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Andi K.

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Everything posted by Andi K.

  1. Hey sorry I took so long to do this: https://github.com/AndrewDraws/Real-Exoplanets/releases
  2. I was telling him that more as a way to test if the glitch is still there when you travel to the planet
  3. That looks like a glitch that only appears in the tracking station. I think if you use hyperedit to teleport yourself over to TRAPPIST-1f, that weird effect shouldn't be there.
  4. @AloE I have tested it with scatterer for 1.8.1, and everything looked normal to me. Please tell me if you notice anything unusual! As for Making History, I do not have the DLC myself so I'm unable to test it with REX and I'm unaware of the kind of weird behavior that can arise when using Making History with exoplanet mods. I should probably get the DLC at some point to ensure everything works smoothly. I'm not totally sure what you mean by this "line" on TRAPPIST-1f. It's quite possible that you're seeing a texture seam that I just didn't notice. Could you show me a screenshot of what you're talking about? Also, thank you for your continued interest in Real Exoplanets! It continues to motivate me to continue working on this mod
  5. Should work with 1.8.1 without having to be updated, but it won't have the fancy new terrain shaders. Don't worry, I'll get to it
  6. I'm making some good progress on implementing the new terrain shaders from 1.8.1 into REX
  7. There currently aren't any confirmed exoplanets that orbit Alpha Centauri. The only confirmed exoplanet in this system orbits Proxima Centauri, which has already been added into REX. I only want add add exoplanets that have been confirmed to exist.
  8. Haha I wasn't aware of that. Thank you for making me aware of this! Much appreciated.
  9. Ok I just released an update. It's a relatively minor one, and doesn't add 'Oumuamua or any of the other bodies I want to add. Those will come later. Here are the things added by the update: Fixed TRAPPIST-1h transit times Added ability to enable and disable particular systems in the REX settings file Added custom sun flares without scattterer Fixed Teegarden b scatterer ocean color Foamy, super-critical CO2 oceans on TRAPPIST-1b Fixed time warp altitudes and made them change depending on the user-defined scale factors Fixed Generic_Biome.dds breaking everything in 1.8.1
  10. As it turns out, it is actually a problem with the dds compression format I used. I believe I used DXT1 or DXT3 for it but when I change it to DXT5, everything works flawlessly. I will release an update shortly here that will fix this as well as add a few new features.
  11. Sorry that wasn't clear lol. First one. Yeah Proxima Centauri is far... You can change how the stellar distances are scaled in the REX setting file though. That's just the default value.
  12. Proxima Centauri is roughly 400 times the distance from the Sun
  13. You didn't screw up anything. I'm having this same issue as well (that's why I've changed the version number from 1.8.1 back to 1.7.3) and it seems to be an issue with all of the planets that use the "generic biome" i.e., planets without a surface. A temporary solution is to go into the planet configs for Tau Ceti e, Tau Ceti f, TRAPPIST-1b, TRAPPIST-1c and TRAPPIST-1f and replace the relevant lines with this: //biomeMap = REX-Textures/PluginData/Generic_Biome.dds //Biomes //{ // Biome // { // name = Equatorial Zone // value = 1.0 // color = #6AB057 // } // Biome // { // name = Tropics // value = 1.0 // color = #FFB770 // } // Biome // { // name = Temperate Zone // value = 1.0 // color = #44A07E // } // Biome // { // name = Polar Zone // value = 1.0 // color = #FFFFFF // } //} Those slashes should disable the biomes. I literally have no idea why KSP 1.8.1 doesn't like the generic biome I use for surfaceless planets, but I'll try to find a more permanent solution in the coming days.
  14. https://www.dropbox.com/s/tqewap7k7lx7hnc/Real_Exoplanets-0.9.3.zip?dl=0
  15. Kopernicus has been updated to 1.8.1. REX (as well as RSS) should still work in 1.8.1. However, there won't be the fancy new terrain textures. That will be something I work on in the coming days. Hopefully by the end of this week I will have a shiny new version of REX ready
  16. If you go back a few pages, I believe I posted some screenshots of the surfaces of some of the planets, but not all of them.
  17. I've actually had problems using google sheets with the atmosphere spreadsheet in the past. It's indeed possible that I was just being dumb however. That's why I use Excel online for it.
  18. Assuming you're referring to the comment right before yours (as well as others)... I'm not really sure what the problem is with his comment? All he was saying is that the wait will be worth it and showing his appreciation for the mod. I'm not exactly sure how there's something wrong with that. Shouldn't we be encouraging people to behave in that way?
  19. Seeing as I pretty much exclusively use Realism Overhaul, I'm pretty used to "delayed" updates. Not too long ago, RO was still in KSP 1.6.1... Compared to many other mods, Kopernicus is updated pretty quickly, so the fact that Kopernicus remains in 1.7.3 doesn't bother me too much.
  20. Yup I've already seen it. It wasn't a bad review. He was able to bring some things to my attention that I have been able to fix. I'm glad you like the appearance of the planets though! You're too kind
  21. I used this and then averaged the color with white to come up with a (very) rough approximation of what the human eye would see, essentially just reducing the saturation of the color. The eye is more sensitive to blue wavelengths of light, red dwarf stars would appear less orange than they would be if the eye were an "ideal" light sensor. Thank you for the many interesting articles and papers. I will make sure to read them. Speaking of plant colors, I do feel like I should change the color of TRAPPIST-1e's foliage to be a dark purple rather than the current green color, though it might just look a little strange. We'll see!
  22. Curious. Do you know why that mitigates the problem? I'd be interested to know. I'm not exactly sure why this problem exists, I only really know that it happens when you have the star at a significantly large distance from where your active vessel is located in the case of the map view, or in the case of the tracking station view, a large distance from the KSC. The further the distance from your active vessel, the glitchier all of the scatterer effects are, including the sun flare. This isn't too bad of an idea. I'm just hesitant to do it since nothing else in KSP in scaled logarithmically in this way, so it would seem kind of inconsistent and arbitrary. Additionally, it would make it harder to communicate what the scale factor in the settings file is actually doing. It's much easier to say "put in 0.1 and it will be 1/10 real scale." Those are my only two major concerns. Regardless, there are plenty of interesting systems within 50 ly so I already have my work cut out for me haha. No doubt it would be fun to create some of the more exotic (and very distant) systems out there, but I think there are enough interesting planets and stars within 50 ly to keep myself and players busy. I think 1I/'Oumuamua and 2I/Borisov will be particularly interesting additions into REX, since they will likely be the first interstellar destination players go to that don't necessarily require future technology. Ok, rant over I'm so glad that y'all are interested in this mod. Not going to lie I've been feeling rather unmotivated when it comes to modding, so these types of comments remind me to stay motivated! Thank you.
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