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Eleusis La Arwall

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Posts posted by Eleusis La Arwall

  1. Well, your just in luck. I wanted a cloud config for Sarnus as well, based on the Oblivion pack. I think this is pretty good, if I do say so myself. :)

    Ironically, it makes Sarnus look alot like Jupiter, but.. that's not a terrible thing, in my opinion. Sarnus shouldn't be completely like Saturn, after all.

    http://imgur.com/a/QBAle

    https://www.dropbox.com/s/p8rtoa8y5f9tdyc/Clouds-Sarnus.cfg?dl=0

    Try not to get vertigo on the way down! Some of those clouds go really fast! :P

    Thanks for the config! Just made a second install for this with Edge of Oblivion and it looks great. The glow around Sarnus (picture) is really amazing! The white top-layers are a bit too dense to my liking but thats just a minor thing. I hope to see more of this :)

    9wW8Tpz.jpg

  2. Hey guys,

    I know that tygoo7 has already done a cloud .cfg for these planets, but I was already working on my own because I wanted to add the atmospheric scattering to these great worlds. I'm not trying to step on tygoo7 in any way, I'm simply offering my own alternative to include the atmospheres. It's a work in progress at the moment, but if people will be interested in these then I will upload the .cfg when I'm done. It's to work with Astronomer's fantastic Interstellar. I'm sure he'll do his own pack for these worlds eventually, but in the mean time I'm creating my own through his Interstellar mod.

    So far I have done Neidon's atmosphere and I now just need to tweak the clouds and place the auroras. Here is my work so far:

    http://i.imgur.com/UtQ0DE4l.jpg

    http://i.imgur.com/fos5uDol.jpg

    http://i.imgur.com/kUIur6Ul.jpg

    I would definitly like to try your config. Any chance someone puts a config for Astronomers Edge of Oblivion pack together?

    Would people be interested if I put a MM config in the next update that changes the range of the longest range antennas in RemoteTech and AntennaRange to something that works for the mod's larger distances? Maybe integration of the cloud mods too?

    By "integration of the clouds mods" you mean to integrate EVE completely or just put in a config like PlanetShine? I would prefere an optional config because EVE just needs so much RAM.

  3. I'm not positive if this issue is due to the Outer Planets mod, but I figured I'd post it here in case it helps anyone out...

    After installing this mod to a pre-existing game, I ran into the "NaN black screen Kraken" error. I had built a probe with plans to send it to Neidon. I burned from Kerbin to intercept Neidon (in 21 years :P) but as soon as my probe left Kerbin's SOI, my screen would go black and my altimeter would sometimes also show NaN. The only way to fix the issue would be to shut down the game completely and revert from an old save. This would happen every time I tried again. The lame thing is that since KSP doesn't actually crash, I didn't have an error report to look over afterwards.

    I am running a fair number of mods, so I did some research by uninstalling them one at a time to see if they were causing the issue. I tried it without Kerbal Alarm Clock, ScanSat, and Kerbal Engineer Redux (they seemed like the most likely culprits to me), but each time the issue would still occur.

    Then I thought that maybe it was messing with KSP because I was sending the probe so far out. So I then tried reloading the probe and changing it's burn to instead intercept Jool. Strangely, the issue still occurred. I then reverted, deleted the probe, and changed my focus to one of my other ships that I had built and sent towards Jool. These ships were built prior to the problematic probe, but after installing the Outer Planets mod. Sadly, shifting my focus to these ships caused the same error.

    So then I got really sad, and sat in my room in the dark to bemoan how unfair it should be that I am the only one who appears to be having this issue.

    Then I realized that I couldn't just give up on it; not when there were still things I could try out. After doing some research on the "NaN black screen Kraken" glitch, it seemed like it was usually brought about by mods that modify planet locations/sizes/orbits, specifically when a ship is unexpectedly in the SOI of more than one body... or something.

    So I got back on my original, heavily-modded build of KSP and opened up a new game in sandbox mode. I built a big ol' probe and sent it directly to Sarnus. I left the SOI of Kerbin without any issues. I went back and forth between the space center and my ship, time warped, and did everything in my power to try and recreate the error, but luckily everything went fine. 4 in-game years later, my probe was orbiting Sarnus, flying through the rings, and making fly-bys of Hale. It was flippin' glorious!

    TL:DR - Installing this mod to an existing save may cause black screen issues. I've since started a fresh game (with a bunch of other mods installed) and have yet to encounter the problem.

    I may have a related issue that only occures with Kerbal Engineer (1.0.14.1) installed. I burnt for an encounter with Sarnus from Kerbin and made a quicksave afterwards. When I leave Kerbins SOI with Kerbal Engineer installed the debugging log keeps spamming errors. When I focus Sarnus from map-view the screen turns black but the HUD is still visible and the game gets very slow. By pressing "m" again I can see my vessel but no skybox or other bodys. I can go back to the SpaceCenter and everythings seems normal except there is still no skybox or other bodys. While time-warping I can see the day-night cycle by the brightness of the terrain around but no Kerbol at all. In the tracking station everything is black except the HUD. Back in the mainmenu I see the skybox but when I resume the game again no skybox.

    After a game-restart everything is normal again. But continuing or loading the flight out of Kerbins SOI results in the "NaN black screen Kraken".

    When I delete Kerbal Engineer and continue the flight in interstellar space the "NaN black screen Kraken" also occures. But loading the first quicksave within Kerbins SOI and then leaving Kerbins SOI works fine without any errors.

    I saw a few pictures in the thread with Kerbal Engineer running and I'd like to know if anyone else had this issue? I'm running Windows 7 x64 with KSP x86 btw.

    I keep exploring without Kerbal Engineer for the moment and maybe this is helpful to others.

    Edit:

    So the latest version works well for me, except for one issue: Kerbal Engineer fails when I travel outside Kerbin's SOI.

    Here's the log file in case anyone can help with the error. https://drive.google.com/file/d/0B33XoLq9J0KfMEo0UEZkTjFKM1U/view?usp=sharing

    Happens around 13:54

    Sorry saw the post too late :blush:

  4. Fixed it for me :) Thanks for the quick update.

    I have tried this mod, both in the 32bit, and 64bit KSP .90. Both with, and without any other mods installed, i.e. a clean fresh install of KSP and one with other mods already installed. I have tried every way I can think of, and regardless of my approach, this mod crashes my game. This is especially true after a clean landing on kerbin, and then clicking to retrieve the capsule.

    I have a good pc, and ill post the specs below. Mod looks like a great one, but I apparently can't use it for some reason. Also, I'm posting the top of the error report created for the crash if it is of any use. If you have any suggestions, and I haven't tried them, I'm willing to try. Otherwise, I still say this mod looks great. Thanks.

    Error: Unity Player [version: Unity 4.5.5f1_7684ad0c5a44]

    mono.dll caused an Access Violation (0xc0000005)

    in module mono.dll at 0023:1011926a.

    Error occurred at 2015-01-17_153612.

    F:\GameInstalls\KSP64bt\KSP.exe, run by Area51.

    43% memory in use.

    0 MB physical memory [0 MB free].

    0 MB paging file [0 MB free].

    0 MB user address space [111 MB free].

    Write to location 00200000 caused an access violation.

    PC Specs:

    OS:Win7 64Bit.

    Processor:Intel i7-4820 Quad Core/Hyper-thread 3.7Ghz-3.9Ghz(auto overclock/boost).

    RAM:16Gig 1600 Mhz.

    VideoCard:Nvidia GTX 780 3 Gig.

    HardDrive:Solid State 256 Gig(+3 1 Tb drives for back-up).

    SoundBlaster Recon Sound Card.

    NIC Wired/Wireless Card.

    Liquid Cooling.

    Have you tried running it with OpenGL? When I first tried OPM, EVE and Astronomers Pack in KSP x86 I ran out of RAM even with aggressive ATM after a few minutes in game. With OpenGL I can play OPM with highres-textures and Astronomers Pack with high/mediumres textures without ATM.

  5. Added some auroras to the planets and a small glow to Slate.

    Here's the config if anyone wants to try it out. It requires EVE and Astronomer's Interstellar pack.

    https://www.dropbox.com/s/82sz43jk6ylqjeg/13%20Astronomer%27s%20Outer%20Planets.cfg?dl=0

    Thanks for the config it looks absolutely amazing! Landed on Ovok today and watched the clouds around Sarnus pass by for a few minutes. Just WOW!

    Since I updated to OPM 1.4 I don't see clouds around Urlum or Neidon anymore. Can anyone confirm this or have I broken my install?

  6. Hello everyone!

    At first a very big "thank you!" to the developers for this awesome game, I had very few games that sucked me in that hard for such a long time. Keep up the great work!

    So I finally managed to join the forum after about a year into KSP. I started with 0.20 last summer and a few month later after visiting all the planets and moons (except the Joolian moons) I tried some mods, mostly visual and HUD mods like EnvironmentalVisualEnhancements, AlarmClock, EnhancedNavball, ... but also KSP Interstellar. Since 0.22 I play the career mode without any mods until the stocktree is finished, afterwards I include the mods. Since two weeks now I can fully enjoy the beauty of the planets in 64 bit without texture reduction :D. At the moment I try IVA-only flights with RasterPropMonitor.

    I often read that KSP brings people into science, which is great I think (because science is great!) but for me it's a bit upside-down. I was and still am into science quite a while before I started playing but the game and the (modding-)community also inspired me to learn how to use blender/unity/gimp. I've done some little things and few animated parts but I'm really horribly bad at giving them a soul (texturing). So there is still a long way ahead.

    None the less KSP changed my priorities in science. I now keep my eyes open for space-related projects at the univeristy :wink:.

    Also I have a few maybe stupid questions:

    1. I would like to make a lab coat with the KSP logo on the back (https://i.imgur.com/u1Ew63n.png) to express my love for the game but I'm not 100% sure if this allowed due to copyrights etc. I looked up the Fan-Art rules but could not find anything in detail.

    2. Is there a list with company names being used already? I have an idea but don't know if that name is already in use by someone.

    3. I want to help improving the game but also not to slow the development down with useless crashreports. So whenever the "would be very helpfull to the developers if you send in the crashreport" message shows up I'm unsure what to do. I don't really need support for myself because the game is not finished yet, crashes happen and I learned to make backups of my savegames (the hard way :() but also I'm not able to judge if the report is usefull or not ...

    At the end a little apology to to the linguist for my english skills.

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