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Posts posted by Andi K.
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10 minutes ago, ChrisSpace said:
Quick question: Rather than make interstellar distances one-tenth as far, why not just add star systems within a couple dozen lightyears instead? Also, which star systems does it add? (the previous version of the mod had a list of systems on it's front post)
Because that would extremely limit the star systems I could add. So far it is just the Alpha Centauri System (including Proxima Centauri) as well as the HD 10180 system. Tau Ceti will be added soon-ish.
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@FreeThinker I just tested RSSVE with 1.4.5, and there are some issues. I'm going to wait until RSSVE is updated to 1.4.5 before I update REX to 1.4.5.
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9 minutes ago, FreeThinker said:
Notice there is a new version of Real Solar System available:
And IT IS COMPLETELY COMPATIBLE WITH RSSVE-LITE
I did not see that before. Interesting. Do keep in mind that RSSVE-lite is different from RSSVE. It just makes me uncomfortable updating REX to 1.4.5 when one of its dependencies is technically not supported for 1.4.5.
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On 9/16/2018 at 1:57 PM, Dr. MANN said:
Hi, please fix terrain on serex
What's the problem you are having with it?
21 hours ago, shifty303 said:I hope this question isn't too dumb, and I did search the thread for some of the terms before asking lol.
Can I install this and use it with an existing save file or does it require a new game completely? I always play career and I really don't want to start over again.
You might be able to use it with an existing save file, but, in general, you shouldn't try adding new mods into an existing save file. It can sometimes cause issues.
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12 hours ago, FreeThinker said:
@AndrewDrawsPrettyPictures Have you noticed the real solar system mod is finally updated to KSP 1.4.5?
Although Real Solar System has been updated to 1.4.5, RSSVE hasn't, and since REX depends on RSSVE, I'm not going to update REX to 1.4.5 until RSSVE has also been updated to 1.4.5.
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1 hour ago, FreeThinker said:
@AndrewDrawsPrettyPictures Have you notice the real solar system mod is finally updated to KSP 1.4.5?
Thanks for letting me know!
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17 hours ago, Athur Dent said:
You almost already have compabillity with spectra, all you have to do is adapt the after kerbin patches by changing the FOR-nodes so that everything is processed after spectra, else clouds and valentines' sunflare are not showing. I think I adapted three files, I can send them to you on Monday when I am back at my PC.
Thank you! Any bit of help, no matter how small, is appreciated!
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21 hours ago, Athur Dent said:
I think I just managed to make a compabillity patch for spectra by playing around with the configs. Want me to send it to you?
Sure! That'd be very helpful. I'll take a look at it and make and changes if need be and add it to the next update.
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Just now, The Minmus Derp said:
It would be nice if there was another gas giant
Can you stop constantly asking me to add new things into my mod that you want? Repeatedly asking for updates is a violation of the forum guidelines. Also, no, another gas giant will not be added. I think I've said this before, but no new planets stars, etc. are going to be added into Extrasolar.
5 minutes ago, EndTraveler said:that is a must-do!
Yeah I really need to make Extrasolar compatible with more mods. Interstellar Consortium will help with that, but it won't solve all compatibility issues that can arise.
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23 hours ago, EndTraveler said:
can I use alternis kerbol with this?
I have not tested Alternis Kerbol with Extrasolar, so I really have no idea. Sorry! Try it out and see what happens
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On 8/11/2018 at 7:00 AM, The Minmus Derp said:
Ohhhhhkay. Can there be more than one star system?
The idea of Extrasolar is that it adds a single binary companion to Kerbol. So, there won't ever be any new solar systems added into Extrasolar. I do not want this to turn into another KSS or TWB.
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20 minutes ago, The Minmus Derp said:
Can you add a wormhole with one of the mouths in eve orbit to here?
Uhh no.
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1 hour ago, El Tardos said:
Ok thanks, just wanted to know if there was a way.
And is the "other visual pack" compatibility planned in the future or not ?
Yeah I will likely add compatible with other visual packs in the future, including AVP.
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1 hour ago, El Tardos said:
Hello, I'm having an issue with this mod and AVP. Fust has way more clouds when using the visuals of Extrasolar in combinaison of AVP than when I'm using them with SVE.
And when I'm deep enough in the atmoshpere the game starts lagging/freezing which isn't happening with the mod's visuals or SVE. So is there a way or a fix to make this mod work with Astronomer Visual Pack ?
AVP is not listed as compatible with Extrasolar, so you shouldn't use it.
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1 hour ago, Hypercosmic said:
Tau Ceti h, a weird-looking planet indeed. Is that orange sand that fills the gap between mountain ranges?
Nah, it's just lava.
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On 7/9/2018 at 11:28 AM, FreeThinker said:
The main problem I see is decelerating too fast. The trick is to get around the sun at the correct altitude. But aiming at the edge of a star 4 light years away can be a tricky manoeuvre.
I honestly think most people will just take the "easy" way out and wait to get warp drives and then be able to get to Proxima Centauri in a relatively short amount of time.
Progress on Tau Ceti h:
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On 7/9/2018 at 3:03 PM, Skystorm said:
@AndrewDrawsPrettyPictures That's odd because I've been using RealSolarSystem with 1.4.3 for quite some time now.
REX is also dependent on RSSVE, which is only compatible with 1.3.1. Not to mention RO, a mod which is highly recommended, is also only compatible with 1.3.1. Until those mods are officially updated to 1.4.3, REX will not be updated to 1.4.3.
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On 7/7/2018 at 8:27 AM, tonimark said:
this mod is outdated!
Real Exoplanets only works for 1.3.1 because Real Solar System, which Real Exoplanets is dependent on, only works with 1.3.1 as well.
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7 hours ago, YagiHige said:
-- snip --
Thank you for finding that little error for me. Not sure how I missed that!
2 hours ago, YagiHige said:Everything's so friggin cool yet scary so far on ProximiCentari-b.
Neither Alpha Centari star liked me orbiting correctly around it's center of gravity.
I did notice (with planetshine, dunno if it matters) that hd10180 is unbearably bright from it's nearest orbiting body (hd10180b?). Looking in a 180 degree angle in it's direction is just solid white screen.
Lastly, hard to find or click on Sol System from focus in map on either of the other systems. Too close and it don't show, too far and it don't show. Dunno if it has different priority than the other 2 stars to show up in furthest zoom of map.Yeah HD 10180 b is so incredibly close to HD 10180, so it makes sense that the screen would be completely white lol. I have noticed that it's difficult to navigate back to the Sun once you have clicked on another system. I'm not sure how you'd fix this, but for now, you can just hit tab until you return to the Sun.
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My first mod to be mentioned as a StarMod. Nifty.
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11 hours ago, FreeThinker said:
@AndrewDrawsPrettyPictures Flux measurement , show that my 0,037 , is off by a factor of 27, which means the luminosity is rather 1, equal to the homeworld star, but that would be much to powerful for a red dwarf. Is this an intentional break from reality or an oversight? Perhaps when starLuminosity is missing in Properties but it uses the Sun as a template, it will default to 1 equal to Kerbin Sun. Still the apparent brightness is much lower than it local sun, so perhaps on it brightness is low while the solar lux is equal to our sun, but most will be in the invisible infrared spectrum. To make it realistic, I guess you would set starLuminosity to a value between 1 and to 0,037.
That seems to be what is happening. I will fix this.
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2 hours ago, FreeThinker said:
Added support for Textures Unlimited
This makes me happy
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2 hours ago, FreeThinker said:
I'm trying to determine the luminocity of Valentine by reading the Kopernicus config file
Although a starLuminosity is missing in Properties, it has he following SolarPowerCurve
SolarPowerCurve { key = 206000000000 .027385018 -9.10308242e-36 0 key = 13599840256 0.5 -3.163652067e-32 0 key = 68773560320 0.019552153 -2.446389548e-34 0 key = 0 10 0 0 }
Are you sure the Solar Power curve is correct, notice 2th key is higher than the 3th node, which is weird
Solar power curves are actually obsolete, so that is something I need to remove. To find the luminosity of Valentine, you want to take the value for luminosity (I can't remember where in the config it is located) and divide it by the solar constant (1360 W/m^2). This will give you the luminosity of Valentine, in solar luminosities. If you need to convert that to watts, that should be relatively simple.
[1.6.0] Extrasolar v1.8.0 [12/21/18]
in KSP1 Mod Releases
Posted
Fust is the most obvious choice, though Mir is also habitable I guess.