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Everything posted by Thomas P.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
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 -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
Using the barycenter = true option in the Body { } node, you can create a truly invisible object btw. -
Thats not the problem. The whole site is hit or miss at the moment, most likely because of the recent 1.2 release.
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Thank you, but this is one of the many features we inherited from the old KerbalStuff code, so better thank SirCmpwn for it
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
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. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
Then I dearly recommend you to submit proper bugreports and not to waste our time. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
He probably has the kind of issue you get when you don't have Kopernicus installed, but you want to use it. -
Help making planets with Kopernicus
Thomas P. replied to chicote_angi's topic in KSP1 C# Plugin Development Help and Support
This forum is about plugin making Kopernicus isn't plugin making Go and find the Kopernicus thread. You will find help there. -
Kerbal Space Program 1.2: Loud & Clear release date and more!
Thomas P. replied to SQUAD's topic in KSP1 The Daily Kerbal
I am actually not sure, if having the same post in two different subforums is a good idea. -
This is not even a mod request, this is a mod TL;DR: Use the search bar.
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Should The Community make a Planet Mod Pack?
Thomas P. replied to ForumUser's topic in KSP1 Mods Discussions
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.- 15 replies
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Should The Community make a Planet Mod Pack?
Thomas P. replied to ForumUser's topic in KSP1 Mods Discussions
Caves are not possible with KSPs terrain system.- 15 replies
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Key Down Mod Needed: Ctrl+Shift+W to Lock W to Down - Mod Needed
Thomas P. replied to inigma's topic in KSP1 Mods Discussions
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/ -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
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 -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
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 -
How to make planet textures in gimp?
Thomas P. replied to TheSealBrigade's topic in KSP1 Modelling and Texturing Discussion
How is this related to plugin development? -
Bolder co not working in Krags Planetfactory
Thomas P. replied to Jeb-head-mug kerman's topic in KSP1 Mods Discussions
You might want to know that PlanetFactory got abadoned over two years ago and that Kopernicus has become the standard way to add planets. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
Have fun with implementing this then... Oh and also with collecting this "vast selection of texture templates". -
The formula is not really the Problem, but PQS / KSP arent really made for dynamic editing.
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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.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
@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* -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
And just before someone compains about advertising: This is authorized by me -
You are confirmed now.