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CaptRobau

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  1. Why not right now? Outer Planets Mod 2.0 ready to be played! The long awaited patch 2.0 has just been released for OPM. The long development cycle was not without reason, as 2.0 is the single-biggest patch OPM has and probably will ever see. All the solid planets and moons have had a complete overhaul, fixing old issues and bringing the quality of each body to and, if you ask me, beyond the best what the stock planets have to offer. All the lessons that I have learned about planet creation in the past one-and-a-half years have been put to use, creating something that's finally come close to the vision that I had back in the day. It's been a blast reinventing and reacquainting myself with these creations and I hope you'll love the new look too. Features Completely redid all the solid bodies, increasing the quality and detail of the terrain. Custom terrain textures and improved ground scatter have made the planets and moons never look so good up close, at almost not A full set of KSPedia entries for OPM’s various bodies helps you to navigate the far reaches of the Kerbol system, courtesy of @Poodmund Improved third-party mod support and many, many bug fixes and changes For more information, please see the full changelog below Downloads 1. Download the mod from one of the mirrors. You can also use the CKAN mod manager to download and keep it updated automatically (could take a while for it to get 2.0). 2. Download Kopernicus, which is a third-party mode required for OPM to work This version of OPM works best with Kopernicus 1.0.4. We can't give proper technical support if you use a Kopernicus version that a particular OPM update wasn't designed for. 3. Install both mods, by moving the unzipped contents of the downloads into the GameData folder. You should end up with the folders OPM, CTTP and Kopernicus in GameData. 4. (Optional) Check out the Mods section for third-party mods that OPM was designed to work with in the OP. For example, SigmaBinary makes Plock and Karen a true binary system like Pluto-Charon. Installation note: If you're updating complex mods like this, please do not overwrite the old version with the new one but delete it instead. This can prevent issues, as incompatible changes can be made between versions. To uninstall just remove the OPM folder from GameData. Compatibility This update won't break any saves outright, but the changes are severe enough that problems can occur. If you want zero trouble, start a new save for this. For those who don't want to sacrifice their savegame, OPM 2.0 luckily is only a soft savegame breaking update. The game works the same as before, but because the terrains are so changed from before it's possible that spacecraft, landers, bases, etc. can be found above, in or under the new terrain. So if you want to try it on an existing save: Backup the save first Move all your vessels on solid OPM bodies (Sarnus, Urlum and Neidon are safe) to at least an orbit 10 km above the underlying terrain Loading this save in OPM 2.0 now should not destroy any of your vessels Alternatively save edit/HyperEdit all of your vessels to safe distance and once you're done move them back to the surface. Screenshots Changelog For modders The textures included in this download will become part of a community mod called Community Terrrain Texture Pack (CTTP). Using what I've made as a base, this crowd-sourced mod will provide high-quality textures for use by planet creators. This way everyone can use a standard set of detailed and good-looking textures for all sorts of terrain types, without forcing players to download dozens of similar rock, grass, sand, etc. textures. A common framework in the vein of the Community Resource Pack. I will set up a thread for this during the weekend. I will also share all my knowledge surrounding terrain texturing through tutorials and the like. This you can also suspect in the future. Future plans I'm definitely not done modding yet. I will keep supporting OPM and already have plans for a biome overhaul. In the near future though I think I want to do an Inner Planets Mod of sorts, something that brings the advances in OPM 2.0 to the planets/moons of the stock game. Credits For this update I want to thank the following people: @Poodmund for the KSPedia entries @Thomas P. for help with Kopernicus @Sigma88 for help with planet creation @KillAshley for help with planet creation Everyone in the OPM and Kopernicus threads for helping out, supporting, etc.
  2. I tried it: DDS works, but no noticeable loading time difference. PNG it shall remain.
  3. Thanks for the quick reply. Because my mod is so big (it does add close to 20 new planets) it a lot of textures, so it already takes a relatively long time to load. If I could save my fans and myself (have to test after all) 10 seconds every time they load the game with OPM it'll be well worth the effort. I'll try converting to see if it works and if so what the speed increase is.
  4. @Nereid do you know if your mod will read badge images in DDS format? I noticed that even though there's only around an MB of badges for my mod, because it's such a high number of images (320) it takes a relatively long time to load them. I'm thinking that is because it has to convert PNG to DDS.
  5. While I like the idea, having taken a look at the Kopernicus particle system I don't think it's fine-grained enough for localized stuff. It might be possible in EVE to add localized clouds to some of the calderas, simulating the boiling water caused by underwater lava vents.
  6. Just a little bit of fun: wanted to see how stock bodies would react to a makeover, as they now look like the odd one out with OPM 2.0s improved terrain/textures. Went for a volcanic look for Laythe. It was just a quick texture upgrade and more could be done, but it's a lot of fun so I might look into doing something with this after OPM 2.0 is released.
  7. Hi, someone reported that my mod has an issue with this one: the planet Plock is the farthest out in OPM but in KAC is mentioned as being below Moho. In the mod Final Frontier a similar thing occured because it put bodies in order of SMA. Because if people install SigmaBinary this dwarf planet Plock (Pluto analog) is moved by that plugin to orbit a shared binary point together with its companion Karen (Charon analog) and Plock gets the smallest SMA of everything whose Kopernicus config ever said it orbited the Sun. Maybe this is the same issue causing the KAC behavior.
  8. When I have the normals all working as I want them, I'll send a WIP of 2.0 over so you can take pics for on the pages. Plus notes on any of the existing pages.
  9. Glad you like it. The haze kind of follows the sun, gets a bit opaquer and once it gets to its apex you see that haze recede back to what you see in the screenshot, before becoming nothing at night.
  10. Finally got Thatmo's atmospheric haze working. Still tweaking it a bit, but at least the wispy grayish haze that I intended is doable. The remaining tasks left for 2.0s release are quickly dwindling, so much so that I'm willing to cautiously predict that I can release the update within a week. Don't get all crazy just yet, just wanted to let you know that the long wait is close to being over. @OhioBob Can't blame 'em for not updating yet. 1.9.5 is not that old It's a good community and a great layout, so when they update no doubt it'll look great and be very accurate. After 2.0 is released I'll let 'em know what has changed since their last update so it's easier for them to update. @richfiles When I release 2.0 I'm completely redoing the OP and the download pages, but thanks for informing me nonetheless.
  11. A biome map is only needed if you want your planet to have biomes for science. Definitely not something you need to do when you're still working on the planet itself. You can just make it later, using something like GIMP or Photoshop. It's quite a simple texture to create compared to those other three.
  12. @InfinityBound721 That should really not happen. Your KSP is 1.1.2, OPM is 1.9.5 and Kopernicus is 1.0.3 or 1.0.4? If any of those are not the same that might be the issue. Otherwise I can't really help you, you see. I'm relatively close to releasing a new version of OPM. Solving old bugs is not really a priority, since all the fixing might just be useless in a week or so. I hope you understand. I'm glad you like this mod though. A parachute will do for the way down and any decent engine/tank setup will suffice for the way up. It has a thicker atmosphere, but low gravity so it's like a very easy version of Eve. That Heavy Duna Lander should do it. The thicker atmo is countered by the lower gravity.
  13. I'm having so much fun with these while driving them around my OPM moons. While a super-sleek version like this doesn't fit well with the stock building concept (too many do-it-all-parts for that), this does have me convinced that rover parts more suited to make big heavy-duty rovers should be in the stock game. Maybe something that could double as building blocks for horizontal bases.
  14. Hi there zekew11, just checking to see how my old mod is doing. I like what you've done with it. The near-zero loss rate for numerical experiments especially is a good addition you made. Originally I had 100% transmission, but your setup works better. It's not worth it to bring a probe back for the difference, but for manned missions you've given the choice of getting instant science at an earlier time or waiting for the return of your crew with full science benefits (with the risk of accidents along the way). It's very realistic. Almost all science was done with data brought back from the Apollo missions, but for a Mars mission you'd want to get started on some stuff already instead of waiting another year for the crew and their ship to return.
  15. Tried that, but Ovok is not like a normal planet. Due to the way it's built (basically it has a massive mountain sticking out of its side), going for a lower resolution just creates banding. The higher resolution that I have increases noise artifacts (which the PQS level trick did lessen), but at least gets rid of that banding which looks way worse.
  16. Glad I could wow you About Thatmol: I'm working on it. It's hard to figure it out, since KittopiaTech isn't working perfect with the atmospheres in 1.1.2, so it's hard to test.
  17. A nice little treat over at Reddit today: screenshots of the custom textures in action. So head on over to the link and enjoy the Imgur album. While you're there, upvote the post and get these screenshots out to a wider audience. A Teaser For OPM 2.0s Terrain Textures I hope you'll enjoy them!
  18. Update: The terrain overhaul is basically done Next is the terrain texture overhaul Further down the road is redoing the ground scatter (more varied places, better quality textures, etc.), updating ScaledSpace caches, normal maps and perfecting the transition for each body from ScaledSpace to the actual PQS terrain
  19. At your point in your career there should only one thing from this mod that affects your playthrough: OPM/KopernicusConfigs/StockScienceMultipliers.cfg rebalances the stock science multipliers to account for the extra science generated by all of OPMs planets. So if you install OPM you'll start getting a little less science from your usual destinations. Previously gained science will remain however. Just to be safe though, backup your career save before starting OPM up in it. You never know.
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