minmus, especially since you can aerobrake / parachute down to Duna's surface. Getting back off of duna, however...I also use RealFuels with the stockalike engine configs. NTR's get you everywhere! Edited March 1, 2015 by westamastaflash Link to comment Share on other sites More sharing options...
SkyRex94 Posted March 5, 2015 Share Posted March 5, 2015 I play my RSS config in Career too. You just have to set the difficulty right and i like the challenge of having to think about costs. What I do is let the payouts on 100% , because the contracts pay enough to have a nice progression once going, without grind. BUT you'd should try giving you the max of starting funds(500k), that'll allow you especially upgrading the Pad and VAB early without grinding and thats the most grindingly bit about it. Try it it can be really fun to play RSS-career. By the way, since this is the 64k thread: I made my own RSS config especially since I wanted a hard challenge like 64k with stock parts(so no reconfigs needed), but it always bugged me how bad the Terrain looked...My config is 4x Planets and 7x Distances( to maintain difficulty but combine it with nice ground). Everybody who also is slightly bugged by the washed out elevations in bigger sizes might take a look into here:SKRXAnybody else, ignore this self-advertise. Just thought this would be the place where the people with a similar mindset will be and my config could become more known.Cheers Link to comment Share on other sites More sharing options...
bsimms606 Posted March 6, 2015 Share Posted March 6, 2015 I saw that someone else was having issues using Active Texture Management with 64k, is there any way to use them together? I don't use many extra mods but I guess it's still enough to need ATM. KSP boots fine without it, but crashes soon. If ATM and 64k are both installed it always crashes on load at joollayers2.pngI've done some reading and maybe I just need to to use DDS. Link to comment Share on other sites More sharing options...
Errol Posted March 7, 2015 Share Posted March 7, 2015 I am very interested in using this mod, however I would like to inquire about using in with a further modification to the kerbin system, and need help to figure out how to implement it. I would like to relocate the KSC with it's upgradable buildings and their models to a location away from the equator, such as the old ksc location, and have that as the default space centre for a career game. I want to basically play from a harder location, for my entire 1.0 save, when that update finally drops. Any help appreciated. By the way, already posted in the kerbinside forum...barking up a few trees at the same time this guy over here.... Link to comment Share on other sites More sharing options...
SpaceHungryMan Posted March 7, 2015 Share Posted March 7, 2015 With this mod, you can launch from the Kerbin analogues of Cape Canaveral and Baikonur Cosmodrome. Both of those are located at a high inclination and away from the equator. You can just pretend KSC doesn't exist Is that pretty much what you're looking for? Link to comment Share on other sites More sharing options...
Errol Posted March 7, 2015 Share Posted March 7, 2015 Does this mod include cape canaveral and the cosmodrome? Or do they come from kerbinside? If they come with this mod, do the same restrictions that apply to the KSC buildings with respect to building upgrades apply to those launch sites? If not, how do you add those restrictions to them.I want to make it as if I am playing KSP with this mod, except they made this game with the KSC located at high inclination. I'm also tinkering with giving kerbin and the mun axial tilt by adjusting their inclinations. I just need to do a bit more tinkering to find settings I like. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now