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Lithium-7

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Everything posted by Lithium-7

  1. Frontier is internally considered Kerbin, so that would be why. You'll get this effect with any homeworld.
  2. Astronomer's Visual Pack? That's only meant to affect stock planets, so it's only going to apply to Frontier- which is still internally considered Kerbin. It shouldn't be used with any solar system replacer packs.
  3. I think ring shadows are just buggy. My mod handles rings exactly like any other Kopernicus mod; there's no special code of any sort. So it's most likely not a problem on my mod's end.
  4. Yes, the mod is meant to be used with OPM. Several MPE objects actually reference OPM planets in their descriptions!
  5. Released an update which adds support for Blackrack's beta Raymarched Volumetric Clouds to Nem! This config features occasional rain in the crater oases and canyons, sparse high-altitude clouds, and constant fog in the areas near water. The volcano smoke plumes are now also volumetric, but they may be a little wonky as I'm unfamiliar with making my own textures to control the new volumetric clouds, so please report any bugs or oddities you find! New screenshots being added to the OP momentarily.
  6. That's okay! And by the way, FWIW, I always find a way to slot KAX into my addons list. I just like having prop engines available, but AirplanePlus is usually too big since I try to keep my install lightweight wherever possible. I appreciate the short list of parts for that reason; a lot of redundant parts tend to bloat file size. My career campaigns always start by touring the home planet using aircraft, so having early-game propeller engines is handy.
  7. Ah. This is one of those cases where the impossibility of telling tone through text becomes a problem. I apologize for wording my question poorly, when I said oversight, I hadn't meant to say that I thought it was an oversight, just that it appeared to be one from what I could tell at the time, assuming that my initial assumption about the design intent was right- and I had, naturally, begun to suspect it wasn't, as KAX did always appear to be a very deliberately designed add-on. Like... "If KAX is meant to be tuned in a very stockalike way, this is an oversight. If it's meant to be more realistic, this is not an oversight." That's why I brought up stock balancing(which I now realize would've better been phrased as tuning). The reason why I thought you were rude was because I've encountered similar situations on the internet before, where people have made very similar replies with the full intent of being rude. This looks enough like that that I couldn't interpret it any other way, as I've never encountered this engineer mode thing before. Sorry for getting defensive! No hard feelings, right?
  8. That isn't what I meant. I never intended to be confrontational, I was just unaware of your intention with KAX. When I say balanced, I didn't mean... realistic? I must admit I don't understand why you interpreted it that way. KSP stock parts are unrealistic for the sake of game balance; I'm fully aware of this fact. I only meant to clarify where I was coming from. I never said that there was no difference between turboprops and piston-radial engines. As a matter of fact, I'm not even familiar enough with aircraft engines to notice that the two were from completely different eras entirely(though this is partly because of stock KSP's art style homogenizing the two from a layperson's perspective). My question had nothing to do with realism. I never mentioned realism because I simply hadn't considered it. Your reply, however- more so this latest one than the first- does come off as more than a little bit presumptuous and rude. I'm not even criticizing the balance. I was confused about the balance. I just did some math, thought the result seemed a bit weird, and asked for clarification. That's it.
  9. Fair enough, I just assumed that the design was meant to ensure every engine had a viable gameplay-related use case, like how stock engines appear to be balanced. I don't think the comparison is accurate, though, considering that stock Kerbal Space Program is not a SHMUP.
  10. I did a little bit of math and found something odd. The two entry-level prop engines (at least in Unkerballed Start) are the A7 AeroSport and D-25 Radial. The D-25 has about a quarter of the AeroSport's efficiency and double its thrust, so you'd think it would fit its description as a heavy, inefficient and powerful (entry-level) heavy lifter engine, right? But... because the D-25 is so much heavier than the AeroSport, its TWR is actually only half that of the AeroSport, so it can actually lift less weight. A7 AeroSport: 9.8 TWR D-25 Radial: 4.94 TWR Is this intentional? It seems like a pretty significant oversight. I'm having difficulty imagining any use cases for the D-25 as it stands.
  11. I would use your mod in my current playthrough, but it looks like it still doesn't have new biome maps yet. Is that right? Or do the original biomes line up?
  12. //Reapply Minmar Kerbin Rings orbit/properties changes after Techo's Stock Planet Revamp @Kopernicus:AFTER[Q_TPR] { @Body[Minmus] { @Properties { %description = Minmus is the smallest moon orbiting Kerbin. From the surface of Kerbin, it is clear in the sky, sheparding her beautiful rings and holding them in shape. \n\nBut it wasn't always this way- about 300 years before the space program was founded, Minmus was captured and passed uncomfortably close to Kerbin, forming Kerbin's rings and emptying the collective bowels of Kerbal civilization of the era. It was only safely circularized thanks to the Mun. \n\nSince then, though, Minmus has become far more popular, especially once Kerbals began comparing it to a scoop of mint ice cream. tidallyLocked = true //Tidal forces at this altitude would cause locking. initialRotation = 40 //Done so that the Greater Flats face Kerbin. } @Orbit { //roche limit for minmus and kerbin is a bit less than 1800km //Simulated in Universe Sandbox, I found this setup to be quite stable, and made the new texture based on this simulation. semiMajorAxis = 2000000 //3000000 eccentricity = 0 //The Mun helped to circularize Minmus in this orbit. inclination = 1 //More stable orbit, rings aren't inclined in this version } } } Just put this in a .cfg file and put it in your GameData folder. That should correct any incompatibilities for now.
  13. Firstly, thank you for linking my thread here. I might use this mod myself, it looks amazing! I'll check it out and see if it works out of the box. Minmar Kerbin Rings does not modify planetary surfaces, only orbits- so it may just work fine as-is. Edit: It seems like this mod is re-writing a lot of values in the affected stock planets that it really doesn't need to be. I'm not sure why this is- you'd think it would break compatibility with a lot of mods for no real reason. But I can probably fix it by running my mod's changes after this mod.
  14. I put together an MPE delta-V map. I recognize that some of the transfer values/times aren't super useful. Depending on how fast you want to go, delta-V can be higher- and in Soden's case, you can definitely get more efficient transfers. For the most part, I just use Transfer Window Planner for that. I mainly use delta-V maps for planning landings and moon transfers.
  15. This is a set of comprehensive patches which add new Parallax surface textures and scatters to the various bodies included in Outer Planets Mod and Minor Planets Expansion. Two patches are available; which are meant to be installed separately. When installed together they will merge and overwrite some files. Both patches are in 2k resolution, as this is the resolution I use for playing Parallax- though many scatters directly reference assets from your Parallax_StockTextures install, which is a required dependency. The Outer Planets Mod patch also includes a few custom scatters for Slate and especially Tekto, including new models. These two bodies also come with new science definitions(supporting DMagic Orbital Science) that reference these changes. Releases Screenshots All screenshots taken with AVP, Better Kerbol with no light curves, no tesselation, a personal downrezzed verison of Parallax_StockTextures, and 0.4x scatter density/range. (these are the settings I play with) MIT License Copyright (c) 2023 Lithobraker Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  16. Here you go. https://github.com/Lithobraker/MiscModuleManagerMods/releases/tag/mpe-newdefs-1.0 This includes a fixed, working version of the stock MPE science defs, with some spelling mistakes corrected in there too- as well as the new DMagic Orbital Science defs I wrote myself.
  17. Thank you! I'm planning on starting my first ever 2.5x scale playthrough, using Nem- so I should hopefully be getting some nice legit career mode pictures soon. Nem looks great on your install!
  18. I noticed a couple minor errors in ScienceDefinitions.cfg. Link-MikeyLandedHighlands = The ices here have a large clay component, giving it a red ting. This should say "Lint-Mikey", and "red tinge". Should the science defs include the dash at all, though? Lint-Mikey's internal name is LintMikey. Edit: I did a bit more research. It appears that the science definitions don't actually work at all ingame. I'm not sure why, but it may have something to do with the fact that they don't use a localization file. Edit 2: I converted some of the defs in the mod to use a localization file and they work now. I'm going to do this with the rest of the science defs and then post them here... along with full DMagic Orbital Science defs I wrote myself, as a bonus!
  19. I've amassed a small collection of handy Module Manager configs that I use whenever I play KSP, but none of them are really worth releasing on their own. So I'm not. I'm releasing them all together. Github Repository This repository contains a wide variety of configs. There's one to make the Mun more realistic, one that dynamically fixes Parallax compatibility with SigmaDimensions, one that makes SunkWorks engines cheaper, and a bevy of small tweaks to the tech tree; some of which support the stock tech tree, Community Tech Tree, and Unkerballed Start. I've included a folder that slightly buffs USI Life Support parts, and there are 3 more involved tech tree mods that add new nodes for SunkWorks, DeepFreeze, and WarpDrive (Interstellar standalone) to the Community Tech Tree/Unkerballed Start tech tree. There's a small patch here that adds Astronomer's Visual Pack support for Minor Planets Expansion bodies- mostly glows for the airless worlds, but also clouds and a Scatterer atmosphere for Ervo. There are also new science logs- one for Minor Planets Expansion, and one for Parallax_StockTextures(which replaces some existing science defs, and adds new ones). Both support stock and DMagic Orbital Science experiments, and the latter also supports Crowd-Sourced Science. That's about it. More details are in the readmes on the repository. I might add to this in the future, too. The Mun Realism config works well with my Minmar Kerbin Rings mod, which places Minmus close to Kerbin. Without any additional patches, Minmus and the Mun are close together. Mun Realism is meant to be used with MKR- and if you do, I've made a small modified delta-V map for this combination of mods. MIT License Copyright (c) 2023 Lithobraker Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  20. v1.2.1 Tweaked the Sigma Dimensions support to instead dynamically read your rescale settings, and modify values accordingly. This means Nem now supports every possible rescale config.
  21. Last multi post, I swear. I desaturated the color of the flora a bit, to fit the lore better. I think I'm happy with the mod for now.
  22. Finally gave up on SpaceDock for now, and made a new GitHub repo to host the mod. So the update is now out.
  23. The update is ready to go, but it's taking ages to upload to SpaceDock and I'm too tired to wait for it. So it should be ready to drop in a few hours, after I wake up.
  24. quick note- I'm going to work on a little update to make the canyons more original. Currently they're kind of just lifted straight from Mars. This is a good opportunity anyway to integrate them better with the surrounding terrain.
  25. Nem - Binary Companion for Eve (All ingame screenshots were taken with Astronomer's Visual Pack, Scatterer and Parallax enabled.) - SUMMARY - A new binary planet companion for Eve, Nem is a volcanically active desert world with sweltering temperatures, massive volcanoes, deep canyons, and an oxygenated atmosphere. We don't know precisely how it's able to maintain this atmospheric oxygen. Some say the planet is actually hiding complex life, but this couldn't possibly be true. How could such a hostile world possibly sustain life? Regardless of its habitability, Nem represents a unique opportunity for our interplanetary SSTO program. Because of its low gravity, reasonably dense atmosphere and oxygen, Nem is ideally suited for an SSTO mission- especially if ISRU technology can be utilized. Ascent with a traditional lander, meanwhile, may prove difficult- as its aerodynamic properties will matter far more than a similar mission to Duna. At least your parachutes will work great! - FEATURES - Nem has an extensive feature set, including full science logs for almost every relevant stock science experiment, spanning each of its 16 biomes. This also includes full science logs for every usable DMagic Orbital Science experiment! For realism, it moves Gilly into orbit of Nem, as its previous orbit would've been unstable. However, as its hill sphere would be too small to be reasonably playable if Principia is installed, it will instead put Gilly at Eve's L5 lagrange point if that mod is enabled. Eve's rotation period is also modified to tidally lock it to Nem. If Alternis Kerbol Rekerjiggered is enabled, the mod will not touch Gilly/Gillian's Comet, and otherwise supports Alternis Eve just fine. (Though enabling Alternis Eve's rings is a tad unrealistic.) It includes custom Parallax surface textures, and even custom-modeled surface scatters- which can be installed optionally. The mod includes its own basic EVE clouds and supports Blackrack's beta Raymarched Volumetric Clouds, but if you have Astronomer's Visual Pack installed, it will hook into the mod and use your AVP install to generate its own clouds and auroras. It also supports SigmaDimensions. This functionality is now dynamic, meaning it will adjust Nem's HazardousBody setup and Eve's rotation period according to whatever configuration your SigmaDimensions install is running. - DELTA-V MAP - - SCREENSHOTS - (Spoilers!) - MOD COMPATIBILITY - Nem supports (but does not require): Astronomer's Visual Pack Community Resource Pack Environmental Visual Enhancements (Supports Raymarched Volumetric Clouds and old-style clouds) Parallax/Parallax_StockTextures Scatterer Distant Object Enhancement PlanetShine Principia ResearchBodies Alternis Kerbol Rekerjiggered DMagic Orbital Science Tarsier Space Technology (ChemCam and Telescope) SigmaDimensions - DOWNLOAD - Requires Kopernicus! GitHub Link Quick disclaimer- this is my first ever full celestial body made in Kopernicus. - CHANGELOG - - ATTRIBUTIONS - Niako's Kopernicus Utilities (bundled) is licensed under the MIT license. Link to Niako's Kopernicus Utilities Kopernicus Expansion Continued-er (bundled) is licensed under the GNU General Public License. Link to Kopernicus Expansion Continued-er Select textures from the old Environmental Visual Enhancements default config are bundled with the EVE support patch (everything except for Nem_Volcano_Smoke.dds), which is licensed under the MIT license. Link to Environmental Visual Enhancements legacy github page Parallax surface and various scatter textures created using Moss 002, Ground 054, Rock 029, Rock 030, Rocks 011, Rock 022, Rock 018, Bark 001, Foliage 005, and Leaf 002 from ambientCG.com, licensed under the Creative Commons CC0 1.0 Universal License. - LICENSE - Nem is licensed under the Creative Commons CC BY 4.0. https://creativecommons.org/licenses/by/4.0/ You are free to: Share — copy and redistribute the material in any medium or format for any purpose, even commercially. Adapt — remix, transform, and build upon the material for any purpose, even commercially. The licensor cannot revoke these freedoms as long as you follow the license terms. Under the following terms: Attribution - You must give appropriate credit , provide a link to the license, and indicate if changes were made . You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. No additional restrictions - You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. Notices: You do not have to comply with the license for elements of the material in the public domain or where your use is permitted by an applicable exception or limitation . No warranties are given. The license may not give you all of the permissions necessary for your intended use. For example, other rights such as publicity, privacy, or moral rights may limit how you use the material.
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