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Everything posted by Tonas1997
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Suggestion: a Cryonics node for DeepFreeze
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Any news on RealETNOs? EDIT: I just saw your new mod thread and I understand the decision to halt the development of Real Expansion. If that's okay with you, would you mind explaining what specific stability improvements you were making to the modpack? I want to try and make the rest of them more stable - for personal use, obviously. For instance, by comparing the current version of RealMoons with an older release I can see some PQS nodes were erased (ex: Adrastea): VertexSimplexHeight { seed = 3339067 octaves = 3 persistence = 0.5 deformity = 10 frequency = 3 order = 12 enabled = true } VertexHeightNoise { seed = 45 deformity = 20 frequency = 5 lacunarity = 2.5 persistence = 0.5 octaves = 2 noiseType = RiggedMultifractal mode = Low order = 13 enabled = true }
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Tonas1997 replied to TriggerAu's topic in KSP1 Mod Releases
Reporting yet another crash under the same circumstances. Playing with RSS. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Tonas1997 replied to Thomas P.'s topic in KSP1 Mod Releases
This is the billion dollar question. It makes sense for biome-specific scatters to exist - even more so than latitude-based placement. -
This is kind of a trivia/implementation question, but I've seen some people discussing how hard it is to implement signal delay with a bunch of different mods - ergo part modules - as you need to capture and cache each of their actions (deployable science from DMagic, starting or configuring KSPI/NF reactors and engines, and so on) via hardcoding. Is this accurate, or could I expect Signal Delay to play well with a lot of different mods? I can test it, but I wanted to know beforehand how it'd work.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Tonas1997 replied to Thomas P.'s topic in KSP1 Mod Releases
Hmm... I think this is how I'd add scatters... LandControl { altitudeBlend = 0.1 altitudeFrequency = 12 altitudeOctaves = 2 altitudePersistance = 0.6 altitudeSeed = 12249 createColors = True createScatter = True heightMap = BUILTIN/Home2 (G) for Aster latitudeBlend = 0.1 latitudeFrequency = 5 latitudeOctaves = 5 latitudePersistance = 0.6 latitudeSeed = 47373 longitudeBlend = 0.6 longitudeFrequency = 4 longitudeOctaves = 4 longitudePersistance = 0.6 longitudeSeed = 768453 useHeightMap = False vHeightMax = 40000 order = 999 enabled = True name = _LandClassOcean scatters { Value { materialType = DiffuseWrapped material = BUILTIN/scatter_rock_kerbin mesh = BUILTIN/boulder castShadows = True densityFactor = 0.25 maxCache = 512 maxCacheDelta = 64 maxLevelOffset = 0 maxScale = 1.5 maxScatter = 10 maxSpeed = 200 minScale = 0.15 recieveShadows = True name = boulder seed = 123887 verticalOffset = -0.25 instancing = False delete = False Material { mainTex = BUILTIN/rock00 color = 1,1,1,0.621999979 diff = 0.2 } } } landClasses { Value { alterApparentHeight = 0 alterRealHeight = 0 color = 0.180000007,0.100000001,0.0700000003,1 coverageBlend = 1 coverageFrequency = 2 coverageOctaves = 4 coveragePersistance = 0.5 coverageSeed = 121214 name = BaseSun latDelta = 1 latitudeDouble = True lonDelta = 0 minimumRealHeight = 0 noiseBlend = 0.5 noiseColor = 0.280000001,0.100000001,0.0700000003,1 noiseFrequency = 8 noiseOctaves = 4 noisePersistance = 0.5 noiseSeed = 453737 delete = False altitudeRange { endEnd = 1 endStart = 1 startEnd = -1 startStart = -1 } latitudeDoubleRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } latitudeRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } longitudeRange { endEnd = 0.5 endStart = 0.5 startEnd = 0 startStart = 0 } scatters { Value { density = 1 scatterName = boulder delete = False } } } } } ...but goddamn, I can't find any documentation for any these fields! Why are there even two scatters nodes?! -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Tonas1997 replied to Thomas P.'s topic in KSP1 Mod Releases
Thanks! I'm trying to add terrain scatter to the RSS bodies, but I'm completely clueless on how to do that. Trying to land on Europa's penitentes would be a proper challenge... -
I mostly use Planetary Base Systems, with Stockalike Station Parts Expansion Redux and Tokamak covering long-term space habitats. Civilian Population also looks great, but I'm waiting for Kerbalism to update to configure the big greenhouses!
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Tonas1997 replied to Thomas P.'s topic in KSP1 Mod Releases
Thanks! I'm thinking about adding terrain scatters to RSS, but I'm a bit clueless on how to do that. From what I understand, Kopernicus also allows us to enable scatter colliders; trying to land on Europa's penitentes would be... interesting, to say the least -
Yup, that's the one I'm using!
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Just get a star system pack, handwave the ridiculously unbalanced sci-fi parts, press warp, go make dinner... and done!
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Tonas1997 replied to Thomas P.'s topic in KSP1 Mod Releases
Is there some sort of comprehensive guide on adding terrain scatter to a planet? -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Tonas1997 replied to Ger_space's topic in KSP1 Mod Releases
KCT stands for Kerbal Construction Time which, besides adding construction times to your rockets, also allows you to manage multiple pads. Both mods play well-ish together, with Kerbal Konstructs' own pads being recognized by KCT. Anyways, to open your pads, just go to GameData > KerbalKonstructs > NewInstances and look for the launchpad config file. Open it and it should look something like this: STATIC { pointername = TLC_36 Instances { UUID = 11311ff1-14d5-40d9-9a8c-9da830e1a8b7 CelestialBody = Earth RelativePosition = -11.3860998,-2.66599989,-5.51499987 Orientation = 0,170,0 isScanable = False ModelScale = 1 VisibilityRange = 25000 Group = LC-1 GrasColor = 0,0,0,0 LaunchSite { FacilityType = KKLaunchSite OpenCost = 0 CloseValue = 0 FacilityName = LaunchPadTransform = TSC_36_spawn LaunchSiteName = LVP-1 LaunchSiteAuthor = Damon LaunchSiteType = VAB LaunchSiteDescription = Tundra's Launch Complex 36 LaunchSiteLength = 7 LaunchSiteWidth = 7 LaunchSiteHeight = 50 MaxCraftMass = 50 MaxCraftParts = 250 InitialCameraRotation = 90 ILSIsActive = False ToggleLaunchPositioning = False OpenCloseState = Closed LaunchSiteIsHidden = False Category = RocketPad } GrassColor2 { GrassMeshName = TE_GRASS MaterialOffset = 0 GrassColor = 0.284799993,0.340900004,0.204600006,1 NearGrassTexture = BUILTIN:/terrain_grass00_new NearGrassTiling = 0.150000006 NearGrassGrayScale = False FarGrassTexture = BUILTIN:/terrain_grass00_new_detail FarGrassTiling = 0.00700000022 FarGrassBlendDistance = 110 FarGrassGrayScale = False TarmacTexture = BUILTIN:/ksc_exterior_terrain_asphalt TarmacColor = 1,1,1,1 TarmacTiling = 100,100 TarmacTileRandom = False TarmacGrayScale = False BlendMaskTexture = TundraSpaceCenter/Pads/TSC_36/TLC_36_Mask } } } Just change OpenClosedState to "Open" and you're good to go -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Tonas1997 replied to Ger_space's topic in KSP1 Mod Releases
Ok, just to confirm no one else is having this issue: are you able to save the grass color on your launchpads? Do they show up with the correct color after restarting the game? -
[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
Tonas1997 replied to jrodriguez's topic in KSP1 Mod Releases
I've had the game freezing when enabling PRE in-flight. When restarting and going to the launchpad, it froze again (the settings file confirms the mod was enabled on the second freeze). Now, I am playing with RSS in 1.8.1, and the latest 1.9 PRE release might have fixed my problem. Would that version be backwards-compatible, or is it hopeless? -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Tonas1997 replied to Ger_space's topic in KSP1 Mod Releases
Update: just confirming that yes, I do need to mark the site as Opened by manually editing the instance file. Afterwards, it will work flawlessly, both in vanilla and KCT. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Tonas1997 replied to TriggerAu's topic in KSP1 Mod Releases
I just had a crash using this mod in 1.8.1, just as a porkchop plot was being rendered. I know it hasn't been updated to this version yet, just posting this here for reference: Pastebin link -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Tonas1997 replied to Ger_space's topic in KSP1 Mod Releases
Yup. I mean, I can open (and select) new launchpads from the VAB but they don't remain open when I come back. Also, if I try to brute-force it by closing the vanilla pad, only opening the new one and selecting it, it still takes me to the vanilla pad... EDIT: after further testing, it does appear that opening the pads from the VAB is completely broken. I was only able to launch on a new pad once I physically edited the instance file itself. Even after opening the pad in-game and closing KSP, I get this: OpenCloseState = Closed -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Tonas1997 replied to Ger_space's topic in KSP1 Mod Releases
Is the mod working in 1.8.1 for anyone? For the life of me, I can't launch from KK launchpads - either vanilla or through KCT. -
Yup I like having more long-term goals such as exploring beyond Neptune or even interstellar colonization
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Tonas1997 replied to nightingale's topic in KSP1 Mod Releases
Is it possible for a CONTRACT_GROUP node to have multiple agents? I want to, for instance, make it so that contracts on group "Satellites" are randomly assigned by a pool of agencies based on real-life satellite providers, but all the examples I find only contain one agency per CONTRACT_GROUP. CONTRACT_TYPE, on the other hand, allows for a random contractor to be assigned by omitting the "agent" field. My question is: will this selection be made from the entire set of agencies, or is it possible to specify a subset?- 5,180 replies
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lmao, you might have to wait a while I'm playing career and still trying to do unmanned lunar landings... but my first probe to the outer planets will probably be part of a grand tour-esque mission!
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Damn, that was quick! Can't wait for TNOs, but I'll test RealMoons right away! Also a minor thing: for those of us playing with RealExoplanets, could the textures folder be renamed to something like RealExpansionTextures to avoid confusion? REX also stores its textures in a folder named "REX-Textures", which leads to files ending up disorganized.
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How will the game perform? Speculations
Tonas1997 replied to SpaceFace545's topic in Prelaunch KSP2 Discussion
I have an MX150 which, with scatterer and EVE on RSS, reaches 20+ in the atmosphere and 40+ in space. I reckon KSP2 would be able to natively render those sorts of graphics even faster with optimizations. Those predicted requirements shouldn't be taken as accurate, imo.