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amarius1

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Everything posted by amarius1

  1. The moons of Keelon from Kerbol Plus were just placeholders until we could find good ideas and textures for them. Lok is still a secret... for now Ganag and Kal will kind of inherit some features from Pluto and Charon as I'll try to create their heightmaps starting from the real life counterparts like @Eudae55 did (but he uses advanced terrain gen software... ) Cheers! I haven't done much for the next update other than revamping Potatus as I'm on a ski vacantion far away from town. Thank you! I will try to add some easter eggs on Fonso and Shayle. Potatus, as I've said, is going trough a major redesign. I might also improve Daphy. I'm thinking lf making Daphy A LOT SMALLER like in Nova's specifications. Manai isn't interesting? I don't want to go trough a redesign with it... Also, the new planets are compatible with resources so they aren't just rocks. You can establish bases on them or collect science from their biomes. Biomes also need to be multiplied. By far, the most hard to get biome is the lava seas on Manai...
  2. The moons of Keelon from Kerbol Plus were just placeholders until we could find good ideas and textures for them. Lok is still a secret... for now Ganag and Kal will kind of inherit some features from Pluto and Charon as I'll try to create their heightmaps starting from the real life counterparts like @Eudae55 did (but he uses advanced terrain gen software... ) Cheers! I haven't done much for the next update other than revamping Potatus as I'm on a ski vacantion far away from town.
  3. Really strange... Send me your logs, be sure you installed the mod correctly, tell me your system specs and what software u use to unzip files. Can't solve anything if you don't give more info...
  4. Well KillAshley should intergrate a patch for that since New Horizonts is a better known mod that Kerbol Origins. If not, I will provide a patch pack that includes patches for Eeloo (moved by NH and OPM), Sarvin (NH and OPM) and all other planets and moons. UPDATE: Next update is starting to come along nicely after my short winter vacantion. Next update will future a COMPLETELY revamped Potatus, now an oblate, fast-rotating potato-shaped body. A new moon for Keelon, called Lok amd the two barycentric dwarf planets Ganag and Kal are also in the works!
  5. Any progress? Welp... it looks like small planet packs will no longer be visited after this mod releases... I mean we allready have OPM at the same quality... On the other hand: I want to know more about how you manipulate the terrain Material so steep terrain no longer has that ugly rocky tiles, stretched, stock texture... Also, will you provide compatibility with Kerbol Origins (very WIP mod)?
  6. Development is still going, everyone! Right now I'm taking a break from modding till new year but I am still working on making Potatus more... Potato-like, oblate and brown like NovaSilisko imagined it. Wist me luck!
  7. Thank you! Never worked with scatterer settings before and I don't know of any planet packs that provide Scatterer configs so we might be pioneers! I hope I can finish the scatterer configs until new year. Cheers!
  8. How do you force KSP to use DX11? OpenGL gave me far too many glitches to be usable in my modded installs...
  9. Well this works like Kopernics' On-Depand planet texture loading that unloads the planet textures once they are o longer needed. But this one, THIS ONE IS FOR PARTS!!!
  10. Well... too bad... I was allready working on scatterer configs for the mod.. Oh... Merry Christmas!
  11. Hmm... Strange... Could you post your game logs and system specs? BTW are the rings rather pink? Try disabling OpenGL (if you use that).
  12. Well there are 2 reasons of no overheating: Atmosphere is too thin You are going too slow SO no bug. I think that you should start to overheat and explode at about 30m over the lava but if you enable heat resistance trough cheats, you can actually get to the ocean!
  13. Thank you! Development will certainly continue! Altrough... That To-Do list will probably take a year to complete... XD BTW I also need to learn part modding now lol...
  14. I don't know... Coincidence maybe... BTW I'll deliver the Eeloo patch when we have more things finished. W can't release an update containing just a patch... Well... Maybe a silent update?
  15. Well... They certainly are not the most organised... but they work good for now. I'll try to clean and comment them later today...
  16. Well I made sure it has no major bugs... KillAshley would have been allready screaming that he heard about some nasty bugs if there were any... Lol XD
  17. @Sigma88 could you include a patch for Kerbol Origins? I just released it...
  18. Thank you! Nope, the blue parts are just blue hardened ice that is only visible because impact craters and winds scaped away the sands covering it...
  19. Yeah, that's because Daphy is so small and Sarvin is so big, that the game draws the box that lets you select Sarvin over where Daphy also is. In order to focus on Daphy or any other bodies, use the TAB button on your keyboard!
  20. Kerbol Origins released! COuld you hurry on the EVE clouds?

    1. amarius1
    2. The White Guardian

      The White Guardian

      I'm afraid that will be hard. Up to christmas eve I'm drowning in work, with even more tomorrow. While Sarvin's clouds seem to work and Keelon's clouds should be working soon, there seems to be an issue with Sarvin's clouds that needs investigation: suddenly, some of the clouds might disappear. I've got a view ideas of what it might cause, but I'm not certain yet.

      No worries though, I'll get the clouds to work, no matter if it'll take me a million years!

  21. _____________________ Kerbol Origins _____________________ Welcome to Kerbol Origins, a mod that aims to recreate all the SQUAD planet ideas that never got implemented, like the Gas Planet Two (GP2), Gas Planet Three (that is actually a giant rocky planet) and many more. The mod has been fine-tuned to be as stockalike as possible and we made sure that it fills most of the gaps the stock Kerbol system has. Many of the celestial bodies added by this pack are proceduraly generated, which means that they have a lower memory footprint, but others use heightmaps and while they are not entirely procedural, they offer much more detail than the procedural ones. _____________________ Pictures _____________________ ( https://imgur.com/gallery/vKGxl7c _______________________ Recommended mods _____________________ - by Amarius1 - by Nils277 - by Valerian _______________________ Lets meet the new planets! _____________________ Faz: Harvest: Rega: Sarvin Keelon: Corolet: __________________________________ The team! ________________________________ @amarius1 - Original Owner & Lead Developer @Mythical Donuts - Developer @zherdev - Developer @Nils277 - Part Creator @Olympic1 - Career Compatibility & Tweaks @The White Guardian - Career Compatibility, EVE Clouds & Tweaks @smokytehbear - FF Ribbons @Eriksonn - Principia Compatibility And more! __________________________________ Thank you ________________________________ Thomas - For developing and mantaining Kopernicus. KillAshley - For teachingt of the aspects of planet creation. CaptRobau - For teaching me the basics long before Kopernicus could even load PQS mods. Olympic1 - For being a good friend and collaborating with me in all of my projects. Sigma88 - For giving me advice and giving everyone over #Kopernicus a good laugh. ___________________________________ Installation ________________________________ Download the mod files from any of the buttons at the top of the page Download the Kopernicus dependency from GitHub Merge downloaded GameData folder from both mods with yours ??? PROFIT! !WARNING: When installing new versions of the mod, NEVER merge the new version's files with older versions, but instead, delete the old ones, before. ____________________________________________________________________________________________________ Known Bugs: ____________________________________________________________________________________________________ To do:
  22. OK I'll try to deliver the update today, before Christmas Eve as I feel like I won't have time to release it on or after Christmas Eve...
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