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Tynton

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Everything posted by Tynton

  1. Hopefully 1.5 will be out either tonight or tomorrow, but for now: What I hope for 1.5 is mostly internal patches (i.e. moving compatibilities to a single folder housed within the main file structure) and optimizations in-game, such as new names and new ring shaders present on the Suthe worlds.
  2. WIP Lensflare I intended for it to be realistic, albeit to a degree.
  3. What's this one doing? Is it not loading?
  4. @KerbolExplorer I developed Suthe on Windows 7. I'm not sure if Kopernicus is compatible with Windows 8, but it might? I mean, it's possible but not too many users run on Windows 8 to my personal knowledge. If you have Windows 7 laying around, try it.
  5. @KerbolExplorer What operating system are you using? I'm not sure since I'm only a Windows user, perhaps it's an incompatibility.
  6. @KerbolExplorer Did you install ModularFlightIntegrator and ModuleManager? Given you have those two in addition to Kopernicus, it should work.
  7. @Galileo Actually the desired texture design (on the planets) I personally wanted to be more 'crisp' and not soft-looking. For some of the rocky worlds (Moho, for example, soon to be Pallia) I partially intended to look this way. They kind-of do, in a way, but not full 'realistically'.
  8. @Galileo I intended on making some of the planet textures appear more realistic, and I need to manipulate some PQSMods to do so. In addition I wanted textures for the surfaces of my worlds (which don't have the code to do so but that's not hard since I could touch them a little to keep their current form (to a degree). And a few small details such as cryovolcano eruptions.
  9. @JadeOfMaar Thanks a lot. Also there are tutorials for making custom EVE textures, I assume? I figured I wanted to make something ultimately parallel to a real-style mod (hence the detail already placed in this mod). I was intimidated by the rather long code for the Kerbin "biome" PQSMod. Setting that aside I can master most PQSMods.
  10. @JadeOfMaar Alright. I guess I'll look for them once they have the spare time? I may need a little help with the complex PQSMods which enable the realistic surface textures.
  11. @JadeOfMaar I'm an artist at heart, I would need a mathematician, however. Do you know anyone?
  12. @JadeOfMaar On a quick note, are there any resources for making Delta V maps/information on transfer windows in KSP? I remembered several mods have Delta V maps before, and does it take manual calculations?
  13. @ProtoJeb21 It was basically downloading some RSS heightmaps and some GIMP (or PhotoShop) magic, and the cracks were made via some GIMP brushes. Basically it takes a little skill in merging qualities of the RSS worlds and KSP. I was inspired by Galileo's planet mod (I noticed China's been used on Gael), and seeing his mod as a proof-of-concept, I figured I'd follow in his footsteps to make something slightly reminescent of his mod.
  14. @Gameslinx Thanks a lot! It works. Also, where does one place "UseTheInName" at? And apparently the darkness boundary begins roughly at 870,000 M (Megameters?).
  15. Ok On another note, it seems adding cbNameLater isn't working, but I'm not done attempting to fix it, anyone else has any suggestions for it?
  16. Strawpoll link: http://www.strawpoll.me/13099227 I knew at least in previous forum iterations that you could use a poll yourself. Working on new names, apparently cbNameLater isn't working as I expected. Do I need to redesign the .cfg file? 1.5 will feature CustomAsteroids for asteroids in the two asteroid belts ( "Moho Belt" and "Vall Belt" ). Perhaps I will add the new names in that iteration or if people want new names badly, 1.4.1 will be a quick version.
  17. Also @Gameslinx Do you know how to start a poll? I'm considering renaming the stock planets to something new, but I'm not sure if the game will still let you recover crafts if you rename Kerbin.
  18. @Gameslinx I decided to forgive the 'shadows' on the heightmaps just to make a little more interesting result, since I was using GIMP and GIMP brushes at the time, but since then I've had to reformat my computer so I don't have those brushes any longer (though I could re-download them). I also figured the polar pinching wasn't too bad but if you could find something for GIMP that does that, that would be grand
  19. @Gameslinx I initially had trouble getting it to work, and since I've waited a few days to release a big update, I managed to edit the SpaceCenter section of the .cfg, making the area around the KSC much larger. Effectively, I managed to (hopefully) fix the issues brought up in the review, given that the "hill" in front of the KSC has been shrank a lot so now it's more of a ramp than anything. It's also much farther away as well.
  20. @Gameslinx I'll try the MapDecalTangiential for the KSC. Also there was an "English" or generally "British" theme with some names in the Solar System (Meathe, and the province of Meath for example), and I topped it off with Great Britain being placed on Kerbin and as the home-continent (or island) in the mod. Thanks for your suggestion! Changes in 1.4 -New Skybox (Optional), and new flags based on 3 ideologies. -PlanetShine compatibility -SpaceCenter fixes -Miscellaneous Bug Fixes
  21. @JadeOfMaar Thanks for the link! The cardinal points are "Sun" templates aren't intended to be visited, they are merely points which any object (that is closer to it than the Sun) simply become blackened, this is to achieve the effect of total darkness. If you get closer to one than the Sun, you'll also become blackened. So I don't know entirely how to transition the light into blackness like it would in reality, but for now, the cardinal points are the key to the outer planets. I will fix the runway after it being mentioned, I ended up setting it to a low priority.
  22. 1.1 of Suthe Solar Overhaul mod has been released. Currently I'm wondering about adding a skybox for it, but personally a rather dark (physically) theme, although perhaps featuring a galactic plane to encompass the skybox (as if the solar system is in, possibly the outer reaches of a galaxy, I noticed the planet mod itself fits into a dark-space theme. Added pure-darkness for the outer objects, example:
  23. I'm not sure since I use a Windows 7 system, but if you do have a spare Windows system, try it on that.
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