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OvenProofMars

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Everything posted by OvenProofMars

  1. I never got the iR telescope to work in my normal game so I wouldn't realy know tbh, allthough I did balance the black hole's mass and Kerbol's SMA so Kerbol's SOI extends beyond Eeloo. As for the missions times, the stars revolve around the black hole in around 100 years, so it takes around 50 years to get there using traditional means.
  2. Yeah, this might be due to the fixes I implemented. I really should've tested it more. I will revert to the stable version I had for 0.23.5 and start from there again. Going to work on it now.
  3. yes, allthough PF:CE can create stars as well, they can only orbit in the Kerbol system itself, emit no light and only come in the flavor yellow. This mod will allow for actual star systems with different color stars for which al the starlight stuff actually works.
  4. Having my mod handle planets as well is not out of the question, however planets are a lot more complex the the variety of PQS attributes. Getting up to a level of PF:CE would take a long time. What do you mean by "plane"? I purposfully left their relative inclination low for easy travel. You can change it in the config file if you want. - - - Updated - - - lol, i'm a tard
  5. Awesome Glad you managed to get out of the Kerbol system with the Interstellar warpdrive
  6. I'm not familliar with the Abbaddon Star system, but together with PF:CE you should be able to create any system. As for changing or deleting the two stars I added, there is a config file named starnames which you can edit.
  7. Ok, even in 0.23.5 I seem to get some weird orbitdriver behaviour. So it must be in one of my 0.24 hotfixes. I'll spit through my code and get you guys an updated version tomorrow. (everything was working great untill I started fixing stuff to make it work with 0.24 )
  8. Ok, my dirty safegame fix seemed to cause some problems. Changing two lines of code made me capable of leaving to interstellar space again an get into orbit of Dolas. The orbit drivers still seem to behave a bit weird though. I'm going to check how it works in 0.23.5 now.
  9. Hmm, I can't seem to escape Kerbol in 0.24 right now either. Not sure what it is. Everything worked fine earlier today. On what version are you trying?
  10. Hyperedit no longer works since I made Kerbol #0 and the black hole #-1 in the flightglobals.
  11. yes, one of the new star types that i'm going to add will be a brown dwarf.
  12. My mod is currently only capable of creating stars. For planets you can use PlanetFactory.
  13. In \GameData\StarSystems\Configdata you'll find a file named StarNames.cfg There you can add new stars to your system.
  14. I loaded it in one of my heavily modded KSP 0.23.5 installations (35+ mods) and it seemed to work fine, apart from the fact that I lost a few old ships (50+ ships safegame). Since that install runs EVE and most components needed for Overhaul I would say yes, although I have no idea what else Overhaul does.
  15. Thanks Let me know if you think I should add more settings to the config file.
  16. I started this mod because I wanted to be able to go interstellar with the Interstellar mod.
  17. It's stand alone, but you can use PF:CE to add planets to the stars (works in 0.23.5, haven't tested it in 0.24). The new career mode of 0.24 loads fine with this mod, but I have yet to do extensive testing.
  18. [0.24] StarSystems v0.2 This plugin will allow for the creation of multiple colored stars with working light. Updates: Update 04 - 24/07/2014 Missing .cfg file added to the .zip Update 03 - 24/07/2014 Complete rework of the mod structure. Started colaborating with Fastwing who made my code more modular and rewrote my main class structure to be object based. This version has a new gamefixer in place that will allows loading of any existing savegame without destroying vessels on load (still can't garantee none will be destroyed when exploring other stars). When loading a an existing savegame for the first make sure to go to the trackingstation before launching a vessel as this will fix existing orbits. There is now a small bug that when you try to launch a vessel immediately after loading a savegame it will get teleported to outside Kerbin's atmosphere. Going to the tracking station before launching your first vessel will fix this. Overall this version should be more stable. Update 02 - 20/07/2014 I removed the fixes that were in place an uploaded it to GitHub. Now the core of the mod works again, but it will eat any ship left in a low orbit around a planet, and when using with an existing savegame it will have any ships orbiting the sun orbit the black hole. I'll start working on a new fix to stop the game from crashing ships into nearby planets. Update 01 - 20/07/2014: Ok, apparantly some of my fixes for 0.24 seem to mess up some stuff. I'll try to have an updated version tomorrow. Features: Modifies the sun into a black hole. Creates a new Kerbol to house all the original planets. Allows you to add your own stars. Handles everything associated with starlight. Solar panels work. Allows usage with existing savegames (should work now, still advise to backup) ** To do: Test the new gamefixer (ongoing) Make PF:CE planets for Corbo and Dolas (started by Megalodon 720) Make mod capable of creating planets (started) Make more colors for stars. (not yet started) Make a new shader for the black hole. (not yet started) Optional: make a dust disk for the black hole. Adding your own stars: You can add your own stars by copying one of the existing "Star" nodes in the config file and changing it parameters (make sure you have a unique name and FlightGlobalIndex). Since star colors is quite a delicate balance of parameters any color you fill in as color value that is not "Blue" or "Red" will be interpreted as normal yellow. DISCLAIMER: BACKUP YOUR SAFE FILE! Due to the nature of this plugin it is possible to lose existing ships, but this should now be less of a problem. **Will load large save files as well (managed to load my largest save files without losing a single ship or piece of debris). Still can't ensure no ships will be lost when traveling to other stars though. Downloads: Compiled Source Created by: OvenProofMars Co-created by: Fastwings Special thanks to: Kcreator, Megalodon 720 and all people testing. Licence: Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)
  19. I figured out how the original shader works, so I'm passing new arguments to it to change the sun's color. I also imported some new textures for the coronas and changed the sunflare color.
  20. Hi Kcreator, I originally got it to work by directly setting the planet's Celestialbody.gameObject.GetComponentInChildren<MaterialSetDirection>().target to the Sun.transform of the new star, and the planet's Celestialbody.gameObject.GetComponentInChildren<AtmosphereFromGround>().sunlight to the sun.gameObject of the new star. So i'm not entirely sure what goes wrong in your code, as it seems to do the same thing. I did eventually come up with a completely different way of handling additional stars. Since there should only be one star active at anytime anyway, instead of creating new sun and flare components and adding them to the stars I simply do a calculation to see which is currently the closest star and set Sun.instance.sun to the celestialbody of that closest sun. Works like a charm and saves a lot of hassel with handling the different parameters. As for my mod, it is currently capable of instantiating new Stars (got it to work by spitting through Krag's PF:CE code), moving the standard planets to one of those stars, modifying the standard Sun and handling the Starlight. Let me know if you're interested in any of my code. As for your friend's modified instantiated Eve, that sounds cool. I've only instantiated minmus and the sun so far, and only messed with their basic parameters, haven't gotten around to start messing with the PQS attributes. ps. Have you tried instantiating the main sun component? If your game doesn't crash it makes for some very trippy atmospheric effects (which makes me really wonder how the game handles some elements).
  21. Hi Kcreator, thanks for the response I tried your new assembled code but your new functions didnt seem to work in my case, allthough that might be due to the target being a PF:CE sun. I tried modyfing the paramaters in my own code and it worked like a charm. Which leads me to ask, how on Kerbal's name did you know it was the MaterialSetDirection.target and AtmosphereFromGound.sunLight? Apart from information on how parts work there seems to be little to no information to be found about the rest of the game structure.
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