VonFrank

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About VonFrank

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  1. Good day,

    Are you the same Von Frank who made the Helm's deep 2.0 map for Star wars Battlefront 1 2004?

    1. Show previous comments  4 more
    2. Joey255

      Joey255

      Thanks a lot! Now realized the approval process

    3. VonFrank

      VonFrank

      Hey, sorry for the long wait. I don't tend to check my messages on these forums very often...

      As for your question regarding Battlefront, I've been out of the Battlefront modding scene for quite a while now tbh. Also, the way maps work in that game means you cannot edit them once they are "packaged up" unless you recompile them from the original source files, which I no longer have. 

      Essentially, I would need to completely re-build the map from scratch. Sorry...

    4. Joey255

      Joey255

      thanks for the response

      i shall enjoy it as is then :sticktongue:

  2. Excellent mod. My only issue is how the currently selected warp profiles keep on reverting to default every time I launch a new vessel. Is it possible to make a certain warp preset the 'default' that is always used, regardless of vessel swapping, new vessels, and save game loading?
  3. With this new config file structure, how do modded planets work? If the name of the new planet is written in as a new entry, does the mod recognize it and apply the tilt accordingly?
  4. I was about to mention this same issue as well. A LAN parameter similar to the orbital LAN values really is required in order to 'lock' the tilt to a certain direction. This will also allow for the easy matching of a planet/moon's axial tilt to its orbital tilt, something that many real life moons tend to have. On a related note, perhaps the tilt Vale of '0' can be modified to be relative to the objects orbital plane instead of relative to the main solar system's coordinate system? From what I can tell in real life examples, this is the more common baseline.
  5. First of all, amazing work! I'm super hyped to see someone finally add this long-needed feature to KSP. I look forward to the ongoing development of this mod! I am having one problem though. Every time I edit the .cfg file, all planets revert to 0 degrees of tilt, except for Kerbin which maintains the default 23.4 degrees. If i drop your supplied and un-modified .cfg back into the install, all planets regain your modifications. Are there any limitations to what values can be input? Number of digits after the decimal point, for example? Or is the file in a structure that notepad / wordpad cannot edit safely?
  6. Aha, that makes sense! And it also seems to work perfectly. Thank you very much!
  7. I am trying to write a simple MM config file that scales up all of the in-game parts by a factor of 1.6 to match the 'real' sizes of parts for RSS. With my limited knowledge of MM syntax, I wrote this: @PART[*]: { %rescaleFactor *= 1.6 } As far as I understand, this should edit the 'rescaleFactor' property of each part in the Gamedata folder and multiply the current value by 1.6. It should also create the value if none exists. However this gives me an error during the game loading screen. Can anyone give me a hand with properly writing this simple config file? Thanks in advance!
  8. Fair enough. Do you know if there is a way to modify the game's stock Ground Stations without Remote Tech? And my apologies if this is too off-topic of a question.
  9. Is there any way for me to use this mod to modify the number and locations of Ground Stations (for RSS) while keeping the way vanilla comm net works? In other words, disabling all aspects of the mod except for the ability to modify the locations and names of Ground Stations.
  10. I would like to solve this exact same problem if anyone knows how. Is there a setting to alter just how 'dark' the shadow is? For example, making the shadow 99% darkness instead of 100%? Assuming it works that way at all?
  11. Thanks! That worked! I've added a very small deactivate distance to all of the objects that were giving me this issue and now the problem is gone.
  12. So I'm trying to get tilted clouds to work on two gas giants in my install and I've run into a problem. When a ship approaches either of the planets (specifically when it gets within 2,000,000,000m) the clouds disappear. It only happens to these two planets with tilted clouds and it goes away as soon as the ship moves out beyond the previously mentioned distance. Here's the section for one of the planets in the "clouds" file. OBJECT { name = Saturn-clouds1 body = Saturn altitude = 20000 detailSpeed = 0,0,0 speed = 0,0,100000 killBodyRotation = True offset = -19,22,0 rotationAxis1 = 0,0,1 rotationAxis2 = 0,1,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/saturn1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1 _DetailScale = 30 _DistFadeVert = 4E-05 _Color = 250,250,250,200 } layer2D { shadowMaterial { } macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { maxTranslation = 100,200,100 size = 500,2.2 area = 4500,4 noiseScale = 1.2,1.3,90 particleMaterial { _Tex = BoulderCo/Atmosphere/Textures/particle/rgb _BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 } } } Any help would be great!
  13. Yep! that did the trick! Thanks for the help! Hopefully this can assist others in the future as well.
  14. It still doesn't seem tow work with Sigma Dimensions... IDK why but Deimos and Callisto are still all wonky and filling up the solar system when SD is installed with RSS.