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Poodmund

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Everything posted by Poodmund

  1. I can't see the source code either, its just a hosted .rar on GitHub.
  2. KSP is only ever interested in the connection between 2 points at any given instance. If you're trying to consider a relayed link from the DSN to a Relay Sat and then onto an Endpoint Sat, first calculate the link between the DSN and the Relay Sat... say signal strength here is at 60%... then calculate the signal strength between the Relay Sat and the Endpoint Sat.. say the strength between these two is 80%. The resultant strength is multiplicative, 60% * 80% is 48%. Note that for control you only ever need a greater than zero signal strength.
  3. They can... but more importantly in OP's perspective it just comes down to using heightmaps that actually have any kind of semblance of reality. You can generate fairly good looking underwater maps with free and existing tools:
  4. Yeah that's kinda what I was thinking. I remember that Ven's Stock Revamp used to have something like this back in the day by running separate batch files to either rename the file extension of all the affected stock assets to stop them loading or renaming them all again to revert the change.
  5. ^ This. I would prefer it to be included in Final Frontier as an extension of OPM as I don't really have any interest in supporting it but I don't forsee that happening... so at this moment it will just stay as is included in the 'extras' folder in the download.
  6. You should also consider a save downgrader too. That's usually the 'save killer' when people try to go the other way.
  7. The CKAN metadata points to SpaceDock so whenever the SpaceDock version gets updated, CKAN will follow shortly after.
  8. There are also custom solar panel modules out there that exist in mods i.e. Near Future's curved solar panel module so make sure you've catered for those. As far as I can remember, the old, old implementation had catch alls for these. Is there potentially something that can be made to parse a persistent.sfs file and either convert or revert all the existing solar panel modules on vessels? I think this was the most headache inducing thing for other mod developers when they would receive bug reports as people would report pre-existing vessels from their game having nonfunctional solar panels either after installing or uninstalling Kopernicus.
  9. Please consult this thread as to how to post the relevant information:
  10. I've fixed and pushed changes to the Space Dust configs, if you were trying to test/review them please re-download the resource configs.
  11. They also do not show up immediately for the Outer Planets as they do for some of the stock planet resources, they will take time to discover when being targeted by a telescope, as per the Space Dust mechanic.
  12. Anyone willing to test Space Dust configs, the first pass has been committed if you wish to download the resource configs manually for testing: https://github.com/Poodmund/Outer-Planets-Mod/commit/5eacd3f7f467a77cbefcee1b7cc2f7443b3d7a59 Please leave any feedback here: https://github.com/Poodmund/Outer-Planets-Mod/issues/47 EDIT: As a general rough guide for some of the resources, I took Nertea's stock planet abundance values and then factored them as such: originalAbundanceValue * ( newBodyResourceAbundance%byVol / originalBodyResourceAbundance%byVol ) * ( newBodyASLDensity / originalBodyASLDensity ) but it should be noted there were some liberal thoughts as to buffs and/or nerfs here and there for variation and gameplay.
  13. So any body with a magnetic field will have some form of a Van Allen belt which could house antimatter.
  14. I have ultimately decided against this as there is so much historic material that exists that is based on the pre-existing atmospheric models. To keep the exospheric bands tight'ish to the planetary bodies, similar to Jool, they will start where the atmosphere ends, effectively. You can see the Space Dust support plans here: https://github.com/Poodmund/Outer-Planets-Mod/issues/47
  15. Congratulations Ktosiu, as you have requested this feature in OPM I am currently in the process of fulfilling your request. Any more requests? As a side note, I am changing Sarnus', Urlum's and Neidon's atmospheres for the next release. Their max atmosphere heights will be reducing significantly as their atmospheres extended 100s of km above their surface at incredibly low density amounts i.e. >1kPa so I have curtailed their atmospheric curves to 1) Allow for exospheric resources to exist at lower altitudes without being inside the 'atmosphere' and 2) it should allow users to use higher warp speeds at lower altitudes as you won't be considered to be inside the atmosphere anymore.
  16. Because its on GitHub. GitHub is pretty fast, pretty reliable and has support from one of the wealthiest and most powerful software companies in the world.
  17. Outer Planets Mod v2.2.9 Added LiquidFuel as a mineable resource in Tekto's oceans. Fixed contracts from spawning requiring players to drill Ore from gas giants. Increased Neidon and Plock's (plus moons) Science Recovery Values slightly to increase their contract duration times. Hopefully this increase in potential science gain around Neidon and Plock will not unbalance the tech tree progression rate. https://github.com/Poodmund/Outer-Planets-Mod/releases/latest
  18. 2- allowing the user the single person using the CurseForge client to download and install the mod automatically with the CurseForge client EDIT: I didn't realise you released an update 4 days ago. Something.. something... CKAN didn't notify me so I was completely unaware.
  19. GameData\SigmaDimensions EDIT: Fixed.
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