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Simog

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Posts posted by Simog

  1. Experimenting with robotic parts, I try to build a deployable heat shield. Obviously all in Kerbal style ... boom :D
     

    Mod Used for build rocket:
    - Procedural Parts
    - BDB
    - Tweak Scale
    - Tantares
    - Kerbal Reusability Expansion
    - Restock
    - Restock+
    - Infernal Robotics Next
    - Modular Launch Pad
    - Some others that I don't remember, I have many :-D
    - Kerbalism (science Only)
    - Far
    - JNSQ (planet Pack)

  2. 20 hours ago, DunaManiac said:

    After more testing, I discovered that for some reason KSP was not loading the textures properly. I am not sure why.

    try to convert your texture to .png. if it works, you probably have an unsuitable DDS format (you need a DXT3 with mipmap, but for ksp1.8, if I have not misunderstood, it reads only dxt5. Then, perhaps it is convenient in this format. One less job to do when kopernicus will be made compatible with 1.8).
    Remember to change the extension in the various calls in the cfg

     

  3. 18 hours ago, DunaManiac said:

    So I did what you asked, and now Kerbal Space Program refuses to properly load the planet, here is the new config:

    Try to put this in PQS above materials:
     

    Spoiler

    minLevel = 2
                maxLevel = 7
                minDetailDistance = 8
                maxQuadLengthsPerFrame = 0.03
                fadeStart = 60000
                fadeEnd = 120000
                deactivateAltitude = 120750
                mapMaxHeight = 9000
                PhysicsMaterial
                {
                    bounceCombine = Average
                    frictionCombine = Maximum
                    bounciness = 0
                    staticFriction = 0.8
                    dynamicFriction = 0.6
                }

     

  4. 35 minutes ago, DunaManiac said:

    So lately I have been experimenting with creating my first planet, but I have been having some problems. The planet works correctly in every way except that the planet is completely black. Any help would be appreciated.

    Here is my Config Below:


    The entire section that applies the materials is missing. This below is that of mun and need to put it in the PQS section.
    section that controls the texture tiling of the surface details (eg. sand, gravel, rocks) defined according to the height (you will have to do several tests to calibrate them by observing the planet in different points and find a compromise)

    Spoiler

    Material
    {
    saturation = 1
    contrast = 1
    tintColor = 1,1,1,0
    powerNear = 0.75
    powerFar = 0.75
    groundTexStart = 0
    groundTexEnd = 40000
    steepPower = 1
    steepTexStart = 20000
    steepTexEnd = 50000
    steepTex = BUILTIN/lunar cliff face
    steepBumpMap = BUILTIN/Cliff (Layered Rock)_NRM
    steepNearTiling = 1
    steepTiling = 2
    lowTex = BUILTIN/RockyGround
    lowNearTiling = 1200
    lowMultiFactor = 5
    midTex = BUILTIN/RockyGround
    midBumpMap = BUILTIN/RockyGround2
    midNearTiling = 1000
    midMultiFactor = 4
    midBumpNearTiling = 1000
    highTex = BUILTIN/RockyGround
    highNearTiling = 800
    highMultiFactor = 3
    lowStart = 0.2
    lowEnd = 0.4
    highStart = 0.6
    highEnd = 0.7
    globalDensity = -8E-06
    planetOpacity = 1
    oceanFogDistance = 1000

    }


    The main texture is also missing (again from Mun): this goes under the PQS Mod section
    This instead the general texture that is applied over the others to give a color to the surface. You can use the same texture as the scaled version
     

    Spoiler
    VertexColorMap
    {
    map = BUILTIN/munColorMap2
    order = 10
    enabled = True
    name = _Color

    }

     

  5. 1 hour ago, CharDreemur said:

    ... I want to delete ALL the old Solar system, but I don’t know how to do it. ...

     

    You need to write a MM patch. This below delete mun in my Muun mod:

    Spoiler

    @Kopernicus:AFTER[Kopernicus]
    {
        !Body[Mun] {}
    }


    You can add more strings "!Body", one for each body you want to delete, just change the name between the brackets

  6. Hi to all. I have a problem with Muun's easter eggs. I just noticed that they don't appear on the scanners despite having ticked the specific option.
    Maybe I have to add some specific string or module to the object cfg?

    This is the cfg of one of the objects. The others are the same with only the name and reference to the different mu file modified:

    Spoiler

    // Generated by Kerbal Konstructs

    STATIC
    {
        mesh = guardiano.mu
        module = Part
        static = true
        author = Simog
        title = guardiano
        cost = 0
        manufacturer = simog
        category = Static
        description = guardiano di Muun
        name = guardiano
        keepConvex =
    }


    Here the cfg saved by KK after positioning:
     

    Spoiler

    // Generated by Kerbal Konstructs

    STATIC
    {
        pointername = guardiano
        Instances
        {
            UUID = fd89e377-ba3b-4031-9011-dc4474da8218
            CelestialBody = Muun
            RelativePosition = -5.99069977,0.399999917,-0.00359999994
            Orientation = 353,165.600632,-0.000120264653
            isScanable = True
            ModelScale = 1
            VisibilityRange = 25000
            Group = Guardiani
        }
        Instances
        {
            UUID = 58339c2f-a0fc-4492-b457-ccb3ff8d11c9
            CelestialBody = Muun
            RelativePosition = -12.7595148,0.117784113,0.46055454
            Orientation = 353.935455,163.640839,358.205872
            isScanable = False
            ModelScale = 0.970000029
            VisibilityRange = 25000
            Group = Guardiani
        }
        Instances
        {
            UUID = d1514f1d-ca31-4f6e-8e21-9e08b4444adb
            CelestialBody = Muun
            RelativePosition = -19.3671093,0.0162696689,-2.46785545
            Orientation = 345.740753,165.980148,353.617035
            isScanable = False
            ModelScale = 1.05999994
            VisibilityRange = 25000
            Group = Guardiani
        }
    }
     

    in this case the 3 objects are close to each other and only one is set to be detected.

    Many Thanks

  7. 8 hours ago, thomash said:

    Beautiful job! Do you think you'll be adding back-fitting the Mun's anomalies?

    Thank you for a great mod.

    Thanks
    There are already (Ufo, stone arch, and black monolith) and there are new ones custom. In all 14. it is, however, mandatory to install the kerbal konstruct mod to see them.
    Unfortunately I was not able to make them work directly with kopernicus :D

  8. 4 hours ago, psychonaut25 said:

    I'm very confused... Environmental Visual Enhancements is one of the dependencies, and EVE requires a config either from BoulderCo or from Stock Visual Enhancements, but neither BoulderCo nor SVE are compatible with Astronomer's Visual Pack?  How is it even supposed to work then?

    I admit, I only recently updated all the way from KSP 1.3.1 to 1.7.3, and AVP was working just fine for me in 1.3.1 (even with both BoulderCo and SVE installed), but I can't seem to get it to work in 1.7.3 at all, no matter what I try.
    KSP.log

    BoulderCo are the cfg for EVE's clouds and should not be used together with AVP who has his own. it's strange that it worked before. To me, with both, the clouds didn't appear at all.

    SVE is still compatible.

  9. 7 hours ago, viperwolf said:

    This looks amazing, great job. Will mechjeb still work with this?

    It should. MJ I use it very little. However the landings of the trailer and the rover's driving are made by that mod, even if in particular conditions, with the vessel dropped after placing it with the Vessel Mover mod, which are not in normal conditions.

  10. 17 hours ago, NWinXP said:

    I have been creating a realistic kerbalized Phobos & Deimos-based Duna system similar to Mars IRL.  with two new asteroids orbiting Duna and Ike + Eeloo as a binary system. I have landed on my first moon, Kerbos, before, but the surface is lifeless. How can I create craters and rocks / surface features? I would like help. :)

    You need an height map with the topography that you can draw by hand or use one found on the internet (there are many of the solar system). In practice it is a grayscale image where pure white represents the highest point and black the lowest point.
    Example:

    687474703a2f2f692e696d6775722e636f6d2f47

    Or you can use the Voronoi Crater function of Kopernicus which creates procedural craters but I don't know how to use it.

  11. On 8/9/2019 at 5:14 AM, FahmiRBLXian said:

    I think it'll be better if the Muun didn't replace the stock Mün. I'm thinking of it orbiting somewhere between the stock Mün & Minmus.

    The initial idea was to place it at a scale distance from kerbin, which positioned it close to Minmus. The problem is that it was impossible to get the free return trajectory. So I tried to place between the two moons but honestly 3 moons around kerbin so close to each other clashed a lot. The next step was that of replacement, which then became the definitive one. :-)

     

  12. On 5/18/2019 at 1:47 AM, Jesusthebird said:

    Hey..ive been fiddling with kittopia for the last couple days and havnt really made much headway. 

    I guess my main question is...does kittopia change planets in realtime, or do i need to export the parameters set and reload ksp for any changes to take effect? If thats the case..whats the purpose of kittopia? Is it just a simple cfg creation tool that just happens to load in game and have all the kopernicus settings avaliable to see?

    I dont see much documentation on actually using kittopia. A "kittopia for dummies" so to speak...might be useful?

    Thanks

    You have to look for tutorials on how to write cfg manually. Once you have the minimum information to understand them, you will automatically know how to use kittopia because it will present you the same parameters.

    Most of the things you'll see in real time, but some things you'll have to change by hand with KSP closed to see the effects.
    Remember that Kittopia does not save things automatically, you must always export the celestial body to keep track of it.

  13. On 7/21/2019 at 2:42 PM, Stone Blue said:

    VERY nice to see a simple, well-done, quality planet mod... especially as someone's first...
    IMHO, coming right out of the gate as a beginner, and trying for massive planet/star packs all at once, seem to generally produce less than desirable quality mods...
    and also, many times there are people who just want to add one or two little planets or moons, rather than *everything*...


    But *this*?... *this* is well done... *this* might be added to my Must Have Mods List...
    Also, I want to say... "EXCELLENT choice in mods to use in showcasing this mod... You couldnt have picked better, higher-quality mods for the aspects that each represents..."  - :rep::rep::rep::rep::rep:

    Hope to see moar things from you... ;)

    Many thanks. let's say I'm not new to modding (small jobs on other games) but I'm on KSP. :)

  14. 10 hours ago, Puggonaut said:

    Now this is a really good Anniversary Present , thank you .

    Quick Question in your rather fantastic video it shows a moonbase , ok how did you do that ? the dual landing zones are amazing and i'd like to replicate that .  

    Thanks :-D. they are in this pack. I placing them with the kerbal konstruct.

    6 hours ago, vossiewulf said:

    KK doesn't work at all for me in 1.71, and doesn't seem to be receiving active support, no replies in weeks. I suggest you make those features an optional, separate download. 

    I didn't know about incompatibility. During my tests I found no difficulties with the KK. However if you don't install the KK, you simply won't have the easter eggs but the rest works. Unfortunately I was not able to insert them directly via kopernicus and I had to fall back :-D

     

    4 hours ago, linuxgurugamer said:

    Are there biomes, and if so, how many?

    Yes, there are 17

     

    12 hours ago, drtedastro said:

    Wow...

    Excellent!

    Thanks very much for making this one, and perfect timing...

    Cheers.

     

    12 hours ago, theJesuit said:

    This is fantastic and a beautiful cinematic.  Great job!

    Peace.

     

    6 hours ago, reese4221 said:

    amazing mod i think this is one im always going to keep installed thank you very much!

    Thanks :-)

  15. 43 minutes ago, Jesusthebird said:

    First: I dont play rss. Whats the size comparison compared to the mun?? I assume its bigger??

    Wiki states mun is 200k meters radius. Is this 347.62 meters radius? Or.. 347,620m radius? I wasnt sure if the 'period' was a typo or its really 347.62 meters radius. Thats pretty tiny and i always thought an rss mun equivalent would be bigger

     

    Thanks :-)
    it's a little bigger
    than Mun. 347620m in practice the diameter of the moon scaled to the stock size.
     

    43 minutes ago, Jesusthebird said:

    Second: why the need of KK mod? Is that related to the easter eggs?


    Exact. I chose to place them like this because I wasn't able to make them work, inserted directly with kopernicus.
     

    43 minutes ago, Jesusthebird said:

    Third: the semi major axis is the same as the mun..so i assume thats why it replaces it. Could we have an optional config making the semi major axis large enough that we could have both the mun and the muun in game? Seems like it could be an interesting leap frog scenario but i dont know much about soi and kopernicus in-s and out-s to see if it would cause problems or not in general.

    Cheers, looks great!

    The idea was to replicate all of the moon, therefore, orbit and dimensions in scale. Using the correct measurements ended up near minmus but there was a problem. If you wanted to use the free return trajectory it was impossible. Instead with the current settings it is obtained by passing at about 120km from the surface.

    So I decided to replace Mun. Being that it is on an eccentric orbit, with a lower periapsis, sooner or later they would have ended in collision :-D
    However tecnically it's possible to make them live together. Or move it to an intermediate orbit between Mun and Minmus or places it on  Mun orbit but on the opposite side.

  16. Rob & Simog Presentano:

    Muun

    Una replica stockalike della Luna

    In occasione dell'anniversario della più grande impresa dell'umanità, vi aspettiamo su Muun per celebrare la storica missione Apollo 11 e quel piccolo grande passo.
    abbiamo amato realizzarla, amerete esplorarla come mai prima, e sarà bellissima.
    Good speed, good play

    Questa mod, sostituisce Mun quindi se avete dei vascelli sulla sua superficie, prima di installarla, dismetteteli e recuperate gli equipaggi.

    - Proprietà:
    Raggio : 347.620 m
    Semi Asse maggiore: 12.000.000 m
    Eccentricità : 0,05490
    Inclipedantone : 5,15°
    Easter Eggs personalizzati


    - Dipendenze & Installazione:
    Scaricate ed installate queste mod seguendo le rispettive istruzioni:
    - Kopernicus
    - Kerbal Konstruct
    - Module Manager
    - Community Terrain Texture Pack

    Poi scaricate ed estraete dall'archivio zip la cartella Muun e copiatela nella certella GameData.


    - Mod Suggerite:
    - Bluedog Design Boreau
    - Astronomer's Visual Pack
    - Tundra Exploration
    - Real Plume
    - Pathfinder - Space Camping & Geoscience

     

    DOWNLOAD (spacedock)

     

    - Ringraziamento speciale a @CobaltWolf per il permesso di utilizzare alcuni modelli della sua mod Bluedog Design Boreau.

    Gallery:

    screenshot149-stitch.jpg

    screenshot140.png  screenshot146.png

    screenshot26.png  screenshot9.png

    screenshot20.png

     

    Licenza: CC BY-NC-SA 4.0

  17. Rob & Simog Presents:

    Muun

    A stockalike replica of the Moon
     

    On the fithyth anniversary of mankind’s greatest endeavour, we’ll be waiting for you on Muun to celebrate the small big step of Apollo 11 mission We loved creating it, you’ll like exploring it like never before... it will be wonderful!
    Good speed, good play.

    This replace Mun so if you have vessel on his surface, before install it, dismiss them and recover crew.

    - Property:
    Radius : 347.620 m
    Semi Major Axis: 12.000.000 m
    Eccentricity : 0,05490
    Inclination : 5,15°
    Custom Easter Eggs


    - Dependencies & Installation:
    Download and install these Mod following the respective instructions:
    - Kopernicus
    - Kerbal Konstruct
    - Module Manager
    - Community Terrain Texture Pack

    Then download Muun and extract from the zip archive the Muun folder and copy it into GameData folder.


    - Suggested Mods:
    - Bluedog Design Boreau
    - Astronomer's Visual Pack
    - Tundra Exploration
    - Real Plume
    - Pathfinder - Space Camping & Geoscience

    DOWNLOAD (spacedock)
     

    - Special Thanks to @CobaltWolf for permission to use some models of his mod Bluedog Design Boreau.

    Gallery:

    screenshot149-stitch.jpg

    screenshot140.png  screenshot146.png

    screenshot26.png  screenshot9.png

    screenshot20.png

     

    Licence: CC BY-NC-SA 4.0

  18. 8 hours ago, Angleton said:

    I installed Astronomer's Visual Pack and Kopernicus/KSPRC, I carefully followed the instructions.  The Astronomer's Visual Pack seem to be ok I can see the clouds on Kerbin and I also saw a "dust storm" on Mun. Is it possible to have a bigger contrast between the oceans and the continents? They are are to distinguish.

    Mr2cxuHo_o.png

    On the other hand Kopernicus/KSPRC don't work... I still have the stock texture.

    For Minmum the color changes when I zoom, and some strange lines are displayed (they are very subtle, chef the center of the screenshot), but I can't see the gorgeous textures.

    ooL4jaoG_o.png

    PauNJqd6_o.png

    From the "KSPRC_-_Renaissance_Compilation_artworks_remake-0.7_PreRelease_3" mod, I only transferred the the KSPRC sub-folder in GameData folder (and remove all files and folders inside except Terrain and PluginData). Should I also transfer the EnvironmentalVisualEnhancements, Kopernicus, scatterer and TextureReplacer sub-folder in Gamedata?

    qDx7meEN_o.png

    Thanks for your help.

    Try with a most recent version of ModuleManager. The last one is 4.0.2

  19. 10 hours ago, theJesuit said:

    That's stupendously amazeballs covered in awesomesauce.

    And it looks like you can send the delivery craft back to pick up more?

    That will be how I build my Duna base in JNSQ.

    Wow.  Thanks for sharing.

    Peace. 

    Thanks :-D

    This in particular is not able to do it, because it does not have docking ports to hook them and the fuel necessary. However if you add them and put a refueling station in orbit you should succeed. Watch out for balance :-)
     

  20. 6 hours ago, viperwolf said:

    I was trying to download this from Ckan, but Im confused on what the mods mean

    They all seem to say the same thing except, one has a blue, one is diamond, one is orange with low med high for each. then there is one for scatter by itself at the bottom? I did not see anything explaining what all this means. Can someone tell where i can find the information for this?

     

    It's the sun flare. Low mid high is the resolution. Here a preview I found on internet.

     

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