OvenProofMars
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Everything posted by OvenProofMars
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K, I give up on PF:CE for tonight. Please let me know if it works for anyone. On my end PF:CE seems to be corrupting a certain list I need, therefore stopping my script halfway.
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Yes this would technically be possible, setting the black hole's mass to 0 solar masses would do that. But the orbital period of each star would be infinate, not sure how the game would react to that, nor do I seam how that woudl be more realistic. Black Holes with stars orbiting aroudn them are actually quite common in the universe.
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ehhh.....PF:CE is being very weird. For some reason it's corrupting ScaledSpace.Instance.scaledSpaceTransforms
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Is PF:Ce working properly for you?
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Well the mod is still in (early) development, and is mostly released for testing purposes. I wouldn't recommend it for starting a serous campaign yet. The new gamefixer I wrote does actually allow for the import of large save games now, but the vessel respawner solution is no longer in place. As for mod compatibility, this really depends on the mod I guess, and we've not yet landed in a stage were mod compatibility is one of our main concerns, although the end goal of course is t make it a seamless addition to the game. You have to understand that we're messing with the core of the game, and getting it to work completely right with the limited amount of information available might take a while.
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Yeah, I was actually thinking about it myself this morning when I saw the landing page. I'll add the updates to a spoiler section or something once I get home. Planet generation should be a lot more friendly, or even more random generated. We have some ideas alreadyand are currently looking into the best way of creating planets.
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But adding your planets to the sun/black hole doesn't give any problems right? The reason they are not showing/working I suspect is that the PF:CE code starts slightly earlier, then tries to add the the new planet's PSystembody to the PSystembody of dolas, but that has not yet been created, or is at least not in PF:CE's dictionary.
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Currently my mod only produces stars. We're currently looking into the best methode to create planets. In the mean time Megalodon 720 is making a PF:CE planet pack for people to use, as it might take a while before we have planet generation fully implemented. As for science multipliers, that is implemented, and the general multiplier for each star can be changed in the config file.
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Are you trying to add them to one of the new stars? Or sun/black hole? The latter should work I think. Once I get home from work today I'll write that plugin to move the planets to their new home.
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Have you tried it with a new save? maybe it's savegame related
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Are you runnign any additional mods?
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Those crew displays work on my end, and so do the EVA and IVA buttons. - - - Updated - - - What other mods are you running? - - - Updated - - - Thats good to hear thanks for testing
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If some of you could try using it with a large savegame (after backing it up of course) and let me know if any problems arise I would really appreciate it.
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As far as I know the ingame (rendered) sun exists of a spherical mesh, two flat corona meshes and a sunflare all which are present in the other stars. No real atmosphere is there as far as I know.
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Hmm, I see a .cfg file is missing from the .rar file PatchedSaveGames.cfg Content: PatchedSaveGames { }
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No, actually made it for 0.23.5
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Yes, the orbitdrivers are not liking these kind of distances for some reason. My new version shoudl be more stable though.
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I'm using TortoiseGit. I still dont really understand how to propperly use github
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New version is up should work a lot better. Contains a complete rework of the mod structure.
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I'll probably take you up on that
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Didn't even know that existed thanks for the tip. Edit1: yeah I think the .zip files are really causing some problems on github
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Github is being annoying, will be up soon I hope
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For those interested in messing with star colours; Kcreater has now implemented my sun shader script in his mod: Kittopiatech
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Yeah true, but I also noticed that the octagonal mesh overlay of Kethane is not rendering right, which I suspect is related to the same issue. So it merits an other look soon.
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Hmm, this is probably due to my very rudamentry way to scale the mesh (since for some reason .localscale keeps getting overwritten). I'll keep it in mind and put "build better scaler" on the list.