Svm420 Posted March 10, 2015 Share Posted March 10, 2015 (edited) Any chance for compatibility with OPM and OPM+? Would love to give this a run on a new epic career. Also saw deadly re entry mentioned on the DL page is this compatible with that? Or is it not necessary with the updated planet size? Edited March 10, 2015 by Svm420 Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted March 11, 2015 Author Share Posted March 11, 2015 Any chance for compatibility with OPM and OPM+? Would love to give this a run on a new epic career. Also saw deadly re entry mentioned on the DL page is this compatible with that? Or is it not necessary with the updated planet size?I don't use OPM but if someone creates a compatibility pack I'll be happy to bundle it. For Deadly reentry it should work out of the box, with a slight difficulty level but very manageable. Link to comment Share on other sites More sharing options...
Svm420 Posted March 12, 2015 Share Posted March 12, 2015 So the conversion is just double SMA and planet diameter? If so I may start working on configs for OPM. Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted March 13, 2015 Author Share Posted March 13, 2015 So the conversion is just double SMA and planet diameter? If so I may start working on configs for OPM.Yep thats right. Atmosphere heights are the same as stock. Link to comment Share on other sites More sharing options...
Akira_R Posted March 13, 2015 Share Posted March 13, 2015 (edited) OK so reporting back I have been using it for the last ten days or so in a new career game, heavily modified, using FAR, DRE, RT plus lots of others.Heres AVCs list of mods I have installed, this is also a week old or so, there are many more that don't appear on the list.KSP: 0.90 (Win32) - Unity: 4.5.5f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bitFilter Extensions - 1.17USI Tools - 0.3.2B9 Aerospace - 5.2.6B9 Aerospace Procedural Parts - 0.34Chatterer - 0.8.1.86Community Resource Pack - 0.3.3Contract Configurator - 0.6.6CC-CP-SCANSat - 0.5Contract Pack: RemoteTech - 1.0.2Contracts Window Plus - 1.0.3.4DMagic Orbital Science - 0.9.1.1Editor Extensions - 2.5Ferram Aerospace Research - 0.14.6Firespitter - 7.0RasterPropMonitor - 0.19K2 - 0.0.90.2Kerbal Construction Time - 1.1.2Kerbal Engineer Redux 1.0 - 1.0.15.2Kerbal Joint Reinforcement - 3.1HyperEdit - 1.3KineTechAnimation - 1.1.1KSP-AVC Plugin - 1.1.5Docking Port Alignment Indicator - 5.1Part Angle Display - 0.3Pilot Assistant - 1.3PlanetShine - 0.2.2.1RCS Build Aid - 0.6RealChute - 1.2.6.3Regolith - 0.1.7RemoteTech - 1.6.3ResGen - 0.28.2SCANsat - 1.1Soundtrack Editor - 2.1.1StageRecovery - 1.5.3TAC Fuel Balancer - 2.4.1.1008TextureReplacer - 2.1.2TAC Life Support - 0.10.2.15Trajectories - 1.1.3Kerbal Alarm Clock - 3.2.3Alternate Resource Panel - 2.6.3USI Exploration Pack - 0.3.1Freight Transport Tech - 0.3Karbonite - 0.5.5MKS - 0.22.8USI Survivability Pack - 0.2.2Universal Storage - 1.0.90.2It works fantastically, it is just the boost in difficulty I was looking for!! With FAR it takes around 4900 dV to get to a circular 70-80km orbit with just barely enough to return. This boost in dV needed is just perfect, I always hated how with stock scale and FAR I could use a tiny 2 stage booster, plus final payload, single core 1.25m rocket and get to the mun. Now the same design will barely get me to LKO and back now the game itself is restricting me as far as career progression instead of me having to role play that we need to progress to nice large rockets before getting footprints on the Mun. Edited March 13, 2015 by Akira_R Link to comment Share on other sites More sharing options...
Whirligig Girl Posted March 14, 2015 Share Posted March 14, 2015 Is there an OuterPlanets config for K2 yet? Link to comment Share on other sites More sharing options...
FreeThinker Posted March 17, 2015 Share Posted March 17, 2015 What about deadly reentry? Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted March 17, 2015 Author Share Posted March 17, 2015 What about deadly reentry?Deadly reentry works without any changes. It's slightly harder because orbital velocities are higher, but nothing you need to change configs for. I've been using it without problems. Link to comment Share on other sites More sharing options...
FreeThinker Posted March 26, 2015 Share Posted March 26, 2015 Is there an OuterPlanets config for K2 yet?The game will not be complete without some configurations I think Link to comment Share on other sites More sharing options...
Svm420 Posted March 26, 2015 Share Posted March 26, 2015 I have config files and the bins for OPM, opm+, Porp system, and minor bodies. I am not sure how to redistribute them legally though. I have never done anything with licences. I want to just have a download where you are just getting the updated configs and bin files with none of the other assets from their respective mods. Some advice would be great. I plan on tackling trans-keptunian and terrestrial planet pack when i get a bit further in my career, and hope to keep all KT planet packs compatible. Link to comment Share on other sites More sharing options...
Svm420 Posted March 27, 2015 Share Posted March 27, 2015 Just finished adding support for trans keptunian with the latest update. Thats 48 bodies not including stock! Hope you don't have anything to do for a looong while . P.s. If your hesitating, don't wait, this mod is awesome, makes the the game feel much more real. Link to comment Share on other sites More sharing options...
FreeThinker Posted March 27, 2015 Share Posted March 27, 2015 I have config files and the bins for OPM, opm+, Porp system, and minor bodies. I am not sure how to redistribute them legally though. I have never done anything with licences. I want to just have a download where you are just getting the updated configs and bin files with none of the other assets from their respective mods. Some advice would be great. I plan on tackling trans-keptunian and terrestrial planet pack when i get a bit further in my career, and hope to keep all KT planet packs compatible.please post the configuration files in the forums or upload to KerbalStuff or even a drop box share would work Link to comment Share on other sites More sharing options...
NathanKell Posted March 28, 2015 Share Posted March 28, 2015 Just wanted to point out that anomalies being underground isn't hardcoded at all: they are PQSCity objects just like KSC, and RSS can move them just like KSC. Link to comment Share on other sites More sharing options...
FreeThinker Posted March 28, 2015 Share Posted March 28, 2015 (edited) Question, at what height is a orbit Synchronous orbit, is it twise as high an stock, normal sized Kerbin?? Edited March 28, 2015 by FreeThinker Link to comment Share on other sites More sharing options...
Svm420 Posted March 28, 2015 Share Posted March 28, 2015 please post the configuration files in the forums or upload to KerbalStuff or even a drop box share would workLink to the release to keep this thread on its on topic Link to comment Share on other sites More sharing options...
Walker Posted March 29, 2015 Share Posted March 29, 2015 I'd love to see remotetech compatible with K2 + OPM. Are there any chances for that? Link to comment Share on other sites More sharing options...
Svm420 Posted March 29, 2015 Share Posted March 29, 2015 I'd love to see remotetech compatible with K2 + OPM. Are there any chances for that?What changes would be neccasary? Would it just be doubling all ranges? Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted March 29, 2015 Author Share Posted March 29, 2015 What changes would be neccasary? Would it just be doubling all ranges?The ranges are already doubled for K2. Link to comment Share on other sites More sharing options...
Akira_R Posted April 6, 2015 Share Posted April 6, 2015 (edited) Not sure if it has something to do with this mod or not, (I am heavily modded) but my landers keep disappearing.I have had two un manned landers on the Mun in my career save and both have vanished with out a trace, completely eradicated from the persistance file. The only thing that remains is the name of the second one showing up as the landing achieved entry for the Mun.The only thing I could think of is since this modifies the size of the planet that it is causing issues with the location of the lander at it is being deleted, because as I said the persistance file has no vessel entry for wither lander.I tried doing a quick landing in a sandbox game and then quit and reload to see if it would disappear but that lander seems to be fine, so it is either an issue with the career mode or it happens semi randomlyIf any one has any advice it is greatly appreciatedEDIT: problem solved, nothing to do with this mod, it was the old AIES landing legs I was using, they were throwing NREs and I hadn't noticed. When unfocused I think the game didn't think they existed or something and the vessel crashed into the surface according to the log. Replacing the landing leg module with just a basic FS animation module solves the problem. Edited April 6, 2015 by Akira_R problem solved, not K2, please disregard Link to comment Share on other sites More sharing options...
Lord Aurelius Posted April 14, 2015 Share Posted April 14, 2015 (edited) Most recent version of this mod from Kerbal Stuff appears to have a typo in the folder names, there's a 2k folder instead of K2 inside the zip file. Also, AVC is saying the mod is out of date even though I just downloaded the latest version available on Kerbal Stuff. Edited April 14, 2015 by Lord Aurelius Link to comment Share on other sites More sharing options...
Svm420 Posted April 15, 2015 Share Posted April 15, 2015 Can't remeber if it's posted or not so, with FAR Dv to LKO is ~4500 maybe a squeak higher practically so with KIDS FAR to stock I get the same 5300ish to LKO I love this mod. Didn't know how much it was needed till my first Munar rentry. I actually had to aero brake with DR from a Munar return! Imagine that from just a little Munar return. It was the best! Jeb almost crapped his pants. Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted April 15, 2015 Author Share Posted April 15, 2015 Most recent version of this mod from Kerbal Stuff appears to have a typo in the folder names, there's a 2k folder instead of K2 inside the zip file. Also, AVC is saying the mod is out of date even though I just downloaded the latest version available on Kerbal Stuff.I'll look into it. Link to comment Share on other sites More sharing options...
The-Bean Posted April 27, 2015 Share Posted April 27, 2015 Has anyone tested this with 1.0 yet? I'm hoping it will work, it's an essential mod IMO. Link to comment Share on other sites More sharing options...
NathanKell Posted April 27, 2015 Share Posted April 27, 2015 Nope, RSS is broken. Haven't had a chance to do anything yet. Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted May 17, 2015 Author Share Posted May 17, 2015 (edited) I've been playing around with Kopernicus and it's looking good.The only part I'm stuck on is modifying the PQSMod_MapDecalTangent so that KSC isn't half in the water.I've got the config from the old K2 for RSS but I just can't get it to work in Kopernicus.UPDATEThat's now working although there are still some other problems. I think we're close though! Edited May 18, 2015 by Paul Kingtiger Link to comment Share on other sites More sharing options...
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