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Evolution [1.3.1] [Kopernicus]


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4 hours ago, Phil Kerman said:

Does it work in combination with Galileos Planet Pack? 

GPP_Secondary, an optional mod within the GPP download, makes GPP a remote destination instead of the home system, and therefore compatible with nearly all other planet mods.

To make travel convenient on interstellar scale, I recommend you also install one of these:

Spoiler

If you don't like driving back and forth between the stars (GPP may be incredibly far away) then you may want to additionally install one of these. You'll still need a warp drive but only once-- to place the beacon(s).

ESLD Jump Beacons uses Karborundum which is very heavy and hard to get but will enable muchly required high thrust, high dV propulsion systems. Karborundum is very good for normalizing your orbit after using warp drives, and is present in 5 places in GPP).

FTL Drive Continued is basic but effective, using just ElectricCharge, if you don't want added gameplay elements to using a jump drive (like ensuring crew survival, refueling the beacons or needing to normalize your orbit). It's also fine if you have or want something other than Karborundum for high thrust, high dV propulsion.

 

 

 

Edited by JadeOfMaar
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5 hours ago, JadeOfMaar said:

GPP_Secondary, an optional mod within the GPP download, makes GPP a remote destination instead of the home system, and therefore compatible with nearly all other planet mods.

To make travel convenient on interstellar scale, I recommend you also install one of these:

  Hide contents

If you don't like driving back and forth between the stars (GPP may be incredibly far away) then you may want to additionally install one of these. You'll still need a warp drive but only once-- to place the beacon(s).

ESLD Jump Beacons uses Karborundum which is very heavy and hard to get but will enable muchly required high thrust, high dV propulsion systems. Karborundum is very good for normalizing your orbit after using warp drives, and is present in 5 places in GPP).

FTL Drive Continued is basic but effective, using just ElectricCharge, if you don't want added gameplay elements to using a jump drive (like ensuring crew survival, refueling the beacons or needing to normalize your orbit). It's also fine if you have or want something other than Karborundum for high thrust, high dV propulsion.

 

 

Thanks Jade, for this very detailed answer!! That´s good news :D   The beacon mod is new to me, but I´ll definitively add it!  

 

Edited by Phil Kerman
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  • 2 weeks later...
20 hours ago, Jeb's Pirotecnics Guy said:

Love the visuals

when will this be available?

I'm excited

School started, so i'm giving it until the end of this month until i start getting real concerned again. TWG might be re-working the scatterer configs because in his own words "Scatterer decided to hate me"

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@Jeb's Pirotecnics Guy @kjack1111 I have currently halted development on all of my mods because of a series of exams. I will in fact be taking the first of these exams tomorrow. The last one will be Thursday, January 25th.

Ergo, I will be resuming work then. As for the status - I am indeed reworking the scatterer configs. Some in fact work pretty well now! Besides that, I have yet to finish the biome maps and science definitions, and this is going to take a while.

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Just now, The White Guardian said:

@Jeb's Pirotecnics Guy @kjack1111 I have currently halted development on all of my mods because of a series of exams. I will in fact be taking the first of these exams tomorrow. The last one will be Thursday, January 25th.

Ergo, I will be resuming work then. As for the status - I am indeed reworking the scatterer configs. Some in fact work pretty well now! Besides that, I have yet to finish the biome maps and science definitions, and this is going to take a while.

Ok 

Good luck on exams.

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1 minute ago, The White Guardian said:

@Jeb's Pirotecnics Guy @kjack1111 I have currently halted development on all of my mods because of a series of exams. I will in fact be taking the first of these exams tomorrow. The last one will be Thursday, January 25th.

Ergo, I will be resuming work then. As for the status - I am indeed reworking the scatterer configs. Some in fact work pretty well now! Besides that, I have yet to finish the biome maps and science definitions, and this is going to take a while.

Good luck on exams! can't wait for the release!

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Is there going to be a secondary option in this mod

like gpp secondary 

If not, could there be one in the next update after release.

 

BTW, the scatterer files are not working in your Planet Cyran mod for me. Is there a fix for it

I have reinstalled scatterer and Cyran but it didn’t work 

Edited by Jeb's Fireworks Guy
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17 hours ago, Jeb's Pirotecnics Guy said:

Is there going to be a secondary option in this mod

like gpp secondary 

If not, could there be one in the next update after release.

 

BTW, the scatterer files are not working in your Planet Cyran mod for me. Is there a fix for it

I have reinstalled scatterer and Cyran but it didn’t work 

I am working on that feature, yes.
As for Cyran, yes, it's busted in its current form, but the first thing I'm doing is finishing Evolution. After that I'll be taking a look at Cyran, Kerbol Origins and Arkas.

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6 hours ago, The White Guardian said:

I am working on that feature, yes.
As for Cyran, yes, it's busted in its current form, but the first thing I'm doing is finishing Evolution. After that I'll be taking a look at Cyran, Kerbol Origins and Arkas.

Thanks, I am working on a big career mod save that includes the interstellar mod. I have made my own star system by making my own stars and editing GPO to move the planets around the star, while also using mods like extrasolar. But I felt like that it wasn't enough so I have been looking for more planet mods that have scatterer and eve. Take your time with this mod, I can't wait, this will be the best planet pack since GPP.

Edited by Jeb's Fireworks Guy
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12 hours ago, Jesusthebird said:

mmm, im bookmarking this thread as....'omgawwwwd!!

 

in my mind..I know it would never work...at least as it stands now. But ill still say it :) 

 

*whispers in ear* Galactic Neighborhood, huehuehue

*whispers back* thank you, and GN compatibility is built in! :wink:

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9 hours ago, Jesusthebird said:

ohh neat! does that mean this pack wont need eve or scatterer as dependencies? they dont play nice with GN far as i can tell

I have a fix for scatterer for GN

go into the scatterer folder and open the file called ‘planet list’

go To the bottom of one of the planets config and replace sun with the name of the star

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16 hours ago, Jesusthebird said:

ohh neat! does that mean this pack wont need eve or scatterer as dependencies? they dont play nice with GN far as i can tell

Both will work as soon as you add the EVE or Scatterer mods. Evolution will pick it up and get to work. :)

6 hours ago, Jeb's Pirotecnics Guy said:

I have a fix for scatterer for GN

go into the scatterer folder and open the file called ‘planet list’

go To the bottom of one of the planets config and replace sun with the name of the star

I'm a step ahead of you. Because Evolution changes the name of the main star, I added a few patches that auto-fixes the Scatterer configs of other planet packs to keep this change in mind.

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7 minutes ago, The White Guardian said:

 

I'm a step ahead of you. Because Evolution changes the name of the main star, I added a few patches that auto-fixes the Scatterer configs of other planet packs to keep this change in mind.

That's good to know

Editing Scatterer takes a long time to do

GN has many problems that I hope are fixed in the future.

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5 hours ago, The White Guardian said:

Both will work as soon as you add the EVE or Scatterer mods. Evolution will pick it up and get to work. :)

I'm a step ahead of you. Because Evolution changes the name of the main star, I added a few patches that auto-fixes the Scatterer configs of other planet packs to keep this change in mind.

I've been trying similar things. I've noticed that with GN installed, my solar panels like to focus on the core rather than "the sun" for EC. making my solar panels basically useless. I've noticed GN changes the kerbol system star from 'Sun' to 'The Sun'. I've heard MM doesnt play well with spaces, but it doesn't seem to cause any problems as far as i can tell. What Im gonna try doing is going into the Kopernicus cfg and change all of the kerbol system parameters regarding 'Sun' to "The Sun'. We'll see how that goes, may just crash kopernicus lol. Ill report my findings in a day or two. But I think it may be a better option to have the Galactic core simply named, "core" or something similar and keep the name for the kerbol systems star 'Sun' So at least Kopernicus wont get confused on which star the kerbol system orbits(I may try that too)

keep in mind, I am by no meens a developer(im just a player that likes to help where I can), Im simply getting better at reading cfg files and am going off what I think I can do to alleviate issues. 

I know this information probably belongs on Sigmas thread. but thought Id mention it, since the topic came up here.

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12 hours ago, Jeb's Pirotecnics Guy said:

I have a fix for scatterer for GN

go into the scatterer folder and open the file called ‘planet list’

go To the bottom of one of the planets config and replace sun with the name of the star

How does 'Star' affect the "mainsuncelestialbody"? Is that like some sort of universal term for all stars involved in the game? These are the lines in the planetlist.cfg you refer to changing correct?

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10 hours ago, Jesusthebird said:

How does 'Star' affect the "mainsuncelestialbody"? Is that like some sort of universal term for all stars involved in the game? These are the lines in the planetlist.cfg you refer to changing correct?

Scatterer searches for light input from the star assigned to mainsuncelestialbody. If the name of the main star is altered, packs built with the default sun in mind (OPM, GPO, Cerillion, Arkas) will throw a nullreferenceexception every frame, because Scatterer can't find the star.

The patch I wrote automatically converts 'Sun' to 'Audentia' on every pack that has Sun assigned to mainsuncelestialbody, that is, if GN is not installed. I'm still refining this method to allow better GPP compatibility.

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11 hours ago, Jesusthebird said:

How does 'Star' affect the "mainsuncelestialbody"? Is that like some sort of universal term for all stars involved in the game? These are the lines in the planetlist.cfg you refer to changing correct?

Yes

change sun to whatever star you need

I did it with Gameslinx’s Planet Overhaul and moved the planets to be around my own custom  stars

Edited by Jeb's Fireworks Guy
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7 hours ago, Jeb's Pirotecnics Guy said:

Yes

change sun to whatever star you need

I did it with Gameslinx’s Planet Overhaul and moved the planets to be around my own custom  stars

cool I didnt know that could be done!, ill try out a few things out later. 

on that note gonna share what I ended up trying, I changed the GN core to be be named 'Core' Instead of 'Sun' and changed all stars orbit reference to 'Core' as well. what this ended up doing, is placing the Core as the center of the universe, with all stars orbiting the core in a circular orbit; including the orbit lines(this killed my fps in the tracking station HAHA!!..but really not what I was expecting(I was expecting it to look the same just with a different name or just have it break kopernicus lol). As far as I know...normally solar systems orbit the core but have invisible orbit lines, True or false? or do they kinda just...float there..

And it didnt fix the Solar panel issue..blast! I read Kopernicus rolled out a fix for solar panels trying to use multiple light sources, so im kinda confused why im having this problem to begin with..Its probably beyond my understanding to find a fix...but ill keep trying here n there. Im now thinking it may be a part issue, can you assign lightsource parameters to a solar panel?...if that makes any kind of sense

This is really the only thing holding me back from playing with GN, if I cant seem to find a fix, Ill just have to wait for this pack to be released(best pack ive seen personally :wink: ) and play standalone or tied with GPP Secondary *patiently staring at calendar*

Edited by Jesusthebird
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1 hour ago, Jesusthebird said:

cool I didnt know that could be done!, ill try out a few things out later. 

on that note gonna share what I ended up trying, I changed the GN core to be be named 'Core' Instead of 'Sun' and changed all stars orbit reference to 'Core' as well. what this ended up doing, is placing the Core as the center of the universe, with all stars orbiting the core in a circular orbit; including the orbit lines(this killed my fps in the tracking station HAHA!!..but really not what I was expecting(I was expecting it to look the same just with a different name or just have it break kopernicus lol). As far as I know...normally solar systems orbit the core but have invisible orbit lines, True or false? or do they kinda just...float there..

And it didnt fix the Solar panel issue..blast! I read Kopernicus rolled out a fix for solar panels trying to use multiple light sources, so im kinda confused why im having this problem to begin with..Its probably beyond my understanding to find a fix...but ill keep trying here n there. Im now thinking it may be a part issue, can you assign lightsource parameters to a solar panel?...if that makes any kind of sense

This is really the only thing holding me back from playing with GN, if I cant seem to find a fix, Ill just have to wait for this pack to be released(best pack ive seen personally :wink: ) and play standalone or tied with GPP Secondary *patiently staring at calendar*

What I did was rename the new sun Kerbol to make it easier.

Than changed the scatterer config to have kerbol instead of sun for all of the planets that need it.

Also

White Guardian

Did you finish your exams

How did you do?

And do you have a planned release date for this amazing mod?

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