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Everything posted by Tellion
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Yea, I was actually wondering if Ovok would have the same problem, it seems like it does not though. Probably because its density was increased about threefold. With the last config I could land on Hale, Ovok and Slate without issue, so I hope that we have that sorted out now. Oh, and the MM config for biome removal does not seem to work for me either, not many other mods on the test install to interfere as well... Weird ._. Edit: Olympic, did you take a look at the biome map in the debug menu?
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Sure! Ksp calculates SOIs this way: r = sma(m1/m2)^(2/5), where sma is the semi-major axis, m1 is the mass of the orbiting (smaller) object and m2 is the mass of the orbited object. Change either Sarnus' mass, or Hale's radius and/or mass in the system.cfg in Kopernicus/Config/. I would recommend going for a 19.2km radius with a surface gravity of 0.008g, that will enable you to actually orbit the thing. --------------- Update time! Several smaller changes: -Hale is now at 3.2 times original size - still larger than Gilly but small enough to actually have an SOI that extends *above* its surface! Overwhelming feature, I know. Also it is ridiculously dense now. -Terrain of Slate and Hale changed to be more interesting and less flat! (Read: I played around with some values and have no idea what they are doing, install at your own risk :3) -Sarnus has an Optional Cloud config for use with AVP: Interstellar, with auroras and all. Thanks to tygoo for giving me some hints with that! Download I also made a Regolith config to add Hydrogen and ArgonGas to space *just* above the atmospheres of all the gas giants, without some editing it will only work with RealFuels though. Also it may be unenjoyable gameplay wise, since it is slooow (one Karbonite particle collector can produce about 20L of LqdHydrogen per orbit around Jool, it needs a converter to liquefy it though. A stockalike RF NTR burns through 880L per second ) Also the gravity wells around the gas giants are so deep that it might not pay off at all to even attempt harvesting resources from them in the first place, I have not done the math yet. Basically, if you plan on harvesting Karbonite, this will be much more inefficient. If that sold you (lol) I will gladly share the configs
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Ah, thank you very much! I thought you always needed those Yeah, it really is damn annoying. Since it does not seem to happen with Jool I guess its Kopernicus, but Kopernicus seems a little deserted atm, so no quick fixes there ._. Also, I think I screwed Hale up. Due to the way the game calculates SOIs and collisions, making asteroids with realistic densities seems impossible. What happens right now is that even as you approach Hale, you will not get an encounter. Even when you fly straight at it, you will actually clip through the terrain, *then* get an encounter, and, as soon as you have it, KSP realizes that collisions are a thing and explodes your ship ;D I will be fixing that soon.
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[WIP] Mining and Processing Extension [KIMP] resumed
Tellion replied to riocrokite's topic in KSP1 Mod Development
This is awesome -
Do you have the *absolutely* latest version of KJR from ferram's github? Because that is what is usually suggested in the KJR thread
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Tellion replied to cybutek's topic in KSP1 Mod Releases
Same. Easily reproducible with engines from the NFP pack. -
Meh, disabling the biomes via MM does not seem to work (or, more likely, I am missing something), so I will toss this here: @Kopernicus { @Body[Hale] { @Properties { !biomeMap {} !Biomes {} } } @Body[Ovok] { @Properties { !biomeMap {} !Biomes {} } } @Body[slate] { @Properties { !biomeMap {} !Biomes {} } } } Notice any issues with that? A more brutish method would of course be replacing the system.cfg, but that is less userfriendly than a MM patch.
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Personally, I would absolutely love something like that too, but it surely is quite some work to make a proper documentation for all of them. Some information can be found on NathanKell's github and some is also buried in this thread and others. Also *somewhere* there was a download floating around containing all the PQSMods in the default planets - though that is obviously not helpful in understanding how to use them precisely ._.
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Most likely a long one indeed, since even though it has huuge potential, no one seems to be actively working on Kopernicus right now :/ If you need the old biomes (I can totally see why ovok would be less of a concern than minmus with regards to biomes for example) maybe we can come up with an MM config that disables them in the meantime.
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Same thing happened with biome maps on the Outer Planets mod (i hope its not the heightmaps as well ._.) And not that I know of yet...
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[0.25] Astronomer's Visual Pack - Interstellar V2
Tellion replied to Astronomer's topic in KSP1 Mod Releases
Personally, I had the same issue with ATM and could not find a way around it - except for 64bit linux. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Tellion replied to bac9's topic in KSP1 Mod Development
Thank you very much for this great mod, it is getting better and better with every update! -
@Drakoflame Not having any idea of modelling myself, I would first look in this thread here ---------- I have encountered an annoying bug where an upscaled planetary body will disappear when the center of the camera is in some distance to the center of the body, which is limited to rescaled planets added by kopernicus (resizing jool with RSS does not produce the same issue) I am by no means an expert on the subject, but it seems to me that KSP or Unity use another value/template for the deciding what to display when, one that does not get upscaled, leading to removal of objects from the screen that are not supposed to be removed. Something possibly related is Kerbol shining through large portions of the resized (and to a smaller extent, unresized) planets, though that only seems to be worse here than in stock. If I am understanding this correctly, is there any possibility to fix this? Any input is gladly appreciated.
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But surely, there could be a way found around that
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I lol'd at that
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@Drakoflame The wonderful thing about KSP is, that you can mold the game into what you would like to see from it. Familiarize yourself with the basics of ModuleManager (which is great) and take a look at other people's configs, you will get the hang of the basics in no time. So, to (not quite :3) answer your question, here: @PART [*]:HAS[@MODULE[ModuleRTAntenna],!MODULE[ModuleCommand]]:NEEDS[RemoteTech]:Final{ @MODULE[ModuleRTAntenna] { @Mode0DishRange *= 6.4 @Mode1DishRange *= 6.4 @Mode0OmniRange *= 6.4 @Mode1OmniRange *= 6.4 } } is an example from 64k, a mod that resizes the kerbol system to 6.4x scale. Now, you could just use that, or you could try to make your own. If you go with the latter option, I am sure you will not regret it! Oh, and remote tech transmission speed is c, so if it is supposed to be realistic, there is no way to go faster than that
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Tellion replied to cybutek's topic in KSP1 Mod Releases
I can provide that. Player.log and screenshots about the issue. This is definitely tied to the OuterPlanetsMod, maybe in KER, maybe on their end or in Kopernicus, but I bet you can tell us why its happening Basically, selecting or having any form of biome readout kills whatever window that should display it, though some people in the OPM thread are talking about krakens too ._. -
Yeah, it should definitely mention something in the output.log. When I was looking for that TR bug, I had like 1200 mentions from kopernicus, its not like that one does not give anything away
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Tellion replied to pingopete's topic in KSP1 Mod Development
Pingopete, when using EVE overhaul with planets as large as the real ones, you must have encountered some massive z-fighting, or not? If yes, do you see any way of dealing with or avoiding it? And what about Kerbol/Sol shining through planets? You must have quite a lot of experience with altering the visuals of KSP, that is why I am asking. Oh, and needless to say your work is absolutely stunning! @Hattivat Ctrl+Shift+x is your terminal formula for shortcuts, so ctrl + shift + v to paste for example -
Apart from some ddsified textures, that was all i turned up with ._. After that i am out of ideas. Go through the logs, search for your planets name, or name of textures associated with it. Maybe something interesting is mentioned there.
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[0.25] Astronomer's Visual Pack - Interstellar V2
Tellion replied to Astronomer's topic in KSP1 Mod Releases
This is a set of configs and textures, depending on several mods to be implemented in the game. Fortunately, those mods are all functioning in 0.90, so this works splendidly -
Do you both have TextureReplacer installed? We had that issue with the latest version of OPM, turns out TextureReplacer was unloading maps from kopernicus, causing RSS to skip doing whatever magic it does. Add exceptions for unloading in the @Default.cfg, or download the latest version - shaw already added the exceptions to the release.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tellion replied to Ven's topic in KSP1 Mod Development
Well, for that issue (e.g mods wanting to use squad textures and users wanting to use as little memory as humanly possible) we would either need the override install method again, so the new parts now also get ven's textures - or you need to write an mm patch for every part that needs it. Maybe there is a more elegant solution though, my skill with MM is limited.