Jump to content

Lillz

Members
  • Posts

    138
  • Joined

  • Last visited

Everything posted by Lillz

  1. Ok the flicker thing stopped. weird. So is the sun's brightness on a curve in ksp? Even when i Put Porp waaaayyyyy out there (the original altitude I calculated if Tyche existed in KSP) the planets were still very bright...
  2. I'm getting some weird texture flickering when I'm landed on a planet and I zoom out. It stops once I go past the detail terrain limit... anyone experience this?
  3. Yah I am... only HIP systems staring with 9 for me are 94075, 96895, and 96901... Quite the large system there are you running on a 64 bit build?? And yes, thanks Grav.
  4. Yah, I agree. Ice, though, is a very flat planet in Space Engine, so I'm going to try to keep to that, but it could be better. Dent, I'm going to add some more PQS to. About Halved, what version are you using (4k or 8k)? I just looked on my 8K and it is spiky, I agree. I updated the PQS to make it less so, but some of the asteroid is naturally spiky. I totally agree about the pixelation thing, though. You only notice it if your zoomed out in game view (not map view). If you're at regular zoomage in game, you don't notice it as much. Blurring would probably fix this too, unless it has something to do with PQS. edit: I missed this -- did you try a blur with Halved or were you suggesting to? if you did, what % did you apply?
  5. Shoot I totally forgot I used that in my pack. Hm, I just sent a PM to Astronomer asking if I can redistribute those textures. I'll release a version without tomorrow and mention that it's recommended to have AVP installed Update: I uploaded a replacement config on the OP, check it out.
  6. Yah, I decided that was too far out for my liking, hm that texture would be interesting to see.
  7. Oh I haven't made biomes yet, I was saying I will make references ;p Haha I'll use that
  8. Lol yah I thought that a few times too.... I'll probably make some references in the biomes
  9. Hmm interesting... yah I tried mass's close to yours on my asteroid moons but it didn't seem to help the SOI....
  10. Ahh thanks! Download is available now, btw.
  11. lol I accidentally pushed enter on the post for my planet pack even though they aren't 100% uploaded yet Here is the link, though http://forum.kerbalspaceprogram.com/threads/110710-WIP-Porp-Gas-Giant-System-0-1?p=1736704#post1736704 edit: download available.
  12. First off, this is a work in progress. Everything is subject to change and there's probably issue's you guys will find somewhere (Just mention them). This planet pack add's a gas giant past the orbit of Eeloo (of course, this could change too). There's only two main planets right now, but I plan on adding at least three more. This mod includes clouds for EVE. If you do not use EVE, simply delete the Boulderco folder. This mod also uses KopernicusTech. This comes pre-installed. As I said, this is a WIP. If you find bugs, differences in 8k and 4k versions, or have suggestions, let me know. First, some images: The Planets: Dent: A desert moon with a thick, noxious atmosphere. It has a high gravity, 0.95g, and a radius of 626km. It is covered in volcanoes and maria This should make it a very interesting planet to visit. Ice: Another large moon with an atmosphere. It has a surface gravity of 0.85g. It is very cold there, the terrain is covered in ice. However, the sea is still liquid. This probably means it has one or more salts in solution. Ioruta: A small, rocky, crater ridden, icy body on a highly inclined orbit of Porp. It orbits quite far away from Porp and it should present an interesting challenge getting there. Asteroid moons (Halved, Cyrus, Felix): These small bodies reside in Porp's rings. To do: More moons Biomes More clouds Fix the asteroid moons SOI Other bugs Install: Extract to Gamedata folder. Thanks to: Gravitasi, who created Kopernicustech and TK planet pack, who's config's helped with so many PQS issues. CaptRobau, who's Outer Planets Mod helped make this mod work. _Augustus_, who helped on some issues I had. And a bunch of othere people at the KopernicusTech thread. Download: 8K/4k: Here 4k/2k: Here Changelog: 0.15: Added a customasteroids belt No longer requires AVP Changed Ice's texture and heightmap. It's ocean blends better now. Fixed heightmap pixelation Blended the colormap's better and depixelated them. Added Ioruta Other various beneficial things Initial (0.1)
  13. Hmm so is there a way I can get around that? Right now, the GeeASL is, naturally, low for my asteroid moons. The game calculated the SOI to be too small to have an orbit possible... I could go the route where that just makes landing on them difficult (or impossible?) or I could somehow make a larger SOI. I don't designate a mass (just radius and GeeASL) for them, would that help?
  14. Am I doing something wrong when I try to set the SOI in saveload with this?: CelestialBody { sphereOfInfluence = 33000 } The body I'm setting that for doesn't seem to load with that SOI... - - - Updated - - - PQSMod_VertexHeightMap { heightMap = rockymoon_height (MapSO) heightMapDeformity = 6000 heightMapOffset = 0 scaleDeformityByRadius = False sphere = Ethan (PQS) modEnabled = True order = 49 Parent = Ethan } There and: PQSMod_VertexColorMap { vertexColorMap = rockymoon_color (MapSO) sphere = Ethan (PQS) modEnabled = True order = 200 Parent = Ethan } You need to give the map locations with a format like this: GameData/Porp/Textures/Cyrus_height.png edit: also, you really don't need a saveload config that complicated, try something easier like this: http://pastebin.com/smxSzGEk
  15. In your PQS config, you didn't give the file location for the height and color map. It should be /Gamedata/blahblah/heightmap.png and same for the color map
  16. So, with a ratio of Jool's Semi-major axis to Jupiter's, Porp's orbit would be 194,338,676,838,090m (194,338,676,838km) in ratio to Tyche (supposed orbit at 2.2 x 10^12km).... Man that's bloody far lol. edit: Yah, just tested that, causes NaN errors in the game. Would have to be a much lower altitude, I'm guessing.
  17. Once you get the hang of it, what you can do is amazing. Porp, as seen from the surface of Dent. Ice is also visible Ok so I'll do a beta tomorrow, if I can. It won't have biomes or a customasteroids belt, unless I have some extra time. It'll have the gas giant (Porp), the two moons I have done, Ice and Dent, and the three asteroid moons that reside in the rings that I haven't took screenshots of yet, Felix, Cyrus, and Halved.
  18. Hm ok I suppose I could try a release tomorrow. I'll check that moon out too. You're suggestion worked great, btw.
  19. How do you get your maps to look so nice and smooth in 4k? edit: so this is weird. I'm ready to take the exported textures and height map from kittopia... The planet looks great after updating scaled space. Terrain works fine.... but the height map and color map exported are strange. The color map is just the ocean, no land. The height map is almost all black. Replacing the SE textures with these makes the planet 100% ocean.... any ideas? Why would it be great after updating scaledspace but the same textures exported from that scaled space update are bad?
  20. That's what that storm front is! Cloud textures from space engine work perfectly, especially if combined with the 'detail' textures from EVE - - - Updated - - - Not sure, I'm moving pretty fast, though. The system has two atmosphere planets now so the rest will be more 'moon'-like. After that I'm going to make a customasteroids belt in the ring and then biomes. Biomes will probably be the most time consuming
×
×
  • Create New...