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Caps Lock

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Posts posted by Caps Lock

  1. im having an issue with the mod, that has been around for a long long while but isnt very noticable. its still in the mod, so i thought it mention it since apparently nobody noticed:

    when using the alphamap function, shown below,  eve takes a texture without alpha, and converts a color channel of choice to the cloud transparency.

    unknown.png

    however, the volumelayer does not use this properly. it recognises the texture, but instead of treating the color channel like an alpha one, it treats the texture as it would if no alphamap were applied, shown below: the clouds are black, when they should be transparent.

    (the sky above the ksc is clear)

    (theres black clouds above the ksc)

    heres the texture if that helps:
    unknown.png

    thanks in advance. also it would be cool if you added the alphamap to detail textures as well

  2. On 2/19/2021 at 4:38 PM, Nick_hal said:

    Hey I used Hyper Edit to scale the system up to KSP'S normal scale but now Enon seems awfully small, do you know if I can increase the size of Enon?

    Enon, being a white dwarf, is exceptionally small. You could increase the radius of Enon inside of the configuration files of the mod (in the objects folder) but don't recommend doing this as it does not make Enon any brighter and as it  is of course not the way i intended it to play.
    What you call "normal scale" is what i assume to be the orbits being around the same place when Ocan would be replacing Kerbin, but this doesn't make sense to me. Final Dawn has been made in the same scale as the stock system, only because the central star is a lot less bright than the sun do the planets have to orbit a lot closer in than you might be used to.

  3. On 1/24/2021 at 1:59 AM, Souptime said:

    In the title it says 1.9 but the download zip says 0.9, which is it? also is the interstellar version out?

    the ksp version is 1.9 but the mod version is 0.9. right now i am very slowly working on another update for the mod, but most of my focus is on a different mod

  4. 2 hours ago, OrbitalManeuvers said:

    Hopefully you can support both? I never would have even looked at this if it wasn't a replacement. Currently have zero interest in dealing with multiple stars. GPP seems to deal with this pretty well.

    of course i will keep supporting both: interstellar editions will always be in second place for mods i make that are originally system replacers, as i too enjoy system replacers more.

    about the gpp thing, i am planning to make an expansion pack that adds the companion star to enon.

    2 hours ago, OrbitalManeuvers said:

    Thanks for working on this!

    glad you like it!

  5. Just now, Minmus Taster said:

    cannot understand why this died out.

    if i gotta be honest, its not at all a good mod. the playability is there but boring, the visuals are okay, the concepts are good but theres so many planets that try to be extremely unique that it becomes boring almost instantly.  the system is a mess: i just slapped some planets together and called it a mod.

    play final dawn instead, its actually challenging and it looks much much better and is the result of careful modding.

  6. FINAL DAWN

    CC BY-NC-ND 4.0

    FD_promo_pic_xd.png

    Final Dawn is the second and best mod I've published so far.

     

    The universe has met it's end, but life keeps struggling: as do the kerbals. As two of the blackest stars collided, heat was released and a system was born.
    Eager to finally have a place to live again, a desert world was terraformed in the greatest mission to terraform yet. All that's left to do, is to rediscover ancient technology, and to rediscover a system forgotten.
    Final Dawn, being set around a white dwarf, is very hard relative to other planet packs. Approach with caution.

    Stock screenshots:

    Spoiler

    unknown.pngunknown.pngunknown.pngunknown.png

    unknown.png

    Screenshots with visual mods:

    Spoiler

    unknown.pngunknown.pngunknown.png

    Maps:

    Spoiler

    FD_delta_v_dark.png

    FD_system_map.png

    Download on SpaceDock:

    https://spacedock.info/mod/2597/Final Dawn

    Compatible mods:

    Spoiler
    • EVE
    • Scatterer
    • Sigma LoadingScreens

    Thanks for reading! I hope you'll have a lot of fun playing this mod

    -Caps

  7. 1 minute ago, Shawn Kerman said:

    This looks great Caps, I can't wait to ad- *Ahem* try it out.

    oh, and people like screenshots, I myself don't mind but you should add them to appease the people who say "No pics no Clicks".

    thanks for the suggestion, screenshot time!

  8. THE REACH: INTERSTELLAR

    Creative Commons Attribution 4.0 International License

    reachinterstellarlogo.png

     

    The Reach Interstellar is an interstellar based planet pack for more advanced players. The system sits at about two kerbal light years distance.
    The mod is meant to be compatible with several system replacer mods, and with any mod in the Interstellar Consortium.

    The system in question features 16 landable objects, and a red dwarf binary in the centre.

    Original mod: https://forum.kerbalspaceprogram.com/index.php?/topic/193279-181-the-reach-planet-pack/&tab=comments#comment-3773652

    Screenshots (By RJVB09):

    Spoiler

    1.png%202.png3.png1.png6.png5.png7.png

    Planet List:

    Spoiler
    • Claudius: A binary red dwarf star
    • Mire: A lonely Moholike planet
    • Reliquum: A Kerbin-sized world, with an thick atmosphere and mostly deserts
      • Ulaan: Reliquum's companion, airless and roughly the size of Duna
    • Kerra: A somewhat habitable world, perfectly sized like kerbin
      • Inola: A purple Minmus-sized moon
      • Ilia: Inola but blue
      • Berren: Mun-sized moon, pretty inclined orbit
    • Liquen: An oceanic superkerbin, with a tenuous atmosphere
    • Vessa: Dres 2.0, but with icy poles
    • Ger: Superrotating saturnlike planet, with a huge ring system
      • Aal and Oon: a binairy moon, both somewhat blue
      • Ser: Purple-ish Mun-sized object with a thin atmosphere
    • Sherpen: A megajool ice giant, of over 600 times the mass of Kerbin, spawning Duna-sized moons
      • Woola: Icy jungle moon, habitable to Kerbals
      • Forsal: Eeloo 2
      • Foon: An oceanic moon with the atmosphere being made of boiled ocean.
    • Menal: Icy megakerbin, basically as hard to land on as Jool
      • Siller: A cold icy moon littered with cryovolcanoes

    Dowload on spacedock: https://spacedock.info/mod/2488/The Reach: Interstellar

    Credits:
    @RJVB09 for converting the textures to a less performance-heavy format, making the aurorae
    @Thomas P. for maintaining Kopernicus up to the update of this mod, no planets without him

     

  9. The Reach 1.0 release
    Creative Commons Attribution 4.0 International License

    spacedock_logo.png

    It finally fully released!

    The Reach is a solar system replacer mod, made with the aim to make a new and unique system with interesting planets and design challenges. All planets are unique in their own way without making it feel wrong.

    Screenshot album:

    Planet list:

    Spoiler
    • Claudius: A double, orange star
    • Mire: A lonely Moholike planet, but purpleish
    • Reliquum: A Kerbin-sized world, with an thick atmosphere and mostly deserts
      • Ulaan: Reliquum's companion, airless and roughly the size of Duna
    • Kerra: The homeworld, with beautiful rings
      • Inola: A purple-ish Minmus-sized moon
      • Ilia: Inola but blue
      • Berren: Mun-sized moon, pretty inclined orbit
    • Liquen: An oceanic superkerbin, with a tenuous atmosphere
    • Vessa: Dres 2.0, but with icy poles
    • Ger: Superrotating saturnlike planet, with a huge ring system
      • Aal and Oon: a binairy moon, both somewhat blue
      • Ser: Purple-ish Mun-sized object with a thin atmosphere
    • Sherpen: A megajool ice giant, of over 600 times the mass of Kerbin, spawning Duna-sized moons
      • Woola: Icy jungle moon, habitable to Kerbals (will be changed next update)
      • Forsal: Eeloo 2
      • Foon: An oceanic moon with the atmosphere being made of boiled ocean.
    • Menal: Icy megakerbin, basically as hard to land on as Jool
      • Siller: A cold icy moon littered with cryovolcanoes

     

    Changelog:

    Spoiler

    1.0  overhauled woola's, sherpen's and ger's textures 
            converted all textures to dds (thanks RJVB)
            added Menal's moon siller
            fixed visual bugs (thanks RJVB)
            made the physics of claudius realistic
            fixed the solar panels having the same power output at any distance
            added the 1.8 terrain shader to every object
            made a custom skybox
            made new cloud textures for some objects
            gave every object a landing class in the description
            added ring dust

    1.1  Improved atmorims for stock graphics players (i found out that's a lot of you so i improved stock graphics).
            Made scatterer and EVE optional in the installing guide.
            Improved AFG (the atmosphere you see from the ground).
            Fixed a bug (i think) where linux users are unable to start the game.

    Download on spacedock:

    Yes

    Interstellar edition:

    Credits:
    @RJVB09 for converting the textures to a less performance-heavy format, making the aurorae
    @Thomas P. for making Kopernicus, no planets without him

  10. On 6/27/2019 at 7:09 PM, jpinard said:

    I do not understand what this mod does?  Is it a light mod?  Is it a gravity mod?

    this mod makes the sun shine less bright the farther you are. right now, it shines the same brightness no matter how far you are, but this mod makes the light fall off more realistic

  11. 3 minutes ago, OrbitalManeuvers said:

    Badda-bing, we're in! At least, there's something very different about the planet on my startup screen .. so I'm taking that as a sign of success. :D I resisted the temptation to jump into the tracking station because I was hoping you might have some advice/recommendations. I've been on 1.8 for a while now, but here's why I went back to 1.7, grabbed your mod, and tried Kopernicus for the first time ...

    I was hoping to start a science game in a solar system that I know absolutely nothing about. I've purposefully not read anything about any of the planets, or how many there are or anything, just because I was hoping to see if I can mod my way into a totally new game experience where everything has to be discovered. Do you have any experience with Tarsier/ResearchBodies? Any idea if they would work with your planet pack? I really don't want to play career, and ResearchBodies says you really should in order to use it, so I'm just fishing for ideas at this point.

    In any event - thanks for helping me to get it running!

    I dont have any experience with ResearchBodies, but I do know from what I've read from the thread is that it is not currently compatible with my mod: I would need to make a config for it. I might do it next update? But on the other hand, that would take a lot of time to make :/

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