WolfyDoo
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Posts posted by WolfyDoo
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20 hours ago, Vanamonde said:
Glad you were able to figure it out. What did the problem turn out to be? (For the benefit of others who might also have this problem.)
Meanwhile, this thread has been moved to Gameplay Questions.
I had just been very stupid. I have been playing KSP for over 7 years and I just forgot that the R&D in Kerbal Space Center needs to be level 2 for fuel transfers. So leveling up R&D should fix the problem. My apologies for posting the thread in the wrong topic.
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So I'm doing a challenging moderate KSP playthrough with JNSQ, but how come I can't transfer fuel anymore? Alt clicking won't give the option to transfer fuel from the bottom tank to the upper tank.
*Already Solved*
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1 hour ago, R-T-B said:
Yep, I think you got hit by that bug. You can download the fix here and just throw it anywhere in gamedata:
https://github.com/Kopernicus/Kopernicus/releases/download/release-132/ColorFix.cfg
That did it! The grass for example looks a lot more natural green right now, and the blue beaches I think are gone too! Thanks a lot.
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4 minutes ago, R-T-B said:
Is the ground also unnaturally green? It could be that recent color bug that came out, where the JNSQ teams debug colors for biomes are exposed. If so, there is a patch for it at the end of the JNSQ thread.
It does look pretty unnatural now that you mention it. Thanks a lot!
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6 hours ago, DeadJohn said:
Check your Scatterer version. I don't know if it's responsible for your issues, but JNSQ works with Scatterer versions up to 0.0772. Scatterer changed some things at version 0.08xx that partially breaks older planet packs.
I indeed have v0.0772 of Scatterer for this reason, so that can't be the reason, unfortunately.
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So I just started a JNSQ playthrough with a couple of other mods, like EVE and Scatterer but I have come across two elements that I do not fully understand. I would like some confirmation that below images are okay or bugs:
First of all, it looks like the beaches on Kerbin are blue, which looks a little unrealistic and might be a bug, but then again, I'm not certain: https://imgur.com/a/CJpuCMh
Secondly, my vessel's shadow seem to be casting into the sky/atmosphere, which also looks unrealistic: https://imgur.com/a/5mq2ZuV
Thanks in advance for taking a look.
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1 hour ago, HebaruSan said:
Yup, the v0.08* releases of Scatterer are not compatible with older releases, so they don't work with the planet packs that already had Scatterer configs. Try downgrading to Scatterer v0.0772.
(The JNSQ authors would need to update JNSQ's metanetkan for CKAN to reflect this.)
Thank you for the information. I'm trying to find specific mods that work well with JNSQ. Are there any recommendations besides the forum thread of JNSQ? Do mods like TAC Life Support make JNSQ extra fun or are they even compatible?
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35 minutes ago, HebaruSan said:
There are quite a few large planet packs out there. If you tell CKAN to consider everything from KSP 1.10 and later as compatible, then search for "tag:planet-pack", then sort by the Installed column and shift-click to secondary sort by the Download column, there are a few dozen such mods larger than the arbitrary cutoff of 25 MiB (more if you go smaller or include mods for pre-1.10 versions which may still work, obviously):
I have decided to start a playthrough with JNSQ, however when installing Scatterer Eve, Jool and more planets/moons are completely dark on the bright side where the sun shines on. This seems like a bug and I don't know what it is. Can't find anything on the forum either. Anybody familiar with this?
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12 hours ago, linuxgurugamer said:
There is a fork, I'd have to find it
Have you found the fork yet? I would love to check New Horizons out but can't find it.
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Just now, linuxgurugamer said:
There is a fork, I'd have to find it
That would be great. Thanks
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2 minutes ago, linuxgurugamer said:
Ummm, JNSQ, New Horizons both work well, and I believe that GPP is being worked on
I didn't know about JSNQ, looks very very cool! For New Horizons I can only find a 1.3 version, does that work then?
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Hello there. After around 5 or 6 years I am back into Kerbal Space Program. Now after some very short research, and please please correct me if I'm wrong, I only found OPM to be the only main big planet pack for KSP 1.12, still? I wonder if there is any interest in new planet packs since I'm working on something nice right now. My only previous work is Kerbiting System with around 10k+ downloads but I have high goals for this new planet pack and that is all I'm saying right now. Thank you in advance.
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Hey Mods! Can my username be changed to "WolfyDoo"? Thank you in advance.
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Very nice! I did release an update a while ago. I hope that update fixed some bugs for Kerbiting System you were having.
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NEW RELEASE... LOOK ABOVE!
This planet pack, which has officialy released, is a planet pack that rearranges all the planets in the stock Kerbol System. In later versions more planets and moons will be added and a lot more will come! This is what I let you guys decide. I like to make a planet pack which makes people as happy as possible. For that to happen I need your advice on what to do/add/edit. Very important to know is that this is my first work. So if any bugs are encountered, report them immediately! Let me know what you think and give me some advice on what to do next! I'll make a poll to know what you guys want to see next.
Changelog:
Release v1.0:
- Bugs fixed
- Official release
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So much fun to see someone make a thread like this of my system. You do it in such a fun way and I really enjoy it. I am sorry for not being on this forum for so long. I'm back now. We have contact in private messages.
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Hey,
Does anyone have some tips on how to create good looking textures for kerbin-like planets. I'm trying to create ones with GIMP but I can't get it good-looking.
Thanks
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It works with a added SOI. I know this is not how I should fix it but for now I'll leave it like this. If you come up with any idea on how to fix it, please let me know. I'll think about it myself too!
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48 minutes ago, ARS said:
Hmm... that's quite weird. Maybe it has something to do with SOI of the planet. My guess is there's a minimum threshold of gravity/ SOI for a planet depending on it's size. Having large sized bodies (like tylo, which have a high gravity, and theoretically large SOI) but with smaller SOI (like gilly) seems to be the one causing the bug, maybe you can simply ignore setting SOI and focus on the gravity. Test several values of the gravity to adjust the SOI until it sets to your liking
I've been trying that already and I found it only started working at around 0.25g, way too high of a value for me. I wanted it to be a small 21km radius planet with a gravity between 0.01g and 0.02g but it just doesn't want to work with a gravity that low. I really still don't know why because it has worked for me in the past and it works for a lot of other planet packs too, like GPP mentioned by @OhioBob.
1 hour ago, OhioBob said:We manually set Lili's SOI only because it's so close to the parent planet that the computed SOI is smaller than its own radius. That's an unusual situation; normally there's no need to manually set sphereOfInflunence. I recommend letting the game automatically compute SOI radius unless you have special circumstance that require overriding the computed value.
Letting it automatically compute the SOI radius doesn't want to work this time. I know it should work all the time but I just always get the bug when I don't enter a SOI with a gravity below around 0.25g. The template I'm using right now is Moho, in case that information helps.
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55 minutes ago, OhioBob said:
Gravity shouldn't be the issue. We've got a moon in GPP with only 0.006g and it works fine. Take a look at Lili.cfg in GPP to see if your can spot anything different between it and what you're doing.
I see, I need to add a SOI apparently. Adding a sphere of influence works. And believe me, I've changed everything you can change and the problem only occurs when the gravity becomes too low of a number.
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I have no idea. Nothing I'm doing works and I'm out of ideas. I'm busy with this problem since Monday now and I don't see any major difference between Lili.cfg and my config. Not any difference that should matter so much at least.
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@ARS,
I found out it has nothing to do with the template. I thought it had but it hasn't. It has to do with the gravity. When I enter a gravity different from Moho's(the template), the bug happens again. When I leave it on Moho's gravity, it works fine. But since the bug happened anytime with Gilly as template, I think it happens when the gravity goes below a certain number. I have no idea how this works. Got any idea?
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20 minutes ago, ARS said:
Did you copy gilly's stats? Gilly's terrain is highly uneven by default, it's not a perfect sphere and basically just an irregular-shaped moon. It's highly likely that the planet that you've made looks like a good planet on the outside (texture), but it isn't on the inside (hitbox). Judging from your "Exploding inside the planet" report, I think that your planet's appearance isn't in sync with the hitbox of the planet itself. So what looks like a mountain is actually just a texture you can pass through (and then you collided with actual hitbox inside the planet) and what look like an empty plains is actually dotted with invisible mountain "hitbox". I suggest you use another moon as a template for creating celestial body, one with a more "rounded" shape to make it easier to create
Thanks a lot. I'm so stupid for not thinking of changing the template! Thank you, it worked!
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@Kopernicus:AFTER[Kopernicus] { Body { name = Narai Template { name = Gilly } Orbit { referenceBody = Sera inclination = -3 eccentricity = 0.1 semiMajorAxis = 17355380 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 12 meanAnomalyAtEpoch = 0 epoch = 0 color = RGBA(190,190,24,255) } Properties { description = test radius = 13000 geeASL = 0.014 timewarpAltitudeLimits = 0 12000 12000 12000 24000 50000 100000 120000 ScienceValues { landedDataValue = 9 splashedDataValue = 0 inSpaceLowDataValue = 8 inSpaceHighDataValue = 7 recoveryValue = 7 spaceAltitudeThreshold = 10000 } } ScaledVersion { type = Vacuum fadeStart = 0 fadeEnd = 0 Material { } } PQS { Mods { } } } }
So this is the code for the planet after removing a lot of stuff and I'm still exploding when I try to orbit the planet. This is literally just a copy of Gilly and I'm still exploding? I really don't get it...
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Hey people,
I'm having a problem where when I orbit my own made planet, I explode immediately. When I zoom out I see I'm inside the planet. Does anybody know what could cause this? Or could anybody take a look at the config?
Here is my config:
@Kopernicus:AFTER[Kopernicus] { Body { name = Narai cacheFile = Systended/Cache/narai.bin Template { name = Gilly removePQSMods = PQSLandControl, VertexSimplexNoiseColor } Orbit { referenceBody = Sera inclination = -3 eccentricity = 0.1 semiMajorAxis = 17355380 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 213 meanAnomalyAtEpoch = 0 epoch = 0 color = RGBA(190,190,24,255) } Properties { description = test radius = 21000 geeASL = 0.014 albedo = 0.10 timewarpAltitudeLimits = 0 12000 12000 12000 24000 50000 100000 120000 ScienceValues { landedDataValue = 9 splashedDataValue = 0 inSpaceLowDataValue = 8 inSpaceHighDataValue = 7 recoveryValue = 7 spaceAltitudeThreshold = 10000 } } ScaledVersion { Material { texture = Systended/SeraSys/Narai/Textures/color normals = Systended/SeraSys/Narai/Textures/normal } } PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 6 minDetailDistance = 8 Mods { VertexHeightMap { map = Systended/SeraSys/Narai/PluginData/height.png offset = 0 deformity = 3000 scaleDeformityByRadius = false order = 19 enabled = true } VertexSimplexHeightAbsolute { name = Base seed = 324 deformity = 10000 octaves = 3 persistence = 0.75 frequency = 0.5 enabled = true order = 5 } VertexSimplexHeightAbsolute { name = Base1 seed = 213 deformity = 5000 octaves = 9 persistence = 0.5 frequency = 1 enabled = true order = 10 } VertexHeightNoise { noiseType = RiggedMultifractal deformity = 250 seed = 432 frequency = 1.5 lacunarity = 2.5 persistence = 0.5 octaves = 5 mode = Low enabled = true order = 2 } VertexSimplexNoiseColor { seed = 48 blend = 1.0 colorStart = 0.3608921,0.3146067,0.2806623,1 colorEnd = 0.2191011,0.1553269,0.1043975,1 octaves = 8 persistence = 0.5 frequency = 1 enabled = true order = 50 } } } } }
Thank you.
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
in KSP1 Mod Releases
Posted
I have a question. How can I change the default sunflare from JNSQ? I want to have a custom sunflare, but when I change it in Scatterer, nothing happens. I still get the default flare from JNSQ, I think.