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Posts posted by Eudae55
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Hi Proot
Thanks for investing the time to make what looks like a fantastic visual mod.
Perhaps others can help me here, but on a 100% fresh install (via steam) with no other mods it seems the scatterer part is not working for me.
I'm on Windows 7 64bit OS running KSP in 32bit. (Tried OpenGL and DX11 arguments but it didn't make any improvement)
I used the link that was posted a page or two ago to download KSPRC as the new version had not been uploaded to Curseforge etc at that stage. Are there issues with that version?
Here is an example of scatterer not functioning correctly:
Does anyone know why scatterer might not be functioning?
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Tekto does look very good in those images in the OP. You've created a really cool aesthetic with the clouds there.
I might mention that Titan in real life is too small to support the multiple weather cells that Earth has. Instead, it has a single planet-wide weather cell where warm air rises in the hemisphere experiencing summer and flows north or south depending on the season to the opposite pole where it cools and sinks back down to sea level.
https://en.wikipedia.org/wiki/Climate_of_Titan
If you are intending to make your Tekto analogous to the real Titan, then Earth-like cloud maps probably won't do it.
PM me if you have any questions btw
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On 03/12/2015, 18:34:09, Proteus said:
plock got the same texture like vall? what?
As above, its just a temporary texture. Plock and its moon should be here soon. There is just some testing left to do to make sure they work in game.
Below is a render of the two upcoming bodies if you're curious. They won't look exactly like this but you get the idea.
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From my point of view, a hole that giant is a tad unintentional. I can edit the heightmap a touch to fix that issue for the next update
Regarding the giant scaled space problem, did you erase the kopernicus cache so 64K versions can be generated on start-up? I'm not a kopernicus expert but that might address the problem you're talking about.
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If you're already creating mock-ups of the Pluto analogue, is it fair to assume that moons for Niedon are ell under-way? Or will you be releasing the Pluto analogue before the Niedon system?
The only body left for me to make is a Charon analogue. The moons of Neidon have been made already, though there's some testing to do before we release them.
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For anyone interested, here is a mock-up using a prototype texture of the Pluto analogue.
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Neidon moon name confirmed!
Oops.
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Hi, I have had a good look through your config and have managed to work out mostly how it is working (the .cfg only, coding the .dll is beyond me) and have managed to adjust the values to generate a 6.4 scale Kerbol system that seems to work quite well.
I'd like to ask for assistance however in working out the PQS stuff as I have no idea how any of that works regarding landscape sculpting. My 6.4 is flatter than flat, the 'mountains' may be grey but they are little more than lumps in the ground ... and KSC is now an island. The 0.90 version of 6.4 was flatter than stock, but not to this extent, I have raised the atmospheres and the science boundaries to match the 0.90 version but the terrain eludes me .... halp?
This perhaps isn't the right thread for this sort of assistance, though as the rescale mods (including RSS) are going through a transition period to Kopernicus, there isn't yet a clear place to ask this apart from the Kopernicus thread.
What I can recommend is that you both insert PQS height deformity mods (look in the Kopernicus thread or the configs in Outer Planets Mod for examples) into the rescale config as well as adjust the contrast of the actual body heightmaps. That might get you the result you are after.
I plan to do the above to the bodies of Kerbol 3.7 when I get the chance.
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Any experiences with FAR or DRE and how they play with the resize?https://www.reddit.com/r/RealSolarSystem/comments/374svv/dre_in_sky/
This thread might be helpful to you
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Looking great, some questions though:
Have the "science altitudes" (flight, space low, space high etc.) been adjusted?
I cannot find anything in the config files, but I have no experience with these kinds of mods.
How has the atmosphere changed?
At this time, terrain max altitudes have not changed and thus don't require the space/low, space/high etc to be adjusted.
I have not changed atmospheres yet as they would only change by a few km. Assuming that a x10 scaled Kerbin has the exact same qualities of Earth, Kerbin at x3.7 only has an atmosphere height increase of about 11km. Though I guess a 15% increase is non-trivial so if that is something you would like, I can make the changes in the next update.
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FYI - Moho and Tylo are now fully working.
So this means that every planet and moon is working. You may start your careers
My next goal is to tweak each body's terrain settings so that it isn't flattened so much by the scaling applied to it - until then, everything should be working fine
Have fun
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One minor bug, KSCSwitcher has DefaultSite = KSA, but the only site available is tagged as KSC. Might not cause any noticable issues, just noticed it and thought I would mention it.
Thanks for pointing this out. I'll make a fix now.
Edit: Done (see OP)
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this is owersome man! but, to make Tylo and Moho work again I had to remove theyr rescale configs...
They are already disabled in the rescale config meaning the stock scaled ones are present in game. If you happen to know if Kopernicus can remove stock bodies altogether, I might use that technique
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Stock system re-scaled to 3.7 times stock size.
Eudae55
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Overview
This mod came about when I attempted to re-scale Skyrex94's SKY - Scale-up Kerbalism for You mod to only include the stock kerbol system arrangement. Unfortunately, having planets scaled at 3.7 times stock and distances scaled 7.0 times stock means that moons like Minmus lie outside the sphere of influence (SOI) of their parent body.
My solution was to create a 3.7 scaled stock system which was enough of a departure from Skyrex94's original intentions to warrant a new thread.
Features:
- Stock KSC location
- Stock Kerbol system arrangement
- All planets' and moons' radii and semi major axes (SMAs) have been multiplied by a factor of 3.7, while holding stock surface gravity constant.
Download
Release 02 (Megalink)
Future possibilities:
- When Kopernicus gets more stable, being an author from Outer Planets Mod I will probably create a separate download option including the re-scaled versions of the OPM planets and moons.
Credits:
Skyrex94 - For creating the mod that this derived from.
Licence:
CC-BY-NC-SA
This mod includes:
Kopernicus (“Free software (LGPL) licenseâ€Â)
Changelog:
Release 02
- Moho and Tylo are now playable (thanks to KillAshley with this one)
Release 01-3
- Set default KSCSwitcher Location to KSC instead of KSA which was causing issues.
Release 01-2
- Changed Readme wording
- Renamed folder containing rescale config
Release 01
-Initial release -
Thx!
Apologies but I've figured out that a x3.7/x7.0 config won't work because at 7 times the distance, some moons will be outside of its parent body's SOI.
So I'm going to have to make one that is either (planets and moons 3.7, planet distances x7.0, moon distances x3.7) OR (x3.7 everything)
Whats your preference?
Ended up going with a x3.7 stock system rescale.
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Do you have config files with only larger bodies and distances, without moving anything around?+1 for this
Here you go
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Javascript is disabled. View full album
Features:
- Stock KSC location.
- Stock Kerbol system arrangement.
- Everything scaled by a factor of 3.7.
Bugs:
- Moho and Tylo are not working at the moment (writing this on 27-05-2015) - waiting on the next version of Kopernicus to fix this bug.
Licence:
Released under: CC-BY-NC-SA
Includes Kopernicus.
Includes KSCSwitcher.
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Final Comment:
Apologies SkyRex94, I came here with the intention of making a stock system config of your 3.7/7.0 mod but ended up taking away the x7.0 scaling altogether. I'll go ahead and make my own thread so I don't clog up yours.
Forum thread is here:
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Probably another week or two. Dunno. Need moar help though.
If you need assistance with something I can help with, PM me.
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Hi Ven
I've got a problem where the Mk1 Lander Can is un-selectable/immaterial (can't attach any objects onto it) once placed - except when it is placed as the first part of a craft.
My only mods installed are:
Kerbal Alarm Clock
Engineer
Transfer Window Planner
Ven's Stock Part Revamp
Kopernicus
Can anyone confirm this problem?
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Just picked this up, thoroughly enjoying it!
My apologies if this has been covered earlier - approximately how much DV is required to circularize in LKO, and were atmosphere heights changed as well?
It says on the OP but you'll need around 6,000dv. I might get around to making a deltav map of I get the time - that should make things a bit easier.
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Eudae55 - any chance you could upload that configuration somewhere? I've been itching for a system-rescale + OPM config, and it looks like this is the only rescale mod that's updated for 1.0.x.
I only have the Sarnus system in the one I'm playing on - minus Slate and Ovok.
There are a few copyright issues that I will face if I release the one I'm playing on privately so what I'll have to do is make a new config from scratch and release it as a standalone mod with my own textures.
Judging by the number of private messages I've received this is something that people would probably be interested in.
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Hopefully the Moho and Tylo bugs are fixed in the next update of Kopernicus as I wasn't able to get around them when I did my testing.
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I've been having lots of fun with the 3.7x/7x scaling with my own custom system containing re-scaled OPM planets -its the perfect size for me. Thanks for the mod
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Sorry.
I think that no one realizes how involved in this mod I was. If it weren't for me using RSS to edit PQS and kick off the Kopernicus hype, I'm not sure whether or not CaptRobau would've ever heard about Kopernicus. I also was one of the main contributors to Eeloo being moved to orbit Sarnus.
Sorry to rant but I feel a little disrespected lately.
It's okay to feel disrespected/dejected. I'm not sure what why you're feeling this way but at the end of the day we're all modding for a game we love. If we start taking cheap shots at one another whether it be due to perceived competition, bitterness or whatever it might be, we end up tainting the great collaborative atmosphere we have on these forums. We have a great community and I hope it stays that way as it's rare to find.
So let's keep things constructive and positive here
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Uhhh, no he didn't exactly. Porkjet made the texture and Eudae turned it green and added oceans among other things.
I don't recall involving you in any of the work CaptRobau and I have done so I would appreciate it if you stopped posting comments on our behalf in cases like this.
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If you do have luck converting them to DDS, let me know what you did. I'm just using img2dds and it's exception list (I'm on linux, can't run a windows converter).
Converting from .PNG to .DDS using Photoshop:
Note: This requires a plugin for photoshop available from the NVIDIA website.
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Ohhhhh. Does this mean we get Neptune and a few more moons? If so can I make a request for Iaptus? Tried doing that one myself once but it ended.... badly
Kopernicus theoretically allows every body of the RL solar system to be represented, so I'd say it depends on how many they can add while maintaining the stability of the game.
[1.1.2] KSPRC - Renaissance Compilation: artworks remake [V-0.7 Pre Release 3]
in KSP1 Mod Releases
Posted
Apologies. Forgive my ignorance. Thanks for letting me know.