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[1.2.1] Outer Planets Mod (2.1) - Active development has moved, see first post for new thread


CaptRobau

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@lajoswinkler

Anecdotal Evidence: I've found that at times, the PQS system will not load correctly when the game is running near its RAM capacity. I have had the issue you described in the stock game where Kerbin's PQS would not render upon return from a Duna trip. I find that reloading the game generally helps if this issue ever arises.

I've never had such problem with any of the stock game bodies, and I don't run near total RAM capacity.

There's a quicksave in my mission before the problem arises so I'll report what happened.

Thats unfortunate, since aerobraking makes the transfers soo much easier to do, especially in upscaled versions :/

True. I'm not even sure I could do it without such approach if I want another larger ship to return home afterwards.

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Is this mod incompatible with EVE and/or Interstellar Visual Pack? I had issues with my game after installing EVE, and someone mentioned it.

There's a bunch of EVE/Astronomer's Visual Pack configs in this thread, so I imagine it works fine. Eudae55 and a contributor are working on an official visual pack config and that seems to work swimmingly too.

I came across this mod from a link [here] which had a (now defunct) config for this mod. I would really like to be able to play with both, how would I go about updating/rewriting the config to be able to use this with a rescale mod?

I have no experience with Jumbo32, but the other team member of OPM Eudae55 does so maybe ask him.

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I came across this mod from a link [here] which had a (now defunct) config for this mod. I would really like to be able to play with both, how would I go about updating/rewriting the config to be able to use this with a rescale mod?

I found out about doing it by comparing the configs from the rescales, usually the people who wrote them commented a little bit on what they did.

Basically, you want to put the planets 3.2x further out and make their radii 3.2x larger - to do that you need to edit the semi-major-axis and radius properties in the system.cfg from kopernicus for all the planets you want to change. You can also leave some the same (Hale's radius for example) or play around with mass/geeASL values if you want to change the gravitational pull for some bodies.

If you want to retain an interesting terrain as well, you will have to dig into the somewhat more complex realm of PQSMods, which the ingame GUI of KittopiaTech (it was ctrl+p I think) is best suited for. I hope this helps!

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It would be a shame if this mod didn't become more stable. I've had several NaN Kraken accidents today, but with enough restarts and quickloads, I've finally entered Ovok's SOI and landed a probe on it.

http://forum.kerbalspaceprogram.com/threads/104160-Kron-series?p=1711274&viewfull=1#post1711274

There is still some pretty decent teleportations along the orbit upon exiting the SOI, and it happens with Hale and Ovok only. Eeloo only loses its grip of the spacecraft. Slate seems to be ok, for now.

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There's a bunch of EVE/Astronomer's Visual Pack configs in this thread, so I imagine it works fine. Eudae55 and a contributor are working on an official visual pack config and that seems to work swimmingly too.

Oh, sounds great. Are they available to the public?

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How are you supposed to get in orbit around Hale? I am on my second voyage, I come in at around 450 m/s and when I decelerate to get into orbit, the moon like zings me off ahead of it it's orbit. This moon is really bizarre, it's also not giving me a PE in its encounter. I've tried this a dozen times trying to match it's velocity a head of time, I can't get into orbit!:rolleyes:

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Oh, sounds great. Are they available to the public?

Ours isn't yet, but other ones are. Just look through this thread or search it.

How are you supposed to get in orbit around Hale? I am on my second voyage, I come in at around 450 m/s and when I decelerate to get into orbit, the moon like zings me off ahead of it it's orbit. This moon is really bizarre, it's also not giving me a PE in its encounter. I've tried this a dozen times trying to match it's velocity a head of time, I can't get into orbit!:rolleyes:

Hale and Ovok should work like any normal planet or moon, but I'm having some issues now too. I think it has something to do with the low mass or radius. I'll look into tweaking that so that they work again, because if for half the people the SOI is non-existent then it's not worth the way they currently work. Consider it a bug for now, one that I can hopefully fix for the next update.

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Could you post the log after a NaN kraken happens? Might help me determine what's going on.

You got it, I'll do it next time I get the error.

BTW when I've landed on Ovok and zoomed out to the maximum, the satellite wasn't whole. It was as if the quarter to third of the opposite side was missing in irregular shape. You might want to look at that, it could be useful.

How are you supposed to get in orbit around Hale? I am on my second voyage, I come in at around 450 m/s and when I decelerate to get into orbit, the moon like zings me off ahead of it it's orbit. This moon is really bizarre, it's also not giving me a PE in its encounter. I've tried this a dozen times trying to match it's velocity a head of time, I can't get into orbit!:rolleyes:

You have to sneak up on it using an orbit of very similar eccentricity and not terribly different radius. It's like taming an ocelot in MC. :)

Click on my signature banner and you'll see it's possible. The key seems to be not rendezvousing with it at a large relative speed, otherwise you don't get a periapsis mark and the satellite will be rendered incorrectly, leading to crash into its surface. It's a bug, obviously.

450 m/s is way too fast. Also, use either attenuated RCS or set your engine thrust to 5.5 (minimum). Hale has smaller SOI than it says in the game and it's easy to miss it even when the relative speed is decently low.

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Great mod, except for the fact that installing it doesn't add any planets to my game...

That is not exactly useful information for getting help in diagnosing the issue. Have you tried a full reinstall, double checked everything is where it is supposed to go, checked against conflicting mods, tried to install on an install without *any* other mods, looking at your player.log file etc?

Also, did you download from here, or install via ckan?

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Downloaded from here. Unzipped everything in to the game data folder. Don't have any mods listed as incomparable. There are no new planets.

I assumed the lack of installation instructions meant there were no special tricks to installing beyond unzipping the file in the proper place.

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I assumed the lack of installation instructions meant there were no special tricks to installing beyond unzipping the file in the proper place.

There are not, and since most people get it working without issue, there must be some specific cause to it in your install. Try reinstalling, repeat on a clean install if that does not help.

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Downloaded from here. Unzipped everything in to the game data folder. Don't have any mods listed as incomparable. There are no new planets.

I assumed the lack of installation instructions meant there were no special tricks to installing beyond unzipping the file in the proper place.

Could you give me a screenshot of your GameData folder?

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All of them. The more I know about your game's mod situation, the easier it is for me to spot potential problem areas. The list of incompatible mods is just one of known and verified incompatibility.

- - - Updated - - -

On a side note, the combined downloads on Kerbalstuff and Curseforge has reached the magic number of 10.000! Eudae55 and I want to thank you for helping us reach that number. Now onto 100.000!

The next update is coming along nicely. A lot of stuff is already done and at the moment I'm trying to port the mod from its Kopernicus + Kittopia + RSS method of adding planets to the more refined KittopiaTech, which is a mix of Kittopia and Kopernicus. This solves a few long standing bugs, although sadly not the biome bug. Development of Kopernicus has become more active in the last few days, so that might lead to a fix for that one though (so fingers crossed). Cutting down on the number of interacting mods should allow increase stability so that's also a good thing. Hale and Ovok will also have their SoIs increased, so they become easier to reach.

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The next update is coming along nicely. A lot of stuff is already done and at the moment I'm trying to port the mod from its Kopernicus + Kittopia + RSS method of adding planets to the more refined KittopiaTech, which is a mix of Kittopia and Kopernicus. This solves a few long standing bugs, although sadly not the biome bug. Development of Kopernicus has become more active in the last few days, so that might lead to a fix for that one though (so fingers crossed). Cutting down on the number of interacting mods should allow increase stability so that's also a good thing. Hale and Ovok will also have their SoIs increased, so they become easier to reach.

Awesome, that's great to hear.

On an unrelated note, on the first page of this thread, the images for Sarnus and Urlum have the same description - just a heads up.

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