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silverfox8124

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Everything posted by silverfox8124

  1. @politas, yes there is, if you still want the 4 layers of cloud, you can go into the textures folder and find the kerbin cloud map file, then open it up and erase some clouds, or if you want to erase cloud layers, just go into CloudLayer.cfg and find the layer you want to delete, then simply delete it, I suggest backing up the cfg before doing that however.
  2. Updated! Kinda, updated description to tell you all about the awesome Functions I've added in for any modders to use! Check it out!
  3. Ah yes, It seems as though I forgot to fix that line when my browser crashed on update. I shall fix it again, thank you.
  4. Lol, let's just say there's some tweaking needed XD It's currently at 64.8C on kerbin's sea level... so yeah XD
  5. @wasml, Firespitter has water launch in it, as well as that one mod that adds different KSC's all around the kerbin has some boat launches/water launches.
  6. @sober667, with this mod it'll be with thermals, which if I model correctly, will lead to you having to plan out your flight path very carefully, just like professional gliders do irl! There's a lot of potential in this mod, and I'm happy I'm getting the chance to do it. Also on note of my recent progress, I just switched from a latlong cell system to a hexcell system like Kethane has. So I'm busy learning how to utilize the grid to it's full potential for weather purposes. After that it'll be going onto doing cell maths and seeing if pressures and temps move around, if so, we have a primitive weather system set up~ Just thinking about it gets me excited~
  7. Also, in the next update, there will be a weather API for any of you who may want to grab weather data for whatever mods you make! It will get better over time as more stuff comes into play, but it's already quite extensive in the amount of data you can grab. Edit: And by API I mean you can do things like: grab the temperature at a specific cell on a specific planet, compare cells, pressures, get the neighbouring cells, tons of functions that can be used.
  8. @tofox, global warming is a major part in our winds and weather systems, and it's not by choice that I'm including global warming in the mod, but by necessity, as with having an atmosphere, the way that black body radiation/emission works, it's just a thing of consequence, it's complicated, and I'm going through a metric .... ton of math to get you guys an awesome mod to play with. One that isn't whimsical and unpredictable, but one that follows patterns and rules and can be tracked and predicted, just like IRL weather can. It's quite the challenge indeed, but it's going to happen one way or another.
  9. I do not feel rushed, don't worry, im taking my time to make sure that things are done right. Im not half-assing much for you guys. Hell even global warming will be a factor in it all.
  10. @Gaiiden, Thank you for your advice, but the way I have it set up, each system relies on the previous, ie: clouds move from the wind, the rain comes from the clouds, the storms come from the clouds and rain and wind. It'll be a while before things really get going tbh, but I'm making small steps every time, slowly growing closer to the final result. As much as we all want the entire system up and running NOW, it just won't be that way. Working on my cells gives me proper structure for weather to happen somewhat naturally, which I will then be able to tell clouds when to form, how fast wind goes, if it's raining, and plenty of other great stuff. Trust me, it'll come in due time.
  11. StevenV, the only problem is that KWS! has FAR as a dependancy, and I build it with FAR as a reference, and because of coding shenanigans, it checks for the assembly version of FAR, which changes every version, so 0.90 FAR is not compatible with KWS! currently. I have an updated version of KWS! myself (as i'm the dev) and it runs just the same, it's just that things are still very much a WIP and unless I see a good chunk of people requesting an update to have compatibility, It might be a while until a compatible 0.90 KWS! comes out.
  12. Boop! Surprise everyone! After taking a bit of a break, I got back into my mindset of modding. That's starting to make good progress, automatic wind is somewhat poopy in that it's random for now, but that will change when I get grid overlays up and running. Currently I'm working on getting some cells for weather data (which will represent points of lat, long, and alt) which will be used to compare data and get a proper direction for wind, (hopefully) natural weather will occur (such as things like cloud cover, rain storms and such) and it will be on all planets with atmospheres! It'll be quite the thing to get up and going however, which means that my mod will be incompatible with 0.90 for the time being, unless I pump out a compatibility update, but it will be not much different than before, and have a few half-implemented features, or would you all rather to wait and have me make an update when I have the cells working good enough to have some decent .... going?
  13. Dear users, followers, supporters, and anyone else who may come across this, Recently I've been contemplating it more and more, and it's finally come to the point where I accept it. My knowledge of meteorology, and the programming required to make this run, is lacking, severely. With such being said, I'm afraid I must put this project in the very least, on hold. This may give me time to gather more knowledge I may need, but mainly, it's a break from all the stress and trouble this is giving me. I've dedicated 2 months of countless hours of effort into it, and yes, it has potential, but potential that I could not achieve, not alone anyways. With that being said, I bid thee all farewell, ~SilverFox8124
  14. @_Augustus_ No, if you read the OP, it'd say "REQUIRES FAR TO RUN" FAR does not work with NEAR, ergo, REQUIRES FAR TO RUN.
  15. @Z3R0_0NL1N3: +5 weather points, your new quest is to look for the girl with the sun in her eyes, tell her golden slumbers await her, then give her this. *gives you a piece of Norwegian Wood*
  16. Update is out! Come and get your fresh from the press Kerbal Weather Systems! 0.5!~ Wow that was a big update!
  17. @CaptainBlue you should be able to in few hours time. Im scheduling release for when i get home around noon today.
  18. Update for you all!~: Sorry for not putting out more updates on my progress, but with the newest release of FAR out, I'm really kicking it into high gear, and you all should see a massive update in the next few days. Such update will include: Custom science module from the anemometer! thermometer + barometer, a camera, clouds now moving with the wind, also with the wind; it's getting closer to being almost fully automatic! This update should be the last you all have to input the windspeed manually. Kerbals on EVA will now be affected by wind. Windspeed is now in km/h! + more that I forget by now X3. Anyways, wanted to keep you all updated on my dev progress, and to let you all know I'm not dead and am still hard at work on bring you guys weather! ~SilverFox8124
  19. Update: With wind patterns changing and being reals different for different planets, I am developing a climate system unique to each planet with atmosphere. With myself not being from the meteorology field, it's starting to slow down progress being made. With such being sad, I am looking to enlist the help of you fellow meteorologists/people going to school currently for meteorology, for help in climate systems, their development, and function. If you meet the criteria and are willing to help, please send me a pm or reply to this message. Thank you <3
  20. Update!: After several days of work, I've finally added in trade winds! They will be coming out next update.
  21. Earlier I showed off my sail in Blender, well, here's the untextured version, in KSP :
  22. Update! I am looking for people with modelling experience who will be willing to collaborate with me in making parts for Kerbal Weather Systems! I'm not one myself for modelling and making parts, and there's tons of code that needs to get written at the same time, so I would very much love to have someone join me in the making of making this mod possible. If you have modelling experience with KSP and have made successful models, and are interested, please contact me either by PM or by reply to this post. Thank you~
  23. Lol, it's ok, you'll get it eventually. Seeing those pictures and neat stuffs actually made my day. I love seeing the community/users of my mod send in pics of the neat creations they come up with, I'd love to have more~
  24. @tofox, your link didn't embedd properly, but I still checked out what it was supposed to be, and damn that is some neat ..... Do you mind if I add that to OP as a cool "Users Submissions" Section?
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