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UranianBlue

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Everything posted by UranianBlue

  1. Don't worry!!! Given the right amount of time, anybody can compile a simple C# module that allows for random self-destruct. Then, using some stuff involving ModuleManager, you can add the module to every stock part! However, somebody has already done that, so I won't try to make a competing mod.
  2. If you want to make more moons orbiting around Jool, please do so. Just be sure to use the right download of Kopernicus and use KittopiaTech to make planet textures; don't use SpaceEngine unless you are prepared to take the texture and modify it a lot in Photoshop. By the way, KSP isn't very accurate about how many moons each of its analogs has. If you want a mod with a bunch of tiny moons orbiting Jool, I can make it by the end of the month. However, before KSP makes new moons of Jool, Squad needs to make a Uranus analog, and native support for other star systems. Have you played OPM or KerbolOrigins? Those immediately rule out everything except for your dwarf planet demands. You're in luck! I'm working on a mod right now called "Dwarf Planets Plus" that could be released as early as Halloween if enough people want me to complete it.
  3. I have begun working on a new part module that will enable an autopiloted landing on most celestial bodies. The module, called "LunarAutoPilot", points the ship at its retrograde vector, and keeps the velocity at a given value. Right now, the module has been added to the camera part; however, I will made a dedicated part for the autopilot module. Here is a video showing the progress given so far:
  4. You sure can make a planet using Kopernicus. However, the best planets in the community aren't made with 100% PQS. In order to make the best possible planets, you have to draw the texture yourself in either GiMP or Photoshop. The textures that you make in your image editor are usually enhanced and improved using minor adjustments in PQS Mods. I find that the best way to learn about PQS Mods is to either contact @Thomas P., the developer of Kopernicus, or to look at everybody else's code. If you have any questions regarding Kopernicus, you can ask me directly, or you can ask another modder.
  5. Why play on console? play on PC and you can use the numerous Kopernicus Mods that people have made, including my own planet mods.
  6. I'm open for experiment definitions and suggestions for exoplanets for those of you who wish to contribute.
  7. I've been working on a new project for a while. The mod, which currently adds in 3 exoplanets, 4 moons, and another star, is currently in progress; I probably won't release it for another month. Currently, I have not made any biome maps and there is only one star system (Delta Cyclonus). The completion of the Delta Cyclonus system is expected sometime in early October, but again, the mod will only be released once I have completed the second star system. Another feature of this mod will be some new parts that will improve your robotic exploration of space: a camera, an ultraviolet spectrometer, and a magnetometer. For those of you who can't wait another month for the release of the planet pack, here are a few peeks at what is all ready completed. Note that eve support has been completed, and I have started working on the optional cloud mod for this planet pack. If you download the mod a month from now, you have to install eve and the optional cloud mod in order to get the clouds, auroras etc. seen in the pictures. Magmus (Venus analog) https://imgur.com/a/ru2G3 Qwerty (Ringed Terra) https://imgur.com/a9aub6X Segway (Moon of Qwerty) https://imgur.com/ujW22NF Arval (Moon of Qwerty) https://imgur.com/CEQzlql Yirga (Cold Exo-Jool) https://imgur.com/5Ji9DwA Weltron (Moon of Yirga) https://imgur.com/PSarvUD Oblon (Moon of Yirga) https://imgur.com/NbBS5bx
  8. Awesome! @Galileo your planet pack never ceases to amaze me. DO you plan on making any new planet packs that delete the stock system and add in new bodies like GPP does?
  9. For those of you who didn't get to see the eclipse:

    https://imgur.com/wUynr0n

  10. yeah, apart from the tidal locking, intense radiation from TRAPPIST-1, it will be great! Now, astronomers just need to see what's in the atmosphere of these planets (if they have any). That will tell us the difference from an exo-Venus and an exo-Earth!
  11. Attempted to deploy Castle Bravo yesterday.

    It didn't work:

     

  12. There have been a few problems on Curse. I did some revisions to the project page, and you should be able to download soon.
  13. I recently upgraded my KSP version to 1.3, and I've been having some trouble with the new version of Kopernicus. For some reason, planets do not appear to be illuminated by the sun, and an infinitely distant sun appears beyond the solar system. The only mods I am using are KerbolOrigins, and KittopiaSpace. What is going on here? Should I go back to 1.22 were everything worked?
  14. maybe...... If anybody is trying to download the mod from the link I provided, please be patient. Curse has been a pain today and is taking a while to approve the release. If you want the mod now, click on the files tab, and download the only file listed.
  15. yeah, and Duna migrated 10 million km outwards as a gas-giant . . . Gas-Giants migrate inwards, not outwards. If Duna became like Jool and as big as Cavran, it would have disturbed the orbit of Kerbin and possibly destroyed the only home the kerbals have ever known.
  16. Your 45 hour wait is over! The mod is out on Curse, and it works with career, science, and sandbox mode. Currently, the mod does not have EVE support or custom science defs; those will come in a later update. here is the link: https://kerbal.curseforge.com/projects/ksp-cavran-planet-pack I have made a mod that makes a GP2, and I can't count how many others the community has made that adds in GP2. I didn't want to remake Sarvin. This mod is compatible with Kerbol Origins. Poor Dunaa... The place gets all the glory from the space program while stealing spacecraft missions from planets like Uranus! Duna had it coming!
  17. Hello guys. I am working on a new mod that adds in a temperate gas-giant. The mod deletes Duna, but makes up for the loss of the planet with a gas-giant and four moons! I will release the mod soon. Currently, I have not added in Biomes or Science Defs, so the mod is complete if you cheat and play in sandbox mode. However, I need to finish painting up biome maps and making at least some custom science defs before I release the mod to the community. I appreciate your patience. Here are some shots of the planets: Bervin: Alru: Goval: Unox: Some shots of Cavran: Oh yeah, it has been out for a while, just forgot to post it here. https://kerbal.curseforge.com/projects/ksp-cavran-planet-pack
  18. Hey guys, I'm a about to release yet another new planet pack! This planet pack will add in a gas-giant orbiting between Kerbin and Dres (Duna is deleted)! The giant planet will have four moons, one of which is an ocean world!

  19. I was reading some code in GPP, and I noticed a PQS-Modlike bit of code in the ScaledVersion node called ProceduralGasGiant. Does this generate the textures for the gas-giant planets in the mod? If so, how does it work?
  20. you may be talking about VertexColorNoise which is a mod that makes color maps for asteroids.
  21. Yeah, a lot more people were happy to hear that that tiny snowball is not a planet. I think the vote to demote Pluto in 2006 had somewhere around a 2/3 majority (also called a supermajority). Also, where is Eris in your game?! All I see is a hybrid of Uranus and Jupiter, then a lump of rock made after Pluto orbiting slightly farther away. Also, why haven't you built in a Charon analog? Fix the stock system! Make it more like our own. Then, make native support for Extra stars! Also, make it so that we can re-parent Kerbin to orbit around another planet!
  22. HOWW!!!!!! How did you make Gael using just Photoshop!!!!!! That shouldn't even be possible!
  23. I started looking at some code for other mods, like GPP, OPM, etc., and they don't use HeightColorMap to generate their textures. Instead they use a mod called "LandControl". From the config for Gael in GPP, it seems like Galileo made the color texture using LandControl, and he had more control over the color map. Wanting to make better planets, I tried looking for instructions on how to use this mod, and I found nothing. Can somebody here please show me how I'm supposed to use this mod?
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