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wpetula

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About wpetula

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    Modding, physics, stranding Jeb

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  1. Absolutely agree. I was only concerned because the devs described a scenario where the tutorial just pops up before a major milestone (getting into orbit). If the tutorials appear without the user asking them to (which I hope won't happen), the solution can be spoiled. If the tutorials teach a concept instead of "giving the man a fish", then I have no complaints. I doubt the devs would just throw people the answers.
  2. I believe so too (if it is a teaser for new content). 12 solar systems with the level of detail the devs have shown us so far would take forever to implement....no way they could finish it all by 2022.
  3. KSP 1 is an extremely difficult game, especially for people who aren't familiar with orbits and space travel. The developers stated that they are making KSP 2 more accessible by adding tutorials, better interfaces, and other quality of life improvements. Reaching a broader audience and improving the feel of the game for everyone is great, but I am worried that it's going to ruin the best part about KSP. KSP 1 is immensely satisfying when you finally understand how a concept works after playing with it for some time. If the tutorials in KSP 2 are too abundant or reveal the answer to a problem
  4. Anyone remember NovaSilisko's scrapped storyline for KSP 1? There was supposed to be a distant planet orbiting Kerbol with the ruins of a dead alien civilization.... YOOO exactly!
  5. Good work so far on your first planet pack! However, I do have some tips to improve the quality of your celestial bodies. 1. Try to avoid using noise for your height maps. Sometimes, noise is good, but other times, it makes your celestial bodies samey and boring. I recommend creating height maps by stitching together google satellite images. There's a tutorial for that in the forum below. 2. Gas giants textures are ridiculously hard to make by hand. I recommend using Gaseous Giganticus, a free, versatile program that does the hard work for you. The tutorial for that can be
  6. Finally, a reason to visit Eeloo! The old textures were surprisingly disappointing for an end game location.
  7. Eeloo could have deadly geysers of water that shoot out into space (hinting at a subsurface ocean). Players would have to choose a landing spot carefully to avoid getting launched into oblivion.
  8. How to create a config file and understand what the variables mean The config file is an extremely important aspect of making textures. While the config file is not a texture itself, it implements your textures into the game and makes adjustments to them. The Kopernicus Wiki does an excellent job of explaining the purpose of each section and variable in a config file. Using the wiki, you can create a functioning celestial body config and actually know what you're doing. https://kopernicus.github.io/wiki/
  9. If you're still working on this, I have some excellent resources for you! Making a config In-depth explanation of all the config variables https://kopernicus.github.io/wiki/ Making textures and realistic worlds My favorite sources for inspiration And If you have any additional questions, I am happy to help answer them.
  10. PROGRESS UPDATE #10 Remember that "upcoming moon" teaser that I scrapped? I made the moon in the teaser without a plan, and that was a mistake. So, I removed the moon from the game entirely and waited for inspiration. Inspiration finally struck.
  11. ScaledVersion //Updates what your celestial body looks like from in space. { type = Atmospheric //Does your celestial body have an atmosphere? If not, write "Vacuum". fadeStart = 70000 //Altitude at which the surface starts to fade out of view fadeEnd = 75000 //Altitude at which the surface is completely faded out of view. Now, the ScaledVersion textures are visible. Material { texture = (filepath)/Sule_color.dds //Put your KittopiaTech-generated color map here (if your celestial body has an ocea
  12. You do not need an understanding of coding at all to make a planet mod! You only need 2 mods to start: Kopernicus (required) and KittopiaTech (highly recommended). The download pages are simple and easy to find. Making a planet involves 2 key parts: maps and configuration files. Maps include all the textures for the planet, and the configuration contains all the "code". The code is hard to understand at first, but https://kopernicus.github.io/wiki/ helps a lot. It's a great resource that explains what all the variables mean. Texturing a planet involves making maps (color map, no
  13. I'm in awe. This small speck of a moon contains more detail than the entirety of KSP 1 combined! I can't wait to see what the other surfaces look like
  14. Quality over quantity. Always. Unfortunately, making 10+ quality solar systems with 6+ planets each (some with moons) would extend the release date into the next decade.
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