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amarius1

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Everything posted by amarius1

  1. Okay, thanks for letting me know! Have you heard anything new of the original dev? He used to be pretty big in the planet modding community with us.
  2. Hey @linuxgurugamer would you mind if I included this mod with Kerbol Origins? People really seem to reach the limits of stock time warp while traveling to my planets.
  3. Would you mind if a few of the parts were integrated and maybe modernised to be part of Kerbol Origin's part section? Of course you would get full credit for them. I used to love this mod but it just died...
  4. Sure, share them here, they will become part of the mod when I get around the next major update coming in at least a month or so... Till then everyone would be free to get the configs from you. Thank you! Next major version will likely have reworked ground features with many more details as well as very high res textures. I may be getting an insanely powerful RTX2060 laptop for Uni so I'm thinking of adding 8k textures to Potatus as well as at least basic cloud coverage on some of the planets. There will be a low-performance pack with compressed textures for slower computers that can't hit 60fps with 8k (although I expect anything around GTX1050-1050ti to be entirely fine for the most part). Currently everything you see was made on a machine than ran the game with the mod at 20 fps max and took about 5 minutes for any live terrain change which means a lot of the stuff was made by chance. I honestly have no idea how I managed to get it to look decently all this time but welp it's my oldest mod ever and I love it. Thank you and everyone here for giving it a try and maybe sticking with it, it's a project ongoing for at least 4 years that started right around the time Outer Planets Mod had their first gas giants. The ideas in KO actually started waaaay before when KSP had its 0.18 update and the main dev who planned a lot of these bodies left SQUAD back then. Potatus was actually closely made after his descriptions and he actually helped with orbital data about how to keep Harvest trailing behind Kerbin the way it was supposed to. Oof what a time, OPM and KO used to be the first Kopernicus-based planet packs and so many things were broken.
  5. Can't say anything rn as I'm focused on finishing with my important exams for now but what I can say is I need to see how SQUAD (Take2) implemented the current system if I wanted to add special ground formations. I can add some special ground scatter if you want however
  6. Also, not to hype everyone too early but going to Uni soon I'll be able to get an RTX2060/2070 machine which means I'll afford to give all Kerbol Origins planets a 4k/8k retexture and a new terrain overhaul as well as new clouds depending on time . The mod will become Kerbol Origins Reloaded. Stay tuned for the rebirth. ETA: 3 months
  7. Pretty sure those builtin textures are related to ground texture patterns which are supposed to be based on existing stock surface textures (things like gravel and rock surfaces). It is likely that Squad made changes on how they are named so now the mod can't find them anymore. Can you visit Manai with the set orbit cheat and tell me if the ground textures look out of ordinary?
  8. The Karbonite folder used to be an integration with a popular resource mod with the same name. Idk if people still use that today but I'll probably remove the folder soon if it fixes the issue on 1.7. No idea how it managed to impact KerbNet though xd
  9. Oh man, please do, KO needs a visual update and I thougut you gave up. Thanks.
  10. Thank you for this! The spawnGroupMin and Max weren't in older implementations of Kopernicus so the asteroid generator part of Kerbol Origins got broken in time. I'll remove it till I can have time to fix it. Thank you again!
  11. The changing of the title screen planet is an intended thing. The Kerbin pink stuff may be caused by some other mod. Kerbol Origins does not modify Kerbin or the space center in any way. If you're still not sure, temporarily remove the "Sarvin System" folder from the Kerbol Origins mod directory. The mod is designed to be modular so in case of memory concerns or bugs you can easily move out folders for each planet or planetary system although your issue isn't likely to have been caused by my mod. All the best.
  12. I'll have to first check what Grannus Expansion even is. Back in my day we only had OPM, Kerbol Origins and some kuiper belt mods and Planet Factory remakes. I'll see what it would take to make that compatible. Thank you for liking my mod and hopefully you will keep using it's next versions. Development will be mainly shifted to the ones who took over the project but until they have something major I'll still make sure it's compatible with latest game versions and respond to anyone's questions.
  13. Make it so, mr. Guardian. Whatever it takes for the original concept to be realised. Try going with the custom plugin implementation. Thanks a lot!
  14. Do it for the current version. The main characteristics of existing celestial bodies will not change anytime soon. Also, I understand you lacked the time, it's no problem my dude. A special request for Fonso is that it needs its higher atmosphere to be pretty damn thick with some mountain peaks still peaking over the clouds, as in @NovaSilisko's original plans for Fonso. Try giving Daphy a very thick "sea level" atmosphere the same color as the surface so landing on its lower areas would look like lading on a lake of vapors. Daphy is supposed to be very foggy. Could you perhaps add some dark clouds mixed in for Manai together with normal ones? I also trust you can give all the planets a nice glow. Send me some files for testing as soon as you have something completed, I finally have decent enough hardware to run the game with clouds at over 25 fps xd
  15. @The White Guardian AHEM was supposed to add clouds but... *sigh* Add links here when all is done, I wanna see this develop whenever I drop by. This current forum page might be reused when the mod is completed and gets out of Add On Development.
  16. They should, but you might need to edit some of the orbits so the gas giants don't occupy the same orbit. Just install and try. Everyone complained about them calling them "bloat".
  17. Nope, the entire project concept evolved into Kerbol Origins but I also don't really have time to work on that anymore... You can continue this one if you wish.
  18. OK, idk about Lok as I don't think we've ever had a planet called that. The solar battery is broken, I know. I really hate not having more time to spend on this mod.
  19. It has always worked with OPM. Idk about Extrasolar though. Been out of the loop and I forgot there was a mod called Extrasolar.
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