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Everything posted by timandy1
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For some strange reason restarting the game fixed the problem i was having, and now my system is perfect. thank you sdj64 for this tutorial.
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Ok, tonight i will re-make my planet pack again and see if that works, as I've already tried everything to fix it.
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Can I have some help? for some reason, after i update the ScaledSpace on my planets, they turn into a clone of their template (Template:Laythe) Before: http://imgur.com/ZpzLDLv After:http://imgur.com/MzIstZ4 My kittopia config: PlanetDunas { AdditionalData { Stock = False AddAtmoFx = False AddOceanFx = False OceanLoadTextures = False UnlitOcean = False ModScaledAtmoShader = False AddRings = False AddParticles = False DisableOrbitRenderer = False } CelestialBody { atmosphereContainsOxygen = False //self explanatory, allows jet engines to work pressureMultiplier = 1 //how thick the atmosphere is at sea level altitudeMultiplier = 1 //how quickly does the atmosphere get thinner with altitude (higher number = thicker) atmoshpereTemperatureMultiplier = 1 //does nothing, I think atmosphereMultiplier = 1 //set this the same as pressureMultiplier maxAtmosphereAltitude = 60000 //determines what the game says is the atmosphere height (in meters) atmosphereScaleHeight = 5 //actually determines atmosphere height (Kerbin is 5, Duna is 3, Eve is 7. Decimals are allowed but not shown in game) ocean = False //self explanatory } PQS { PQSMod_HeightColorMap { modEnabled = False } PQSCity { modEnabled = False } PQSMod_VertexHeightMap { heightMap = GameData/Blutgon Planet Pack/Textures/Dunas_height.png //Replace this with your file path heightMapDeformity = 4000 //how tall should the highest mountains be? heightMapOffset = -800 //If your planet has oceans, set this to a negative number. Play around until you get it right scaleDeformityByRadius = False } PQSMod_VertexColorMap { vertexColorMap = GameData/Blutgon Planet Pack/Textures/Dunas_map.png //Replace this with your file path } PQSMod_VertexSimplexHeight { seed = 101274 //change this to any random number deformity = 300 //how bumpy do you want the ground to be octaves = 8 //how small do you want the bumps to be persistence = 0.5 //don't know what these do, you can try changing them and see what happens frequency = 12 } PQSMod_VertexSimplexHeightAbsolute { seed = 637926 //change this to any random number deformity = 100 //how bumpy do you want the ground to be octaves = 3 //how small do you want the bumps to be persistence = 0.5 //don't know what these do, you can try changing them and see what happens frequency = 0.8 } PQSMod_VertexHeightNoise { deformity = 300 //Height of dunes or rolling hills on your planet. Looks good on Laythe or Kerbin like planets } PQSMod_VertexSimplexHeightMap { modEnabled = False } PQSMod_QuadEnhanceCoast { modEnabled = False //if you want to, set this to true on an ocean planet. You don't need it otherwise } PQSMod_VertexHeightNoiseVertHeight { modEnabled = False //don't know exactly what this does. It is another type of small-scale terrain bumpiness } PQSMod_AltitudeAlpha { atmosphereDepth = 60000 //How tall the atmosphere looks, how quickly atmospheric color appears as you go down towards the surface modEnabled = True } } }
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
timandy1 replied to KillAshley's topic in KSP1 Mod Releases
Thank You KillAshley Here is my Aptur Landing: http://imgur.com/U89fXkA -
I've Never used math in KSP. Ever.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
timandy1 replied to KillAshley's topic in KSP1 Mod Releases
I'm sorry, this is a noob question, but how does one get to aptur? Mechjebs's transfer calculater does not work with it, and i cannot do a normal transfer because of its inclination and proximity to kerbin. -
The ROUND8 memorial thread - UPDATE: It's alive!
timandy1 replied to ShadowZone's topic in KSP1 Discussion
I Vote to save the LFO donut!