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AndrewDraws

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Posts posted by AndrewDraws

  1. 7 hours ago, hemeac said:

    I believe that may be an issue due to a typo in specifying the normal in the configuration file.  Haven't tested this as I am not using this planet pack, but if you go to GameData\RealExoplanets\Systems\AlphaCentauriSystem\Proxima Centauri b.cfg, go to Line 95: and edit: 

    normals = REX-Textures/PluginData/ProximaCenb_normal.dds to normals = REX-Textures/PluginData/ProximaCenb_Normal.dds

    That "should" fix the lighting.

    The capitalization doesn't actually matter. As @moar ssto said, if viewing the planets from the tracking station, some may looked bugged. When you are actually in the system, the planet should look normal from the map view and from space.

    7 hours ago, Hypercosmic said:

    Hey. I'm not sure if you guys have seen it or not, but Proxima Centauri c is now confirmed and another signal orbiting inwards of b has been found.

    On the 6 exomoon candidates: let's not get too hasty on it. From what I've heard, the 6 exomoon candidate paper was a bad research, calling them exomoons based on one 'rather weak line of evidence'.

    David Kipping and Alex Teachey (who found the exomoon candidate Kepler-1625 b i) were not impressed.

    This is basically exactly what I've heard. A lot of it is just the media hyping it up. Whatever is going on in these systems could very well be something completely different than exomoons. It's pretty early to jump to the conclusion that these are even exomoon candidates. 

  2. @moar sstoI've been messing around in REX, and it looks like the problem you described is a glitch due to using the debug menu to get into low orbit. If you wanna test out the planets, try using the debug menu to put yourself in a high orbit, save, reload, and then put yourself into a lower orbit and glide to the surface. I think you should have better luck that way. Using the set orbit thing, like hyperedit, can cause glitches with planets that are far away. It's really just a finicky thing that I don't have much control over. However, if you actually travel to these planets legitimately, I don't think this problem will persist.

  3. 18 minutes ago, moar ssto said:

    I don' think you need a specific coordinate to see these problems. For trappist-1 d, I tested couple of islands near the west coast of the ocean, close to equator, and many of them have the issues. For e, I observed this issue on 3 very different locations, all showing this problem. For h, I need to comfrim wheter this is something that happens in many places or not. I recomend just randomly drive along the surface using a wheeled vehicle, especially with jet engines, in the case the wheels are stoped by one of the terrain bugs. 

    I am claimming this is distance related since I moved the system 10^6 times closer to sun and the bug disappeared, moving the system 10^5 times closer also makes the bug diappear, but the terrain is still shaky. I didn't see these bugs with 1.7.1, while see this on two seprately installed 1.8.1 ksp.

    The problem is I'm not seeing this same issue on my own install, so I need to be able to replicate exactly what you did, including the location you landed on since you said in some areas it's glitched while in others it is not.

    Also, what you're describing seems like an issue that would be solved by saving and reloading, which is why I think it's weird that you said that didn't do anything.

    There's really not much I can do if I do what you're describing and I don't experience the same issue.

  4. Time to address a bunch of comments here! I know I haven't been attentive to my KSP mods...

    On 7/6/2020 at 7:47 PM, Mossconfig said:

    I made a Kerbalism config, and was wondering if you wanted anything particular for the sci descriptions @AndrewDraws?

    Thank you very much for this! I was planning on adding Kerbalism compatibility, and you beat me to it!

    On 7/9/2020 at 7:09 AM, Kepler452b said:

    Is there a way to make this compatible with Principia?

    Unfortunately, Principia doesn't like interstellar mods. I wish I could make REX compatible with Principia too! ;.;

    On 7/11/2020 at 9:43 AM, moar ssto said:

    Encountered a serious bug on trappist-1 d. There is an invisible surface couple hundred meters above the terrain that makes every part explode, even with no crash damage enabled. When approaching this surface, the altimeter flickered between 2 numbers, and when the smaller number hits 0, the craft explodes. Neither disabling VertexHeightNoise nor re-installing the mods in a new copy of the game solved the issue.

    Also the suface looks very jagged with a lot of sharp ridglines. From my experience with some RSS bodies, these sharp ridges will make wheel physics freak out and will tear apart a craft taxiing through these rides even at low speeds and cheats enabled.

     

    Can you show me a screenshot of what you seeing? I often see stuff like this when I use hyperedit.

  5. I'm sorry I have not been attentive to this mod (or Real Exoplanets for that matter). Real life sucks, and I also have a Skyrim mod I've been putting a lot of time into. I was in the middle of working on an update for Extrasolar a few months ago, so I'll try to complete that. As for people who are maybe having issues with Extrasolar, you need to provide me with a screenshot of your gamedata folder, and your KSP.log file in order for me to even begin to be of any help.

  6. 2 hours ago, Tost said:

    Hey, I'm just curious if this is working on 1.9? I did give it a shot installing it however I didn't see any features of the mod. I figure this is due to Kopernicus not being updated to 1.9? Thanks!

    Yep that's why. Don't use versions of kopernicus that are not compatible with the latest version of ksp

  7. 5 hours ago, Sigma88 said:

    yes, that's that's how it works

     

    if the initial value is 1, you multiply by 10 you get 10

    then you multiply by 5 you get 10*5 = 50, the second multiplication has no way of knowing the initial value was 1 rather than 10, it just takes the value and applies the multiplication to it

    Perfect, thanks

  8. On 5/6/2020 at 8:13 AM, Sigma88 said:

    it depends on how the patch is written

    if the patch overwrites the value (like most do) then the last patch to be applied is the one that will prevail

    I'm saying if you have one patch written like

    @radius *= 10

    And other applied afterwards written like

    @radius *= 5

    Is the net scaling 50x or 5x?

    On 5/5/2020 at 11:40 AM, Space Nerd said:

    Also can you reply to my thread about the reason why you choose purple for the plant color?

    I would really like to know that, thanks!

    Hey! I chose a dark purple color since plants on planets orbiting red dwarfs would probably be darker, and because it's theorized that photosynthesizing plants on Earth were initially purple, so I thought it'd be cool to have dark purple plants lol

  9. 1 minute ago, Sigma88 said:

    as I said, that would be fine with SD if you were using something other than :final

    I didn't look into the patches too much but I don't think you actually need final.

    Question: if a patch scales a planet by let's say 10x, and then a patch applied after this patch scales the same planet by 5x is the net scaling 50x or just 5x?

  10. 5 hours ago, Sigma88 said:

    see most of your patches use :FINAL, that will usually (not always) result in bad things in conjunction with SD

    This is what I was referring to, as well as the fact that in the actual planet configs are in real scale, and then they are patched to work with stock, which I'm aware is a very backwards way of doing things.

  11. Speaking of things I want to do with REX, here's a list of the major things I currently want to implement for the next update:

    • CRP support

    • KSRSS Compatibility

    • Inner and Outer Oort Clouds for all systems

    • Trees on TRAPPIST-1e, and other signs of life (previous civilizations?)

    Also, here's TRAPPIST-1e but with purple foliage!

    R1Zdsvn.png

  12. On 5/1/2020 at 7:44 PM, Orlico said:

    Is sigma dimensions compatible? I want to try and do 3.2x scale for both REX and stock and have SVE as well.

    Hey, given how REX handles compatibility with both RSS and the stock system, I'd expect there to be some strange interactions with sigma dimensions and I don't think they'd be compatible. I know how I can fix this, so thank you for reminding me about this so I can write it down on my list of things I want to do lol.

  13. On 4/20/2020 at 4:01 PM, Enchiladus said:

    Sure thing, here you go.

    https://justpaste.it/5f8v0

    That justpaste link above is the log, it was a pain to upload.256ede22dfa4f186fdfab3a87ca90222.png

    Here is the folder, that's everything.

    Sorry I've taken so long to reply, things are crazy over here.

    Hey no worries. Thanks for sending over your logs and such. I think the issue is Astronomer's Visual Pack. Extrasolar is not compatible with this mod, though I do plan on changing that in the future. Instead, you can use Stock Visual Enhancements which is compatible. Please let me know if that helps you.

    On 4/22/2020 at 9:25 PM, sacredbacon said:

    Any chance at compatibility with other Kerbol system replacements, namely Beyond Home? When I install Extrasolar it seems to override Beyond Home's sunflares and eve clouds.

    This is most definitely something I will be working on. Currently the only system replacer that Extrasolar works with is After Kerbin, but increased compatibility is something I really want to work on whenever I finally update this mod lol.

  14. Hey guys. I know I've kind of neglected Extrasolar for a long time, instead putting most of my time into Real Exoplanets, and I apologize for that. Recently I've been feeling a bit more motivated to update Extrasolar, and I'll make sure to look through the issues people have been having and see if it's a problem on Extrasolar's end. There are some things I have planned for Extrasolar ,so stay tuned.

  15. 5 hours ago, moar ssto said:

    Isn't Trappist-1 supposed to be located very close to the ecliptic plane close to one of the equinoxes? In the game with RSS, Trappist-1 is in a quite inconvenient position far away from the ecliptic. Also I discovered an overheating bug during timewarp over Trappist-1b that looks very similar to the overheating bug around the hot neptune orbiting the furthest star in the Constellations mod.

    Thanks for pointing that first thing out. It turns out I had unintentionally shifted every star's right ascension by 90 degrees, meaning their relative positions to each other are correct but their positions relative to the earth are incorrect. All I need to do is subtract 90 degrees from each star's longitude of the ascending node and that should fix it.

    That second piece is not a bug. TRAPPIST-1b is really just that hot.

    On 4/11/2020 at 9:34 PM, Space Nerd said:

    Well, when I say "gas giant", I mean planets that don't have a solid surface .

    7vTFdl8.png

    That looks blue to me, or is that an old version?

    Even if I make my own planets and use my own names, then say their kerbalized version (analogs) of real exoplanets?

    It's called rayleigh scattering using the mod scatterer. Looks blue for the same reason that Earth looks blue from space. The ground itself is not blue.

    You can make your own planets and give them your own names, I'm just saying you can't use any files from REX.

  16. 9 hours ago, Space Nerd said:

    Why did you chose to make tau ceti f a gas giant instead of an ice world?

    Also why the rock on teegarden b looks blue?

    If I learn planet moding in the future, I might remade your mod but with more habitable planets and maybe add some fictional planets and moons!(It's sort of a KSS remade that have been in my mind for a long time):cool:

    Tau Ceti f is not a gas giant. It is a mini-neptune/ice giant. This is possible given the range of possible masses for Tau Ceti f.

    The rock on Teegarden b is not blue. It's gray. The monitor you are using must not be displaying colors accurately.

    Considering I recently changed the license to be All Rights Reserved, that third thing you mentioned is unfortunately impossible.

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