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G'th

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Everything posted by G'th

  1. I learned an awful, awful lot of about Kopernicus today. Special thanks to @OhioBob for his totally badass help. This is an initial look at the new Mun, which is now my first successful attempt at a completely bespoke world in KSP.
  2. Over todays frustrations this mod is now graduating to full on planet pack. I still plan on integrating OPM (because my philosophy of why redo what someone else has already done is still important, and ultimately also because I couldn't think of any names ), but fully replacing the stock system is looking to be a necessity. So yipee, config work for me
  3. G'th

    Nope

    Not that I ever made; I was always more amused comparing it to real life :p
  4. Other than EVE and Scatterer it will need Kopernicus and OPM. (Though i suppose itll be easy enough to make OPM an option) Parralax is a far future thing. One day.
  5. Today I made the executive decision to completely replace the Mun with a moon of my own making; the stock Mun is just...nasty, and would be far too much of a pain. Even repainting it isn't going to save that swiss cheese looking... anyway, today's efforts were spent slamming my head into Kopernicus to get the replacement working. And we finally have a success (I used JNSQ's Mun as the baseline to have something to load in as I worked at the config, so now its just a matter of replacing the assets with my own), which means we can move on to actually creating it. Incidentally, this will be the first planet that I have actually created entirely from scratch so this will be an interesting experience.
  6. Road Map: All initial terrain sets generated and in-game. After my impending break, the EVE stage will commence and the following is a list of planned things to do, which may include terrain redos for selected worlds. Sun - Settle on a texture, figure out how Coronas work, look at other possible additions. Make bespoke sunflare for the mod. Moho - Brighten Terrain, add subtle ablation effect. Eve - Adjust normals to be less wonky. Polar Vortices, global aurorae. Kerbin - May undergo full redo (i keep learning new techniques help), Wants new auroras and improved cloudsets using new techniques. Finalize Scatterer settings. Mun - Add Dust Minmus - Definitely wants a full redo, but also wants dust and dynamic vapor plume for cryovolcano Duna - Add contrasts to Red plains. Add cloud and dust sets, aurora spikes, etc. Mic/Ike - Mic Normals need adjustments, and I also haven't looked at Ike in 20394814 years, so decide if I still like it. Dres - Adjust color saturation and add additional contrasts. Bop/Gilly - Decide if want to stick with unintended "twin" look. Jool - Wants full cloud set; will include bespoke flow maps, additional storms, and complex polar regions. Pol - Retexture lava flows, bring better consistency between on-surface and on-orbit looks. Dynamic ash plumes. Vall - Needs another redo - a little less of everything to smooth it out. Dynamic water vapor plumes Tylo - Wants a redo - I can do the mountain ranges much cleaner. Lypso - Terrain needs to be darkened, need additional contrasts. May actually just get fully retextured. Happy with the colors, not so much with how plastic-y it ended up looking. Laythe - Full cloudset needed. Perma foggy oceans, polar vortices. Aurorae. Sarnus - Wants full cloud set, as per Jool. also need to look into intended Ring experiment; we may be able to achieve much better ring quality (like, absurdly better) than is on offer by any mod, but need to test the theory. Hale/Ovok - These moonlets are perfect. No adjustments needed. Eeloo - Wants slightly less jacked normals, otherwise good to go. Slate - Brightened desert areas, larger polar regions. Skid mark region needs some contrasts added to blend it better. South pole may need to be completely replaced if intended fix doesn't work out. Tekto - Darkened cloud set needed. Cloud textures to be remade in same style. Urlum - Cloud set per Jool and Sarnus. If Sarnus Ring experiment works, additional ring will be created for Urlum. Tal/Polta/Priax/Wal - These moons are good to go. Knut - Need to adjust for spikes. Too many of them. Neidon - Cloudset per other gas giants. May also receive a new ring. Thatmo - Wants dust set. Nissee - Should be set. Plock/Karen - Plock wants an atmo added, additional dust effects. Both worlds may receive normal adjustments. Next stages after the EVE stage: Biome, Parallax and Launch Site integration - I sourced a rather huge amount of different objects to use for scatters and have a pretty good grasp on how to make use of the new shaders, and integrating them will work best with launch site integration for Kerbin as I'll need to adjust things anyway. As I'll need Biomes this will be the time to do those as well. Other Mod Integration and Beta Testing - At this stage I'll be opening a Discord and inviting interested users to help me both test the mod and shake down bugs (mostly in terms of finding wonky terrain bugs as well as placing easter eggs. This will be the time when I start generating compatible configs for the pack for all your standard mods.
  7. G'th

    Nope

    Yeah cause you don't have any texture errors so without being able to see the issue I'm not gonna be able to tell whats broken.
  8. G'th

    Nope

    Do you have screenshots?
  9. G'th

    Nope

    It appears you did not install the textures correctly, as your game is not able to locate them. When you download one of the texture packs you need to open either TrueSight or Vibrance to extract the gamedata into your KSP folder. If you just drop them in without doing this it won't work properly.
  10. Well I'm pretty emotionally attached to the name, but, it'll be pretty easy to tell which is which.
  11. As in, will no longer be required for this mod in new versions.
  12. So I have made a decision regarding this mod, and it is quite simple: JNSQ and Astronomer's have been deprecated. Why? Reasons, and quite a lot of them, but primarily to do with my creative freedom. What does that mean for all of you? Obviously, JNSQ fans lose out. Sorry, not really sorry lol. However, the artistic spirit of this mod, that inspired my recently released mod SOL, is not going anywhere, and is now further emboldened as this mods replacement will be free from the shackles of realism that SOL must abide by. As for the future of Ad Astra and what it will look like, stay tuned. Today I am going to challenge myself to see just how fast I can build a mod from the ground up, so keep an eye on Add On developments for the new dev thread once I'm ready to showcase the ongoing work. EDIT: Right; as far as the mod as it exists now, it will be available for legacy reasons and for anyone who feels compelled to try and maintain it (IE, fix its myriad problems). I'm always happy to lend a hand to such efforts, but I won't be doing any of the work
  13. G'th

    Nope

    They should. There's no reason an 8k texture should be performing worse than 16k ones.
  14. Adventure. Promise. Unity. Ingenuity. And if you want some more military themed names: Grissom Hyperion Samurai Ambition
  15. G'th

    Nope

    https://www.7-zip.org/
  16. G'th

    Nope

    Should be an easy fix to just go grab 7zip or Winrar.
  17. G'th

    Nope

    If you open SOL 16k it should have the two folders you need to pick from. Open one of them and install that Gamedata to your KSP alongside the Gamedata from SOL Base. Overwrite everything for both.
  18. G'th

    Nope

    Its separate installs. When you pick your texture size and download it, itll have the two variants. You can install one at a time.
  19. G'th

    Nope

    A note regarding RSS Compatibility: Technically it could work for RSS with minimal adjusting needed, but I can't be bothered to get an RSS install going to make a version for it. The possibility is open to anyone who wants to take on that effort though. I'd be happy to help sort out any issues but it'd be on them to deal with the RSS stuff. The main issues I anticipate would be the config edits and Scatterer adjustments (up to and including a full rebuild). I'd also imagine that the scaling might also cause issues, but I don't know for certain.
  20. G'th

    Nope

    Didn't quite intend to post the topic without having all my ducks in a row, but the download is now available. I did do them kind of fast so kindly do report any wonkiness you find. They'll be quick to fix, I'd just need to know what I broke (if anything) and where it came from. Depends on what texture size you opt for, but the 16k versions should actually be a bit less impactful on RAM if you also follow the recommendation to cull the unused assets from Reborn. Its not going to be a huge difference, but it also isn't excessively more intensive than stock Reborn is.
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