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Thomas P.

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Everything posted by Thomas P.

  1. I released Kopernicus 1.2.0-1 on Github. Links are in the OP, or on google, or on CKAN (In fact I am just lazy). Changelog: * Fixed an issue with flare loading * Fixed ocean detection. Kopernicus doesn't add two oceans anymore * Brought nonspherical oceans back * Added noise type parser to VHNVH * Updated code to work with KSP 1.2.0 * Overhauled RD visibilty settings. You can choose between 3 values for RDVisibility in Properties: HIDDEN (removes entry + all children), NOICON (removes the planet icon) and VISIBLE (well, visible) Please report all bugs here or on the issue tracker. Most planet packs should work out of the box Enjoy! P.S. Before someone complains that the title still says 1.1.3: YES, give me 5 Minutes to update the OP
  2. Using the barycenter = true option in the Body { } node, you can create a truly invisible object btw.
  3. Thats not the problem. The whole site is hit or miss at the moment, most likely because of the recent 1.2 release.
  4. Thank you, but this is one of the many features we inherited from the old KerbalStuff code, so better thank SirCmpwn for it
  5. Well, in both implementations, Stock and Kopernicus, this value is in seconds. It's a bit silly, I know. The probabilities in the Locations { } node work this way: realProbablility = probablilty/<sum of all probabilities>. Means, if you have 100 and 200, you get 1/3 and 2/3.
  6. Then I dearly recommend you to submit proper bugreports and not to waste our time.
  7. He probably has the kind of issue you get when you don't have Kopernicus installed, but you want to use it.
  8. This forum is about plugin making Kopernicus isn't plugin making Go and find the Kopernicus thread. You will find help there.
  9. I am actually not sure, if having the same post in two different subforums is a good idea.
  10. This is not even a mod request, this is a mod TL;DR: Use the search bar.
  11. Then, have fun with completely rewriting the PQS. Trust me if I say that it is not possible. I am working with the PQS for almost two years now, and I know how moddable it is. And it is slow, unefficient and not very moddable, so even if you had the skills to implement something like caves or voxel terrain, it would be time consuming and very very hard.
  12. Caves are not possible with KSPs terrain system.
  13. You heard about the trimming feature? Sounds like what you want https://www.reddit.com/r/KerbalSpaceProgram/comments/3s2m38/psa_use_trim_if_you_have_a_hard_time_flying/
  14. Exactly this. Also, my amount of free time is not-so-big(tm), so dont expect a release just after 1.2 goes live. I will happily accept pull requests though
  15. No, that is just the wrapper. It shows the interface you can use, but not how the mod generates terrain from them @Drew Kerman I dont think that is possible.. Coronas are very shader heavy
  16. You might want to know that PlanetFactory got abadoned over two years ago and that Kopernicus has become the standard way to add planets.
  17. Have fun with implementing this then... Oh and also with collecting this "vast selection of texture templates".
  18. The formula is not really the Problem, but PQS / KSP arent really made for dynamic editing.
  19. Forum accident that deleted all my content some months ago, and I hadn't had time to repost it yet. I doesn't even work very good in 1.1, so dont expect the new thread soon.
  20. @The White Guardian Could you make a public document (Google Docs, Github Gists, whatever), where you list your tutorials? I would just link that and you could update it with new stuff on your own. Also, sorry if that sounds off, but I dont think a lot of the users will read the OP properly *rolleyes*
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