Jump to content

Poodmund

Members
  • Posts

    1,867
  • Joined

  • Last visited

Everything posted by Poodmund

  1. First you need to specify the custom science experiments in each situation to use a localization string for the report: https://github.com/Poodmund/Outer-Planets-Mod/blob/master/GameData/OPM/Patches/OPM_ScienceDefs.cfg#L393 Then you need to create the custom text for that localization string: https://github.com/Poodmund/Outer-Planets-Mod/blob/master/GameData/OPM/Localization/en-us.cfg#L600
  2. Hi Enigma Star, do you have access to a copy of KSP version 1.3.1? This may be the easiest way to run the OPM-VO in its correct format with the relevant dependent mods at their correct versions for KSP 1.3.1.
  3. Edit the settings file: https://github.com/KSPModdingLibs/KSPCommunityFixes/blob/master/GameData/KSPCommunityFixes/Settings.cfg#L121
  4. For reference, from the OP: Q: I see you added some more variants? Can you add more? Every part in purple?A: Nope. The general stance on adding variants by request has been, "No," and considering the mod is pretty well in a final state now I would not expect it.
  5. One of the weirdest visual looks in modded KSP was the mountains piercing through the cloud layers from high up. If you are able to soften this hard transition then it will look great!
  6. This looks very M$ FS, the lighting looks very good in the main bodies of the clouds. Looks pretty sensational if you can translate that directly into KSP in appearance. The shadows look natural, I wouldn't go much darker if at all if that's what you were thinking. EVE has always had incredibly dark and strong shadows which have looked very odd to me considering Kerbin's weather is generally pretty sunny and 'good'.
  7. This was my initial thought too in that a lot of cloud cover is in the form of Cirrus clouds which, when combined with the ones we have seen from the screenshot or faded with (on an opacity scale), would break up the tiled nature of what we see. I'm sure you know what clouds look like, Blackrack, but just to emphasise my statement:
  8. Hi Linux, I was wondering whether the above patches could be made as a PR against the main repo so we can see/compare changes etc.?
  9. That requires either a different base texture (I can't remember if Sigma bundled a titled version of mine in their mod) or you can take the base texture and make it into an EVE cloud layer and then rotate it in that. A bit finicky. The issue it that you can't rotate the axis of rotation of the moons and so they still rotate the wrong direction compared to a titled Urlum.
  10. If you're using Libnoise to generate terrain, https://github.com/dhlevi/LibnoiseDesigner is a good tool to preview seeds to then use in other more complex programs.
  11. I'd advise just to delete the Scatterer configs included and use ones that work with the latest Scatterer from another mod.
  12. This is likely due to them not using the new PQS Triplanar Zoom Rotation terrain shader that was introduced back in 1.8(?). This would get them looking a little crisper/detailed I expect.
  13. Not natively, use a 3rd party visual mod that supports OPM.
  14. Good to see somebody actually making an effort to work on underwater terrain topology.
  15. Its not a rift. Blackrack updated Scatterer implementing new functionality and simplified the process of creating configs but, in doing so, the syntax of the configs has changed slightly. Most planet packs/visual packs haven't been updated because authors are either busy doing other things or don't care to update so their packs do not work with the recent versions of Scatterer. Its a shame as the new version is markedly improved. TL;DR There's no reason to use the older versions of Scatterer over the latest unless the mod you use hasn't updated it's configs to do so.
  16. No plans and unlikely to occur. BDB has some great Titan engines (along with everything else) you can use if you want to make a replica Titan.
  17. It certainly does support Ampere cards. Why not completely delete all your KSP Steam directory, revalidate the integrity of your game cache to reacquire all the game files creating a fresh Vanilla copy of 1.12.3, then use CKAN to install Parallax on this fresh install and see if it works for you? This should be the cleanest way to verify that it is working.
  18. What do the new optional, OnSymmetryFieldChanged and PersistentIConfigNode, patches do in layman's terms?
  19. When this releases I think I'm gonna faint. Pood remembers... I thank you, sincerely, for continuing this mod.
  20. Genuinely, if you think you've got some good information to add, writing it up in a forum post is a good way for other people to be able to find it.
  21. If you have an issue with DOE's dynamic brightness feature I would suggest you take it up with the mod author for their advice. Or you could just disable that feature or uninstall DOE(?).
  22. Yes, it's a feature of DOE. It has nothing to do with these skyboxes.
×
×
  • Create New...