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KSP2 Release Notes
Everything posted by amarius1
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Hey Sigma, just an update to my mod: I'll release the new overhauled version of K+ on Christamas day (week maybe?) but I'll be releasing a hotfix this week-end. Be ready to prepare compatibility for the new system.
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[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
amarius1 replied to KillAshley's topic in KSP1 Mod Releases
God I will science the .... out of your mod when it comes! Can't wait to use those shiny new cool procedural PQS mods for my pack! -
Also, I have this kind of strange idea... sence we're overauling almost the entire mod, how about also renaming it? Since this mod introduces all of the celestial bodies the devs wanted to add, what name should be the next? Maybe Kerbol Revived? Nah... Kerbol Expanded? Waiting for your ideas. Must sound good. BTW I've also been working on a logo for the mod. With this logo I will also create an Amarius Industries forum page where I post all my mods. Kerbol Plus might also have a part expansion! So far I have only finished models for a Fuek tank and an awesome engine, but an ion engine and RTG are incoming. I shouod also remake the heat shield the mod currently adds.
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The issue has been allready fixed in the 2.4 new version I have but as I added more futures, I had a talk with the Kopernicus devs asking if I should release a bugfix to fix therrain bugs now (which I could), or release the whole new version with mind-blowing content on Christmas. What do you think?I'm in a kind of dilema here... - - - Updated - - - Also, today I started work on the Dwarf Planets. They'll look better than ever! Almost everything in the Kerbol Plus pack has been overhauled or changed by now! So far I've got Kal and Ganag rotating around an invisible barycenter (as they should), and retextured them as well as edited their height map. Stared to also wprk on the new atmospheres. They will take a bit of time trougn...
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Procedural Parts Extended Welcome to Procedural Parts Extended (PPX)! This is a Procedural Parts texture pack including realistic simple textures for all your spacecraft. The mod also reskins some of the original Procedural Parts textures, so they no longer look ugly. List of added textures: List of edited Procedural Parts textures: Pictures:
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Rrelease has been cancelled for Christmas Day! Up until then, all planets would already be overhauled, science and career intergrated, and all new sweet things added. It will alsi be Christmas Day because we'll alsi bring an easter egg around Ike ... You know... And BTW found out that Kerbal Stuff is working for me again so look forward to a massive 2.4.0 release. * Bugfixes * Complete texture overhauls * Many unique planets * Smaller memory comsumption due to LoadOnDemand mode and texture compression. * Official release on the Kerbal Stuff modding site. * Official release on the Curse modding site. * New album and showcase videos. * (possobly) Kerbol Plus Christmas themed animation about a ship that crashes on Eeloo now orbiting Sarvin.
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[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
amarius1 replied to KillAshley's topic in KSP1 Mod Releases
God wish I knew PQS mod aspects like u... right now I am learning them step-by-step in Kittopia... sometimes it even worked! -
Well, hey calm down don't be sad. My idea was just Procedural Ground Scatter functioning on top of the existent system. Hope you manage to pull it of.BTW when wre you releasing the subteranean oceans? I'm right now overhauling the rest of Kerbol Plus for next update, and I have at least one moon waiting for your oceans to fill their interiors! (Sorry didn't mean to sound erotic)
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JoolPlus: Kopernicus Edition [ALPHA RELEASE!]
amarius1 replied to Sylandro's topic in KSP1 Mod Development
Download link nkt working... pls fix. -
Right, right thank you. I kind of sort of have its image in mind: a slate-like much cooler blue-white icy moon with awesome blue atmosphere and blue-orange-brownish sea/lake shores, and beyond them, orange-brownish liquid hydrocarbon seas/lakes that make your engines have an almost unusable efficiency when touching the liquid.
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Dunno what you mean, but scatter collisions are automaticaly done by Kopernicus. Individual grass that is animated might be kind of memory intensive... We are already struggling with normal scatter afterall... However, it would be awesome if we could generate scatter models based on a seed. PLZ and something like this: Scatter { maxRadius = <max radius of scatter model> maxHeight = <max height of model> seed = <random seed> color = <imput color in RGB numbers> material = <if you want to specify a custom material> type = <choose either tree, crystal or rock> collidable = <true or false> enabled = true }