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Tellion

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Everything posted by Tellion

  1. @Fozar check the export box for the desired planet in the Kittopia gui (ctrl + p) and update scaledspace. That should generate at least the .bin file (i think the normalmap too, not sure though) in the KittopiaSpace subfolders. Gravitasi, I figured it out, the .bin files were the cause - apparently the newest Kopernicus does not like old ones, for whatever reason.
  2. Kopernicus planets would not get injected. The last error from Kopernicus in the log is an outofmemory exception, but as your version runs it fine (and I am running ubuntu with 12 gigs of ram) I doubt it is that simple. Should have included the log right away, and thank you very much for your help!
  3. I multiplied the radii by 6.4x on the screenshots. Viewing distance affects it a lot, being very close the occlusion mostly works. About the .dll replacing, I had a question I made some configs to integrate 64K (handled by RSS) with OPM; however the latest update - adding the latest .dll from the main branch broke those configs. Now, this is totally user error here, but where exactly would KopernicusTech handle something successfully that the main branch would fail with? And thanks for looking into all the little bugs
  4. A dll refresh broke them for unknown reasons, unfortunately. I will try to sort this out today; in the meanwhile, using the KopernicusTech dll should make it work, however that means unfixed biomes for now. Edit: Issue is resolved, configs should now work with OPM 1.5.2, edited downloadlink in the original post in the opm thread.
  5. That should be solvable with MM's priority parameters, no?
  6. Well, mine looked different. Not being an overly astute reader of logs myself, ppl will need the whole one, just upload it on your cloud storage service of choice, post it here and eventually someone will identify the cause. Can you replicate it with a clean install + OPM? I am not even sure where dbghelp.dll belongs to, that could be KSP itself, but it could just as well belong to some mod... Edit: Woops, did not think of windows. My player.log is your output.log. Basically this is our "ideal" guide to troubleshooting mods.
  7. Player.log is the most extensive one afaik. Running FAR as well, and have not noticed strange behavior. Tbh, if nothing else helps, remove a certain number of mods at a time to see which interaction causes it. Since many people across different systems and with most likely different mods have not had issues, some weird mod interaction is a good bet. Its a painful path, but every modding player has to walk it once in a while
  8. Whats the last thing happening in the log? I have had something similar today, also crashing right before the start screen. I am running ubuntu, RAM usage was around 10GB when it crashed - turns out AVP on higher resolutions manages to take up gigabytes of RAM ._. No idea how it does that, but naturally, EVE's cloud manager was the last thing operating...
  9. Sigh, the latest version breaks the 64k configs - replacing the Kopernicus.dll with the one from KopernicusTech will restore functionality however. I have not the slightest idea where exactly the main branch kopernicus.dll and the fork's dll differ, what parts of the previously working config the former does not accept so that is that for the moment...
  10. 64K integration configs for the fabulous Outer Planets Mod are done, with some custom changes rolled into 64k itself, take a look at it here.
  11. Alright ladies and gentlemen, the 64K configs are done (sort of). //The RSS config deviates in some aspects from the regular 64K, should that be unwanted, using the RealSolarSystem.cfg from 64K will *probably* work with this, provided you delete the entry for Eeloo. RSS/64K: -TheRealSolarSystem.cfg file is based off the 24h version; the 12h patch should work just fine. -The Mun has a heightmap, no idea if that is good or bad -Minmus is now only 3.2x of it's stock size, its orbit remains at 6.4x -Gilly and Bop have stock sizes, Bop's orbit remains at 6.4x -Gilly's orbit is at 3.2x of its stock size, since the view is more enjoyable this way :3 -Eeloo now orbits Sarnus (hopefully!) -RSS .obj files for Minmus, Gilly and Bop are included, this is important for ScaledSpace. OPM: -All OPM bodies with the exception of Hale have had their radii and semi major axes increased by 6.4x. Hale had its radius increased by only 3.2x to allow for a SOI above of its surface, though it still is pretty darn small. If you want to increase it for easier encounters, hit up ctrl+p, select Hale under “Planet Selectionâ€Â, click “LoadDataâ€Â, and refocus, the SOI should then be at 59km. No, there is no other way -All atmospheric OPM planets with the exception of Sarnus had their atmospheric heights and scaleheights multiplied by 1.32. -The gas giants have the densities of Saturn, Uranus and Neptune with according masses and gravity wells. A flyby of Sarnus means ejection from the Kerbol system, last time I checked. -Hale has a density that should approach somewhat realistic areas, Ovok has its density(but not its size) modeled on Methone. Slate has kept its geeASLvalue, preserving its Tylosan resemblance; and, lastly, Tekto now has Titan's density. -Played a little with the terrain on slate and hale, no guarantees about it being an improvement. -Kittopia/Kopernicus.bin files are included, again, important for ScaledSpace. -Added blank overwrite files for solar power curve and antenna range, those things are being handled by 64k. AVP/EVE //WhileAVP:Interstellar v2 does work just fine with 64K for the most part,there are a few things that do not play together well, so I tried to resolve those as best as I could. -Fixed surface glow layer on the Mun being too low and removed the “Halos†around some of Jool's moons, as well as the cloud layer above Pol. -Toned down lightning on all planets a lot, removed it from Duna, added it to Tekto. As a side effect, the lightning is a lot dimmer. This is hardly ideal, but I have no idea how to get around that as of now. -Clouds work out of the box on the gas giants, made atmospheric haze work there too. Failed to achieve acceptable results with the Haze around most of the terrestrial planets, so I left that untouched. -Tekto's clouds work reasonably well fortunately, however getting the atmospheric haze right will require someone more skilled with EVE than me. Install procedure: 1.) AVP Interstellar V2 (can be skipped if you dont care about the visuals or your pc has trouble with it) 2.) OPM and 64K, do overwrite everything that comes from OPM, do not copy the "BoulderCo" folder from 64k however. 3.) Install the compatibility configs, overwriting everything when asked. If you skipped AVP, just leave out the "BoulderCo" folder. What works: -Sizes, adjusted densities, adjusted orbits -Rings, clouds (sort of), most of the visual stuff from AVP:I, including lightning for Tekto -Solar panels (un-)powered by 64k, RT should also work up to Neidon with the proper dish. Known Issues: -Hale has Gilly's colormap when viewed from close up outside of Scaledspace, but since this happens on the "stock" OPM as well, I did not really bother trying to fix it for now. -Not all parts of AVP work as desired with rescales, and the nonexistent documentation of EVE does not make anything easier, I did try to fix what I could though. What is especially noticeable is massive z-fighting on the gas giants - this is nothing that can be easily remedied by configs I am afraid. If its too bad for you, use Alt+N to open the EVE gui and remove cloud layers until you like it. Do note that there were changes to orbits and radii to several planetary bodies from the last update, so please back up your 200 hour career game before finding out whether this config wrecks havoc on it or not. Download
  12. On my install, the scaledspace version of Bop does not match the actual planetary body, which seems to be spherical. Not sure if anyone else noticed this, but if its reproducible, regenerating the .obj file should fix it. Unless of course, we want something more interesting than a sphere :3
  13. As I see it, we can still use RSS for the stock planets and use Kopernicus for the OPM ones. RSS was never needed for resizing OPM planets; it was however important for doing PQS stuff to them. That way we get to benefit from the great work of all the people involved in 64k while still being able to integrate OPM just fine. I am quite far with doing the 1.5 configs - orbits, sizes and rings are done, but there are some issues with scaledspace and colormaps that I don't understand enough yet to fix them, so I will have to experiment some more to figure it out ._. Oh and thanks for the compliment, very much appreciated
  14. Congratulations on yet another stunning release! Taking a quick look at the regolith configs, is it intended that water is getting added to the atmospheres of the gas giants? Because short of Interstellar, there wont be any engines able to compensate the drag losses, and with Interstellar it is still going to be painful gameplay wise. Using interplanetary resource bands at a low altitude (in space *just* above the atmospheres) seems like a more accessible choice for ISRU around the outer planets.
  15. Now first, thank you very much Gravitasi for taking on this project, the work you do is absolutely magnificent! I just started playing around with the various tools for creating and editing planets and am far from making anything remotely acceptable, but I have discovered a few issues in the meanwhile. I am not sure which of those, if any, are in your power to fix, but I figured asking wont hurt. The first one concerns the sun shining through planets, especially ones that are significantly larger than their templates. This will concern everyone trying to make realistically sized planetary systems, and is especially noticeable on gas giants. The second one is about Kittopia's sphereOfinfluence parameter, it seems like this one does not get applied at game load; however it does get applied when loading manually from the ingame gui. This one is important for everyone striving to make asteroids and small bodies without neutron star densities, KSP's way of calculating SOI's offers no other ways around that in many instances. The third one... you apparently resolved before I had the chance to report here, I fail to recreate it. That one was about planets much larger than their templates disappearing when looked at from an angle. I am blown away, you cannot believe how much that bugged me Whatever you did to fix that, thank you! Here is a small imgur album demonstrating 1) and 2)
  16. I can't offer you any premade solutions, but if you want to do it yourself, you would have to replace the resource names in the mars direct mod's config files (its for stock as far as I saw) with the ones from realfuels. Pay attention to proper mass ratios, you might have to do a little math if you want to get that correctly. If you want to do something more complex, take a look at regolith, that should allow you to add resources like CO2 to atmospheres and then write custom scoops for it.
  17. Since no one else seems to be having the issue, try walking down the painful but proven add-one-mod-at-a-time path to see what causes it specifically.
  18. No need for signing up, the test release is already out
  19. I tested some stuff today and eventually found myself in the atmospheres of the gas giants - the g loads experienced were actually quite friendly in the upper layers. I wonder, what exactly did you experience, and is it reproducible somehow?
  20. How exactly would the orbits be screwed up by a change of rotational speed of kerbin? Getting into an equatorial orbit will require more dV I guess, but once you are in space, I do not see how rotation would interfere with your orbit at all... Since a 12h version is in the making, it will not matter that much, but you should be able to use the 24h version without issue, keeping all your orbits unaltered. Only your geostationary satellites will not quite live up to their names anymore Heh, my pleasure to help!
  21. I am getting a little problem with the KSC switcher: Once I switch to another launch site than the KSC, switching back to it will cause half of the terrain around it to disappear. Is this a known issue, are there any workarounds?
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