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Everything posted by Eudae55
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RSS in the KSPRC mod is used to modify the atmosphere gradient in flight mode, and nothing else. Technically the absolute essential mods that have to be up to date are EVE and Texture Replacer. I just wanted to be safe with my instructions. So if your EVE mod and TR mod is up to date, it should run.
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KSPRC Compatibility Here's a config for the people asking for compatibility with KSPRC Includes Tekto and Gas Giant cloud layers Important: These configs will not work if: The EVE mod .dlls are out of date The RSS .dll is out of date The Texture Replacer mod is below version 2.2.5 (this breaks the OPM mod if its an old version) Planetshine is out of date
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0.90[WIP][KopernicusTech]OuterPlanetsPlus Dev Thread v.1.7.0
Eudae55 replied to amarius1's topic in KSP1 Mod Development
I just had a look for myself. Amarius1, you'd save a lot in terms of download size if you just included the textures for your own mod. Seeing as you're asking people to download my mod in advance, distributing the OPM textures is a needless redundancy as they should already be there when people install this mod. -
Perhaps And thanks, I know we don't release our moons very quickly, but unlike other mods our moons are not 2 minute exports from space engine or rips off of other online forums. I try to have a proper creative process from start to finish, beginning with a piece of concept art before carefully craft the terrain from scratch using photoshop, procedural terrain gen programs and other tools. I think the end result suits the KSP style a lot more than our competitors so in my eyes its worth investing the time and effort to do it right.
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Question for Proot: Which plugins are you using to change the texture of an ocean (or make it seem so)? The screenshots you posted of Eve a few pages back, and these ones of the Kerbin coastline are fantastic.
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I suggest you edit the config manually (not in-game) and replace the filenames of the AVP textures with functionally similar textures in the KSPRC pack. You could almost do a "Find/Replace" sweep and get it done in a minute or two. A text editor like notepad++ is your friend. Edit: If you have success, feel free to post the result as I mainly use KSPRC also
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The lower the density of a gas giant, the higher its atmosphere's scale height (a variable that predicts how far an atmosphere will extend into space) will be. Saturn is about half as dense as Jupiter but its radius is about 84% of Jupiter's. As a result, Saturn's atmosphere scale height is 220% of Jupiter's. As Sarnus is sized to be an direct analogue of Saturn in the KSP universe, we applied the same rule to its atmosphere scale height. Jool's scale height is 10km while Sarnus' is 22km. Thus while Jool's atmospheric pressure ticks over from 0.00001 to 0.00000 at 150km, Sarnus' ticks over at about 328km. I hope that makes sense. ------------------------ The wiki for Jool recommends that aero-braking manoeuvres not be conducted below 100km, for Sarnus I'd recommend not to go below 220km.
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[0.90] Outer Planets Mod (1.5) - A Titan analog, bug fixes and other improvements [09-Feb-15] Downloads Installation note: If you're updating the mod, please do not overwrite the old version with the new one but delete it instead. This can prevent issues, as incompatible changes can be made between versions. A new save game for career mode is also recommended 1.5 -Added a new moon to Sarnus called Tekto -Updated ModuleManager to version 2.5.9 -Switched the Kopernicus and KittopiaTech plugins to the KopernicusTech fork -Moved terrain handling from RSS to KopernicusTech; RSS is now no longer included -Switched textures to PNG, since KopernicusTech does not support DDS; DDSLoader is now no longer included -Tweaked the rings of Sarnus and Urlum a bit, adjusted Hale and Ovok's orbits to compensate -Increased the gravity of Hale and Ovok to enlarge the SoI to make it easier to get an encounter with the moons -Tidally locked Hale and Slate to Sarnus -Added a specialized Regolith/Karbonite config -Added a way to disable biomes on the new bodies, as a bug applies the new biomes to the template bodies too. To disable these biomes, remove Kopernicus/Config/OPMBiomes.cfg -Rebalanced the science multipliers of all bodies to compensate for the added planets and moons. The rebalanced multipliers for the stock planets can be disabled by removing Kopernicus/Config/StockScienceMultipliers.cfg -Adjusted Plock's characteristics to make it less like Vall and more like Pluto -Made Neidon start farther along in its orbit, so that it and Plock will never come too close -Added a config for AntennaRange and RemoteTech that extends the range of the longest-range dishes to compensate for the expanded Kerbol system -Added Astronomer's Visual Pack-compatible cloud configs for the planets and moons with atmospheres Team -CaptRobau -Eudae55 Contributors -Porkjet -Akinesis -tygoo7 ----------------------------------------------------------------------------------------------------------------------------------------- Instructions for getting the EVE configs to work with your game 1. Ensure KSP is installed. --------------------- 2. Ensure the first 3 steps of Astronomer’s Visual Pack (AVP) are installed. The image below is a screenshot from the AVP zip file. Ensure that these steps have been completed before continuing onto Step 2: --------------------- 3. Click on the “4th Step - Optional Features†folder and within the “Essential Features†folder, and install the contents of the “Auroras†and “Clouds for Eve & Jool†folders to your game directory: --------------------- 4. That should be it but ensure that two configs “GasGiants†and “Tekto†are in the BoulderCo folder within your GameData folder. If you’re confused, see the note below. --------------------- NOTE: If you installed AVP before OPM 1.5, you can extract OPM to the GameData folder normally and the OPM cloud configs will be placed automatically into the BoulderCo folder. Alternatively, if OPM 1.5 was installed before AVP, it should still work but ensure that your BoulderCo folder contains these two files: ---------------------
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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.
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If you could lay down an argument for using the Kopernicus + Kittopia combo versus RSS, what would that argument be? I'm very interested in what is possible with this mod - particularly, with creating new planets from scratch without templates, or if using templates, not having the templated body also modified when PQS alterations are made to the new body. < Problems I'm dealing with at the moment. Thanks