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Exo's Lab

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Everything posted by Exo's Lab

  1. 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
  2. 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 fixe
  3. 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 doin
  4. 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.
  5. 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.
  6. 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!
  7. 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.
  8. No problem, thank you for getting back to me quickly! I hope you enjoy MPE!
  9. I will look into this, thank you for the bug report. Can you confirm this happens for all of my planets? Even those in the asteroid belt? Mods that add additional stars usually add a lightcurve to the sun, which stock does not have. I would've expected Soden to become quite dark under that circumstance. If this happens to objects like Vant and Zore, then there's a problem here I can get at.
  10. If you still experience this issue, it is now fixed for sure.
  11. Once Kop 1.10 drops, that is the plan! I'll need some time to figure out how comets work, hopefully they're as simple as you say they are.
  12. I admit I'm not sure how Principia works, it wasn't a major focus during development. I'm not even sure if planet mods require a Principia config or if Principia makes its own velocity calculations. I'll ask some friends. Yikes, I'll look into Edas' issues, they don't sound terribly hard to fix, so that might've been some ill configuring on my end. I'm really glad to hear it! MPE was created for the exact reason of making the stock solar system feel as populated as the real one, I hope you enjoy exploring my passion project!
  13. Hmm, that's interesting. Ervo does use Laythe as a template but Vant doesn't use a thing from Laythe. This might be an issue with your install, and maybe you should report the bug to squad.
  14. Orcus and Vanth have actually been suggested in the past, and I currently am debating whether or not I want to add more objects to MPE's already decently sized object roster. I can say that if more was to be added, it would be in a separate pack, a "MPE2" or "MPEE" or something.
  15. I can confirm that there are indeed unique surface biomes for every object in this mod! Ervo has the most with 12 unique biomes, no object has under three biomes. Unique science defs will not be found in every single biome, as not all conditions don't always change in different biomes. However, most every biome has unique Crew/EVA/Surface Sample reports. DMAGIC and Kerbalism compatibility may come in the next update, but life is really busy right now so it that probably won't come until summer. Awesome! Always love seeing people's missions to MPE's objects! If you encounter any iss
  16. I would do the quickloading that @mabdi36 suggested, I never had an issue like that while testing the mod, if quickloading doesn't solve the issue I'll have to consult some of my more experienced friends.
  17. Ok, my bad I forgot the last step. Go to Gamedata>MPE>Cache and delete Zore.bin, that will rebuild the object. Spacecraft on the surface and in some cases even orbit will be at risk of exploding.
  18. Of course! MPE was actually built on and for 1.7.3 originally! Hmm, Zore is supposed to be irregular, something seems wrong... I checked and the shape map seems to work on my end, perhaps something was wrong with the version uploaded? If you want to have a proper Psyche, the fix shouldn't be hard, just go to Gamedata>MPE>KopConfigs and find Zore.cfg, and find this: VertexHeightMap { map = MPE/MPE_Textures/PluginData/Zore_shape.png name = shape offset = 0 deformity = 1200
  19. Unfortunately Kottabos' review of my mod seems to be his laziest planet mod review yet.
  20. I'm happy to hear it! This mod was a lot of fun to make, and I'm glad you share my feelings in respects to minor planets! Nice Edas landing by the way! Or- should I use the word docking?
  21. Thanks! Though I can't take credit for the idea itself, I realized it was possible thanks to GregroxMun's Whirligig World, which uses asteroid icons for its asteroids and minor moons. I couldn't resist asking him to help set up asteroid icons for my mod too!
  22. My advice would be to do a mid course correction burn to change inclination while on the way assuming a transfer window. However you might want to try changing inclination with an assist off Eve, Mun, or Duna before moving to intercept Edas. These small bodies can require out-of-the-box thinking!
  23. I know that one! I used a low-effort replica of that particular spacecraft in my screenshot of the object! I can't remember the name, but it would be unfair to spoil it anyways That is fantastic news! I'll be sure to update the SpaceDock page promptly! Thank you so much!
  24. Of course! Quality over quantity is a very important thing that I feel some planet modders overlook. Even if I were to add in more objects they would be one or two at a time and would be added along side a lot of polishing to the already featured bodies.
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