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  1. MPE 1.0.8 is released! We have adjusted the PQS space for Edas, making its surface less terraced and blocky. Havous' rotation speed has been adjusted to now match the accurate speed of an object with its oblateness, thank you to WarriorSabe for the calculations! We've added stock magnetometer reports for all bodies, and atmospheric analysis reports for Ervo as well! Update Bulletlist: Havous rotation speed adjusted to better reflect shape, thank you to WarriorSabe! Edas surface terracing mitigated Stock magnetometer definitions added Atmospheric analysis definitions for Ervo added
  2. Sorry for the late reply, could you elaborate on the specifics of this error? I believe Janet mentioned something similar while working on MPE Revived, you might be the first I've heard of encountering it since. Did you enter Edas SOI normally? Cheat to it? Or did you timewarp at any point?
  3. It's good to be back! This update was pretty much completely handled by the community, dating back to an old fan Github, which I believe still exists, and these updates were included in MPE with permission, as well as more recently DDS texturing used in MPE Revived and handled by Interplanet Janet. Most exciting perhaps is that MPE now supports localizations, and a friend of mine, Konusheru, has provided Russian translations of the object names and descriptions. MPE 1.0.7 "Community Contributions" OnDemand Textures (performance enhancement), thank you to Interplanet Janet! Kerbalism Support, thank you to @IIodyne! Principia Support, thank you to @IIodyne! Final Frontier ribbons, thank you to @hemeac! Various bugfixes, thank you to @Coolguybest! Localization Support, and Russian Translations, thank you to Kunosheru!
  4. Additionally, thank you to Janet for keeping MPE alive in my absence, and renewing interest in this little mod. Couldn't have done it without you!
  5. Alright so, I admit I might have lost my forum account after not logging in for awhile, we're back now though. As Janet has described, MPE is returning to my hand, and we're going to be getting an update out if not sometime this afternoon than sometime on Monday, that's the plan anyways. Janet has provided some wonderful performance enhancements and I've actually had some unreleased updates for MPE sitting on my computer for awhile, particularly Russian Localizations, provided by a friend of mine, Konosheru. With KSP no longer getting major updates, my current goal is to get MPE to a satisfactory state, without any major glitches/bugs/whathaveyou, as well as most notably making OPM optional for MPE. From then on, MPE will no longer be receiving updates. This isn't a bad thing, don't worry, fans of MPE won't be getting left in the dark again, and I've got good news to share regarding MPE content. First I feel I owe it to you to explain what's been going on with me during my prolonged absence, as I'm sure some of you may be curious. I have been working on... a very large project. So far, this project is nearing thrice the size of MPE, with an end goal far larger than that. I'd say we're halfway through a fundamental pass through, and I think some of you will find it very very interesting... Meanwhile, MPE is going to be getting a "sequel" soon. I won't say too much, but I will say that while working on the aforementioned project, my standards (and just plain understanding of how Kopernicus works) have increased, and MPE is no longer the best I am capable of, far from I think. I'm going to be remaking the pack in the near future, from the ground up. The original MPE will remain uploaded here simply because some elements of the outline will be changing in the sequel, and for the sake of preservation. You can expect updates regarding the development of "MPE2" to be posted here as they come into existence. MPE/MPE2 will be remaining a side project to my current focus, but will be developed along side it. Here is a very, very, early testing prototype I made a few months ago, just to prove this is something I'm working on. https://imgur.com/a/sAPn8U0 I am looking forward to becoming active in this community once again, this time to stay!
  6. Sadly not, I have moved on from work on MPE to work an entirely original and much larger mod project, learning from mistakes I made with MPE in both its development and rocky release and gathering more help from my peers for testing, quality control and advice. The project currently has nearly one quarter of the content I want it to (currently it has about as much content as MPE, as a system replacer its going to have much more content than an expansion by nature) and is in a state of touch ups and gameplay balancing , writing and bug fixing before I continue making more of its hefty world roster. The development progress of the mod is being shown publicly on the Gregrox Mods discord server. I am glad that people still enjoy this mod, even if it is quite rough around the edges, perhaps I should find someone to maintain it.
  7. Ah alright, thank you for the clarification. Unfortunately it may not be that simple, an update was already in early works and fixed a few things and there are also some other tweaks and additions involved so I can't simply take and go on using his repository. However I should be able to integrate mod compatibilities included in said repo. I'll make sure to provide a proper repo along with the next update. Once again, thank you all for your contributions. I will be going offline now, it is getting late here, I've already employed several fixes. - Vant's ghost-fade has been fixed - Lint-Mikey now uses the right biome map - Soden, Archae, Havous, and Ervo have all had their "lost biomes" restored - Color consistency issues with Mracksis have also been fixed Before I go, I noticed that ^M was added throughout the configs in the repo, what is the function of these? I am unfamiliar but you mentioned that RAM-hogging issues were fixed, I assume they're related.
  8. I would like to formally apologize for my inactivity on the forums. Life has been busy and I have been focused on other endeavors over the summer. I am honored to see that people still talk about and report bugs for this mod even during my radio silence, which I once again apologize for. This mod isn't dead, but my motivation to work on it was. That is changing now, and I am in the beginning phase of resurrecting this mod using skills I have gained while working on a different mod (which will now be taking a back-burner to a major MPE update). I have some big plans and I now know what I'm doing. If you would like to contact me, you can reach me much easier through discord, you can find me on the Gregrox Mods server where I have my own channel. Thank you for your continued interests in MPE, I will make it up to you. Yikes, MPE is full of rookie mistakes like this, I will see to it that these config issues are corrected in the new version. I will do my best, has Kopernicus been updated or are you using KopContinued? Thank you for this very useful repository, I'm sure people will find it extremely helpful. The next release should patch out the major bugs, keep an eye out.
  9. I have never seen such an issue with terrain itself flickering, I have seen some occasional issues with shaders moving incorrectly (which is hard to fix when your computer can't run them :/), but nothing as dramatic as in this bug report. I'll look into it once I get the chance.
  10. Gregrox posts links to his discord server on the pages of all his main mods, you can find a link at the top of the Whirligig World forum page. Any amount of fan work is nonetheless extremely flattering, and I'm happy to hear that you're enjoying MPE! As for GPP support, that's interesting, I wonder how they handled the positions of my objects, as well as science defs that point towards objects from OPM, very interesting indeed.
  11. Awesome work and good catches! Wow, you two are doing a lot of good work! I must say I'm quite flattered! If you'd like to talk to me more directly, you can find me and progress on my current project in the Gregrox Mods discord server!
  12. Thank you for this bug report, the issue has been identified as a simple typo in Geito's config, and the fix will be released in the next update. This will likely be accompanied by a minor improvement to said normal texture.
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