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Jumbo 32 v1.4 NEW UPDATE. [RSS Config]


Whirligig Girl

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Will fix. It's an odd coincidence I guess, they're just the 64K time scales. Also, I now have Jumbo5x, a 5x config for RSS. It does have properly scaled (sqrt5 scale) rotational periods as well, including a proper super-spinny-dres. It also has AtmosphereFromGround from Proot's KSPRC, this will be included in Jumbo32 as well.

Hmm, now thats sounds interesting, will check it out

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Im not sure if that question belongs here or in the RSS Plugin thread:

I want to change this pack a bit, i want only Kerbin to be x3,2 size, the other planets should be stock (for compability). At the same time i want to keep the 3,2x Orbits of the plantes (for more dV), but leave the moons in their stock orbits. Currently my RealSolarSystem.cfg looks like this:

REALSOLARSYSTEM
{
wrap = true
spheresOnly = false
compressNormals = true

// 3.2x Kerbolar System 1.2 (Jumbo32)
// Config based upon the 64K (6.4x Scale) Config.
// Includes Kerbin PQS adjustments by mitiya and tweaks to KSC's position by White Owl for 64K

// Kerbol is no longer modelled on a real star. instead it's a direct rescale of stock.
// Every other body has first had GeeASL computed then the mass read from the in-game menu.
// Orbital elements and planet Radii are 1/2 6.4x values
// Rotational period is the same as 64K default.
// Any body with an atmosphere has its scale height and maximum altitude increased by 16%.
// Altitude thresholds for science are 6.4x values (Will change)
// PQSMod_VertexHeightMap values are 1.5 times larger in deformity with offsets fudged to make oceans look proper.

Sun
{
Radius = 837120000
GeeASL = 1.746
rotationPeriod = 1512000
}

Moho
{

Orbit
{
semiMajorAxis = 16842042572.8
}
}

Eve
{
Orbit
{
semiMajorAxis = 31464590540.8
}
}



Kerbin
{
Radius = 1920000
5.419E+23
rotationPeriod = 43200
atmosphereScaleHeight = 5.8
maxAtmosphereAltitude = 81200
atmosphereMultiplier = 1.013
Orbit
{
semiMajorAxis = 43519488819.2
}
//SSColor32 = GameData/RealSolarSystem/Plugins/PluginData/Kerbin6_4x.png
//SSBump = GameData/RealSolarSystem/Plugins/PluginData/Kerbin6_4x_NRM.png
PQS
{
Kerbin
{

SSFStart = 78000
SSFEnd = 80000
PQSfadeStart = 80000
PQSfadeEnd = 120000
PQSSecfadeStart = 80000
PQSSecfadeEnd = 120000
PQSdeactivateAltitude = 125000


PQSCity
{
KEYname = KSC
latitude = -0.076
longitude = -74.425
repositionToSphereSurface = false
repositionRadiusOffset = 35
lodvisibleRangeMult = 6
}
PQSCity
{
KEYname = IslandAirfield
latitude = -1.624
longitude = -71.950
repositionToSphereSurface = false
repositionRadiusOffset = 322
lodvisibleRangeMult = 6
}
PQSMod_MapDecalTangent
{
radius = 25000
heightMapDeformity = 65
absoluteOffset = 0
absolute = true
latitude = -0.076//-0.076
longitude = -74.65//-74.425
}
PQSMod_VertexHeightNoiseVertHeightCurve2
{
deformity = 7000
ridgedAddFrequency = 64
ridgedSubFrequency = 32
simplexHeightStart = 6000
simplexHeightEnd = 8500
simplexPersistance = 0.6

}
PQSMod_VertexRidgedAltitudeCurve
{
deformity = 2250 //1650
ridgedAddFrequency = 140
simplexHeightStart = 4000 //5000
simplexHeightEnd = 9000
simplexPersistence = 0.5
}
PQSMod_VertexHeightMap
{
heightMapOffset = -2900//-1746.4 //-1886.4
heightMapDeformity = 9500 //9141.5
}
PQSMod_VertexSimplexHeightAbsolute
{
deformity = 900 //1200
persistence = 0.5 //0.38
frequency = 32
}
PQSLandControl
{
vHeightMax = 7000
LandClass
{
landClassName = BaseSnow
altitudeRange
{
startStart = 0.9 //0.60000002384185791
startEnd = 0.95 //0.800000011920929
}
}
LandClass
{
landClassName = BaseBeach
altitudeRange
{
endStart = 0.001 //0.004999999888241291
endEnd = 0.007 //0.019999999552965164
}
}
LandClass
{
landClassName = RockyGround
color = 0.758, 0.628, 0.464, 1 //0.2835821, 0.241034418, 0.169554323, 1
noiseColor = 0.808, 0.678, 0.514, 1 //0.321568638, 0.3019608, 0.274509817, 1
altitudeRange
{
startStart = 0.85 //0.85
startEnd = 0.9 //0.9
}
}
}
}
KerbinOcean {}
}
CelestialBodyScienceParams
{
flyingAltitudeThreshold = 19800
spaceAltitudeThreshold = 2000000
}
}


Duna
{
Orbit
{
semiMajorAxis = 76935488340
}

}



Dres
{
Orbit
{
semiMajorAxis = 130685914250
}
}

Jool
{
Orbit
{
semiMajorAxis = 220075393024
}

}


Eeloo
{
Orbit
{
semiMajorAxis = 288380224000
}
}
}

The orbits and sizes of the planets (and moons) seem to be like i want them but i have problems with the terrain, its still like in this pack (e.g. Gilly is still a close to perfect ball). I tried to delete all Planet.obj (except for kerbin.obj) from PluginData but then RSS refused to load (in the main menu before you can load a game). Can you help me or shall i go in the RSS thread?

Edit: I deleted all .obj for the moons, now at least the moons have the stock terrain.

Edited by Elthy
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Been using this mod and I have to say good job, the terrain does look much better than 64x. However I found a problem with Ike. There is a large amount of terrain below 0 meters altitude. Although my small probe didn't spontaneously combust, the terrain did become completely dark below 0m which was a bit of a shock since I was landing on the day side. That problem might exist with other planets too but I haven't seen any yet. (It doesn't occur with Kerbin, Mun, Minmus, or Duna from what I've seen. Using career so I haven't been to anywhere else yet.)

sfIinYL.png

The probe managed to successfully land on the hilltop in the center near the bottom of the image. The 0 meter altitude is a line of black.

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The outer planets mod appears to have been updated since the patch was created since the kopernicus and kittopia folders no longer exist. Also, are you planning on adding CKAN support at some point?

EDIT: nevermind, I found that CKAN didn't install outer planets correctly and was missing all the extra folders.

Edited by Lord Aurelius
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I'm trying to install the outer planets config, and the instructions are a little confusing. You say to install the outer planets mod and then copy the config in and overwrite everything. Do I also need to install the regular Jumbo 3.2 mod? Why do you specifically point out the Jumbo 3.2 RealSolarSystem.cfg since there should only be one once the files are copied in? Also, when overwriting, a lot of the files are out of date compared to the latest release of outer planets.

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Been using this mod and I have to say good job, the terrain does look much better than 64x. However I found a problem with Ike. There is a large amount of terrain below 0 meters altitude. Although my small probe didn't spontaneously combust, the terrain did become completely dark below 0m which was a bit of a shock since I was landing on the day side. That problem might exist with other planets too but I haven't seen any yet. (It doesn't occur with Kerbin, Mun, Minmus, or Duna from what I've seen. Using career so I haven't been to anywhere else yet.)

http://i.imgur.com/sfIinYL.png

The probe managed to successfully land on the hilltop in the center near the bottom of the image. The 0 meter altitude is a line of black.

Huh, no idea what causes that. I suspect it might be a problem in 6.4x as well.

- - - Updated - - -

I'm trying to install the outer planets config, and the instructions are a little confusing. You say to install the outer planets mod and then copy the config in and overwrite everything. Do I also need to install the regular Jumbo 3.2 mod? Why do you specifically point out the Jumbo 3.2 RealSolarSystem.cfg since there should only be one once the files are copied in? Also, when overwriting, a lot of the files are out of date compared to the latest release of outer planets.

I had to update the OP now because I really don't even remember what I was doing for that config.

- - - Updated - - -

Im not sure if that question belongs here or in the RSS Plugin thread:

I want to change this pack a bit, i want only Kerbin to be x3,2 size, the other planets should be stock (for compability). At the same time i want to keep the 3,2x Orbits of the plantes (for more dV), but leave the moons in their stock orbits. Currently my RealSolarSystem.cfg looks like this:

REALSOLARSYSTEM
{
wrap = true
spheresOnly = false
compressNormals = true

// 3.2x Kerbolar System 1.2 (Jumbo32)
// Config based upon the 64K (6.4x Scale) Config.
// Includes Kerbin PQS adjustments by mitiya and tweaks to KSC's position by White Owl for 64K

// Kerbol is no longer modelled on a real star. instead it's a direct rescale of stock.
// Every other body has first had GeeASL computed then the mass read from the in-game menu.
// Orbital elements and planet Radii are 1/2 6.4x values
// Rotational period is the same as 64K default.
// Any body with an atmosphere has its scale height and maximum altitude increased by 16%.
// Altitude thresholds for science are 6.4x values (Will change)
// PQSMod_VertexHeightMap values are 1.5 times larger in deformity with offsets fudged to make oceans look proper.

Sun
{
Radius = 837120000
GeeASL = 1.746
rotationPeriod = 1512000
}

Moho
{

Orbit
{
semiMajorAxis = 16842042572.8
}
}

Eve
{
Orbit
{
semiMajorAxis = 31464590540.8
}
}



Kerbin
{
Radius = 1920000
5.419E+23
rotationPeriod = 43200
atmosphereScaleHeight = 5.8
maxAtmosphereAltitude = 81200
atmosphereMultiplier = 1.013
Orbit
{
semiMajorAxis = 43519488819.2
}
//SSColor32 = GameData/RealSolarSystem/Plugins/PluginData/Kerbin6_4x.png
//SSBump = GameData/RealSolarSystem/Plugins/PluginData/Kerbin6_4x_NRM.png
PQS
{
Kerbin
{

SSFStart = 78000
SSFEnd = 80000
PQSfadeStart = 80000
PQSfadeEnd = 120000
PQSSecfadeStart = 80000
PQSSecfadeEnd = 120000
PQSdeactivateAltitude = 125000


PQSCity
{
KEYname = KSC
latitude = -0.076
longitude = -74.425
repositionToSphereSurface = false
repositionRadiusOffset = 35
lodvisibleRangeMult = 6
}
PQSCity
{
KEYname = IslandAirfield
latitude = -1.624
longitude = -71.950
repositionToSphereSurface = false
repositionRadiusOffset = 322
lodvisibleRangeMult = 6
}
PQSMod_MapDecalTangent
{
radius = 25000
heightMapDeformity = 65
absoluteOffset = 0
absolute = true
latitude = -0.076//-0.076
longitude = -74.65//-74.425
}
PQSMod_VertexHeightNoiseVertHeightCurve2
{
deformity = 7000
ridgedAddFrequency = 64
ridgedSubFrequency = 32
simplexHeightStart = 6000
simplexHeightEnd = 8500
simplexPersistance = 0.6

}
PQSMod_VertexRidgedAltitudeCurve
{
deformity = 2250 //1650
ridgedAddFrequency = 140
simplexHeightStart = 4000 //5000
simplexHeightEnd = 9000
simplexPersistence = 0.5
}
PQSMod_VertexHeightMap
{
heightMapOffset = -2900//-1746.4 //-1886.4
heightMapDeformity = 9500 //9141.5
}
PQSMod_VertexSimplexHeightAbsolute
{
deformity = 900 //1200
persistence = 0.5 //0.38
frequency = 32
}
PQSLandControl
{
vHeightMax = 7000
LandClass
{
landClassName = BaseSnow
altitudeRange
{
startStart = 0.9 //0.60000002384185791
startEnd = 0.95 //0.800000011920929
}
}
LandClass
{
landClassName = BaseBeach
altitudeRange
{
endStart = 0.001 //0.004999999888241291
endEnd = 0.007 //0.019999999552965164
}
}
LandClass
{
landClassName = RockyGround
color = 0.758, 0.628, 0.464, 1 //0.2835821, 0.241034418, 0.169554323, 1
noiseColor = 0.808, 0.678, 0.514, 1 //0.321568638, 0.3019608, 0.274509817, 1
altitudeRange
{
startStart = 0.85 //0.85
startEnd = 0.9 //0.9
}
}
}
}
KerbinOcean {}
}
CelestialBodyScienceParams
{
flyingAltitudeThreshold = 19800
spaceAltitudeThreshold = 2000000
}
}


Duna
{
Orbit
{
semiMajorAxis = 76935488340
}

}



Dres
{
Orbit
{
semiMajorAxis = 130685914250
}
}

Jool
{
Orbit
{
semiMajorAxis = 220075393024
}

}


Eeloo
{
Orbit
{
semiMajorAxis = 288380224000
}
}
}

The orbits and sizes of the planets (and moons) seem to be like i want them but i have problems with the terrain, its still like in this pack (e.g. Gilly is still a close to perfect ball). I tried to delete all Planet.obj (except for kerbin.obj) from PluginData but then RSS refused to load (in the main menu before you can load a game). Can you help me or shall i go in the RSS thread?

Edit: I deleted all .obj for the moons, now at least the moons have the stock terrain.

It is loading, you just have to wait a while.

I don't exactly know what the point of that is though.

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The point is that, say, Kerbin has mountains 9km high.

When you change Kerbin's radius from 600km to 1920km, that means mountain tops are no longer 609km but now 1929km (fine).

However, the scaled space model (the static mesh seen from orbit) is just a mesh, so when you scale it up 3.2x that means it *looks* like you have (609*3.2 = 1948.8, -1920 ->) 28.8km tall mountains. That's bad.

So RSS regenerates those meshes.

GregroxMun, what you need to do is:

1. Delete RealSolarSystem/Plugins/PluginData/*.obj

2. Launch KSP, wait for it to finish loading

3. Include the OBJ files it created with your pack, so other users don't have to wait 20 minutes the first time they play this, or don't have the wrong meshes if they forget to delete them.

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So I've been switching between 64X and Jumbo 32. I like both, but honestly, this setup should be stock, IMO. I've been playing a career set to normal, but with astronaut respawns, etc unchecked, and I leave revert/saves, but only use them for when I get nailed with a bug. FAR/KIDS/KJR/DRE as well (these have become pretty much required for me as a baseline). Even on normal, there is a reasonable challenge just getting to orbit with stock parts (I forgot to throw PF in last night, but I will this evening), having to upgrade facilities, etc.

Kerbin also feels more like a planet (as it does in all RSS mods I have tried).

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Here's a poll about SpinnyDres. http://strawpoll.me/3458365

- - - Updated - - -

The point is that, say, Kerbin has mountains 9km high.

When you change Kerbin's radius from 600km to 1920km, that means mountain tops are no longer 609km but now 1929km (fine).

However, the scaled space model (the static mesh seen from orbit) is just a mesh, so when you scale it up 3.2x that means it *looks* like you have (609*3.2 = 1948.8, -1920 ->) 28.8km tall mountains. That's bad.

So RSS regenerates those meshes.

GregroxMun, what you need to do is:

1. Delete RealSolarSystem/Plugins/PluginData/*.obj

2. Launch KSP, wait for it to finish loading

3. Include the OBJ files it created with your pack, so other users don't have to wait 20 minutes the first time they play this, or don't have the wrong meshes if they forget to delete them.

Erm.. I'm pretty sure I already did this. Let me check. I need to do some maintenance and work on these configs, starting this weekend, unless this is a new RSS thing. About the "Wait for it" I was talking about someone making their own version of the config.

- - - Updated - - -

I'm actually getting the runway terrain bug. I think it only happens when you installed RealSolarSystem (The full config) without totally wiping your game. I saw this bug on a save file from 0.23 that was using RSS then I transfered back to stock and the terrain was superbumpy.

And I just realized that a while back I did a bunch of work redoing the smaller bodies, then that got deleted before I posted it. :( I have to redo that.

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Hey Gregrox, I really like this addon and it's been really fun to have a larger challenge than normal stock gameplay. However, I feel like I might want something slightly smaller, so I've started making a 2.5x config with the twist that the planets orbit the Sun at 1x distance - so only the planetary systems are scaled. It's been going pretty smooth, but I've stumbled on a problem with the Duna system (and to a lesser degree the Jool system). Since Ike and Duna are mutually tidally locked, I've had some trouble figuring out what the rotation period of Ike should be. Is there any easy way to calculate that?

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By the way, GregroxMun, if you're still looking for a 3.2x powercurve for solar, I have a limited-point solar curve generator script. It's running under LERP-y assumptions, but gives a workable curve:


key = 770793427 3187.80367 0 0 // 0.02 AU
key = 911858414 2277.78512 0 0 // 0.02 AU
key = 1078740086 1627.54849 0 0 // 0.02 AU
key = 1276163224 1162.93414 0 0 // 0.03 AU
key = 1509717304 830.95270 0 0 // 0.03 AU
key = 1786014747 593.74162 0 0 // 0.04 AU
key = 2112878131 424.24690 0 0 // 0.05 AU
key = 2499561667 303.13764 0 0 // 0.06 AU
key = 2957013201 216.60129 0 0 // 0.07 AU
key = 3498184177 154.76838 0 0 // 0.08 AU
key = 4138396315 110.58683 0 0 // 0.10 AU
key = 4895775406 79.01774 0 0 // 0.11 AU
key = 5791764491 56.46064 0 0 // 0.13 AU
key = 6851730959 40.34289 0 0 // 0.16 AU
key = 8105684754 28.82625 0 0 // 0.19 AU
key = 9589128022 20.59725 0 0 // 0.22 AU
key = 11344060250 14.71738 0 0 // 0.26 AU
key = 13420167367 10.51603 0 0 // 0.31 AU
key = 15876228456 7.51403 0 0 // 0.36 AU
key = 18781779922 5.36901 0 0 // 0.43 AU
key = 22219084212 3.83632 0 0 // 0.51 AU
key = 26285458847 2.74117 0 0 // 0.60 AU
key = 31096031691 1.95865 0 0 // 0.71 AU
key = 36787000469 1.39952 0 0 // 0.85 AU
key = 43519488819 1.00000 0 0 // 1.00 AU
key = 50251977170 0.75000 0 0 // 1.15 AU
key = 58025985092 0.56250 0 0 // 1.33 AU
key = 67002636226 0.42188 0 0 // 1.54 AU
key = 77367980123 0.31641 0 0 // 1.78 AU
key = 89336848301 0.23730 0 0 // 2.05 AU
key = 103157306831 0.17798 0 0 // 2.37 AU
key = 119115797735 0.13348 0 0 // 2.74 AU
key = 137543075774 0.10011 0 0 // 3.16 AU
key = 158821063647 0.07508 0 0 // 3.65 AU
key = 183390767699 0.05631 0 0 // 4.21 AU
key = 211761418196 0.04224 0 0 // 4.87 AU
key = 244521023599 0.03168 0 0 // 5.62 AU
key = 282348557594 0.02376 0 0 // 6.49 AU
key = 326028031465 0.01782 0 0 // 7.49 AU
key = 376464743459 0.01336 0 0 // 8.65 AU
key = 434704041953 0.01002 0 0 // 9.99 AU
key = 501952991279 0.00752 0 0 // 11.53 AU
key = 579605389271 0.00564 0 0 // 13.32 AU
key = 669270655039 0.00423 0 0 // 15.38 AU
key = 772807185695 0.00317 0 0 // 17.76 AU
key = 892360873385 0.00238 0 0 // 20.50 AU
key = 1030409580926 0.00178 0 0 // 23.68 AU
key = 1189814497847 0.00134 0 0 // 27.34 AU
key = 1373879441235 0.00100 0 0 // 31.57 AU
key = 2747758882470 0.0 0 0 // manually added endpoint

It's calculating a new point where the power drops by 3/4 for Kerbin+ ranges, and at about 40% improvements below Kerbin. The AU figures are rescaled for 3.2-sized Kerbin system.

It's not as accurate as the bicubic type curve that RSS generally employs, but it's also only 12% of the computational overhead~

(Really, stock KSP should just change over to a simple inverse-square calculation, it would be much faster and much more accurate. To support variable size systems, it would only take a single number to reconfigure everything)

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Neat. But you really don't want to be using 0 0 tangents with that, that will lead to essentially a step function. If you want it to LERP, you should use the slope between points as the tangents, or if you want it smoothed you can just average the in and out tangents for any point and use the averaged value for both. See the thread linked in the Dev "info" sticky regarding float curves.

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Hey Gregrox, I really like this addon and it's been really fun to have a larger challenge than normal stock gameplay. However, I feel like I might want something slightly smaller, so I've started making a 2.5x config with the twist that the planets orbit the Sun at 1x distance - so only the planetary systems are scaled. It's been going pretty smooth, but I've stumbled on a problem with the Duna system (and to a lesser degree the Jool system). Since Ike and Duna are mutually tidally locked, I've had some trouble figuring out what the rotation period of Ike should be. Is there any easy way to calculate that?

If I recall correctly, multiply masses by k2 , and multiply rotation periods by √k , where k is the scale factor.

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Hey Gregrox, I really like this addon and it's been really fun to have a larger challenge than normal stock gameplay. However, I feel like I might want something slightly smaller, so I've started making a 2.5x config with the twist that the planets orbit the Sun at 1x distance - so only the planetary systems are scaled. It's been going pretty smooth, but I've stumbled on a problem with the Duna system (and to a lesser degree the Jool system). Since Ike and Duna are mutually tidally locked, I've had some trouble figuring out what the rotation period of Ike should be. Is there any easy way to calculate that?

Surprisingly simple. Just take (sqrt 2.5) stockrotation. This should be applied to both Duna and Ike, and separate calculations for Mun and the Joolean Moons.

- - - Updated - - -

If I recall correctly, multiply masses by k2 , and multiply rotation periods by √k , where k is the scale factor.

Just use GeeASL of the planets for the mass. I only made them Mass because of a bug which I thought it would fix. It'll be edited out in the next release probably.

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Neat. But you really don't want to be using 0 0 tangents with that, that will lead to essentially a step function. If you want it to LERP, you should use the slope between points as the tangents, or if you want it smoothed you can just average the in and out tangents for any point and use the averaged value for both. See the thread linked in the Dev "info" sticky regarding float curves.

Thanks for the info - I'll see about refining the curve. That might take a while though, and I'd like to note that the existing curve is actually fairly smooth. The slope seems to flatten out around the datapoints and fall faster in between than it should (somewhat - worst value I had was about 8% off), but that curve there is a lot more accurate than using the 6.4x curve in a 3.2x world.

By the way, how hard would it be just to mod away the powerCurve stuff entirely? The computational overhead for this curve business, while nothing compared to physics and such, is still going to be very high (I mean, these curves aren't ordered lists in any way as far as Unity knows, right? It's going to have to step through every entry, compare to see if it's the right one, and do whatever math is necessary to figure the actual point coordinates out), and the direct implementation for inverse-square law would be something like Dist=Dist/RefDist; return(1/(Dist*Dist)); ... orders of magnitude faster, simpler, and also more accurate...

(RefDist being the altitude/distance of Kerbin's orbit, and Dist being the altitude/distance of the craft from Kerbol, naturally)

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Thanks for the new release, just some questions:

Why isnt it in the first post?

Whats the multiplier you applied on Dres rotational speed, meaning whats the normal value?

How can i add the non white horizons like in the Renaissance Compliation?

Is there anything i can do about the runwayclipping (other than ignore it)?

Edit: Forget the Question about the non white horizon, i just noticed its fixed on kerbin (but not on eve)...

Edited by Elthy
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Hi. First of all, thanks for this awesome mod. I'm in love with it and its a whole new challenge for me to the point KSP is a totally new game. But I also love Remote Tech and I would like to know if there is any RT configuration to use with this mod? I also use Outer Planets Mod (which is amazing) but I'm wondering how will I contact my future probes that will venture these distant worlds and beyond.

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Quote from Elthy: Thanks for the new release, just some questions:

Why isnt it in the first post? Because I forgot to update the title. The download is in the OP.

Whats the multiplier you applied on Dres rotational speed, meaning whats the normal value? I calculated it based on the orbital speed at the surface.

How can i add the non white horizons like in the Renaissance Compliation? Eve's horizon is white in RenComp, but the clouds it.

Is there anything i can do about the runwayclipping (other than ignore it)? Delete the settings.cfg. (Or paste in one from another instance of the game) It happens if you had a higher RSS scale installed first.

- - - Updated - - -

Hi. First of all, thanks for this awesome mod. I'm in love with it and its a whole new challenge for me to the point KSP is a totally new game. But I also love Remote Tech and I would like to know if there is any RT configuration to use with this mod? I also use Outer Planets Mod (which is amazing) but I'm wondering how will I contact my future probes that will venture these distant worlds and beyond.

I personally don't use remotetech, but I don't think custom configs would be that hard to do. I'll try when I get home. I do have a basic config which does work[citation needed] for OuterPlanets, but I don't support it yet. I might remake the config if I can get to the outer planets in stock.

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Is it easy to mess with the time compression rates per click? It might be a generic RSS issue, but it doesn't reliably drop compression, and they are set faster than stock already, which makes accidents more likely. Having high compression makes sense with larger solar systems, but it's balanced out, possibly to the negative, if I have to creep around with little warp because I'm afraid of having my craft disassemble upon hitting the atmosphere at high time compression (that happened to me, set up a nice, shallow reentry, warped, and it dropped after the SM had broken off in an explosion---luckily the mk1-2 still had its heat shield and 2 of 3 chutes intact after the accident).

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Is it easy to mess with the time compression rates per click? It might be a generic RSS issue, but it doesn't reliably drop compression, and they are set faster than stock already, which makes accidents more likely. Having high compression makes sense with larger solar systems, but it's balanced out, possibly to the negative, if I have to creep around with little warp because I'm afraid of having my craft disassemble upon hitting the atmosphere at high time compression (that happened to me, set up a nice, shallow reentry, warped, and it dropped after the SM had broken off in an explosion---luckily the mk1-2 still had its heat shield and 2 of 3 chutes intact after the accident).

Might rebalance timewarp.

And Deltervees, Delta-V for manuevers is StockDv times Square Root of 3.2. Sqrt(3.2) is about 1.79

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