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KSP2 Release Notes
Everything posted by Poodmund
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In your configs, could you just refer to the texture path within the OPM-VO folder? Then there would not be a case of additional, large textures being loaded taking up resources. Also seemed like the textures were horizontally flipped as the some of the cloud patterns appeared as if they were leading with the trails rather than the front edges (might have been an issue with my original textures or may be a DDS flip issue). For reference, the atmosphere on Thatmo is INCREDIBLY thin, even in my original implementation the atmospherics were too pronounced. There would definitely not be clouds, maybe just a small haze on the horizon, similar to what we saw with the Pluto New Horizons images.
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If your mod is just configs i.e. you install OPM-VO and then install your configs mod over the top... then absolutely go ahead. Its your work! I couldn't stop you from doing so even if I wanted to. For full disclosure, please do so! I'd love to see it. In other news, my hard drive with all my OPM-VO work on it failed and its gonna cost a upwards of £400 to even attempt data recovery. This project may be officially a goner.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Poodmund replied to stupid_chris's topic in KSP1 Mod Releases
What would happen if you changed these values: https://github.com/ChrisViral/RealChute/blob/master/Output/GameData/RealChute/ModuleManager/Stock_RealChute_MM.cfg#L213-L216 To these: https://github.com/PorktoberRevolution/ReStocked/blob/master/Distribution/Restock/GameData/ReStock/Patches/Utility/restock-parachutes.cfg#L28-L31 Would that work? -
[1.12.5] Restock - Revamping KSP's art (August 28)
Poodmund replied to Nertea's topic in KSP1 Mod Releases
Yeah, the reasoning behind that is that they do not have the ModuleCargoPart module. Probably something I could/should look into. Thanks for bringing it up. The KSP Part Volumes mod will work to fix this but, by default, it is set to not add this module to fuel tanks. You can change that in the mod settings, as listed in the mod's OP: -
Freedom - A Kerbalized Assembly of Space Station Freedom
Poodmund replied to Toaster355's topic in KSP1 Mission Reports
I prefer the Deep Star Map. These shots are incredible by the way, thank you for sharing.- 63 replies
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Its literally like a few hours worth of work to resolve a lot of these issues by a responsible webmaster. Do we not have a dedicated forum webmaster anymore? There's been a few issues popping up over the past month(s) with no movement.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Poodmund replied to Nertea's topic in KSP1 Mod Releases
I can confirm this behaviour with the 1.875m Mk2 Pod. Stock 1.12.5: ReStock 1.4.3: You can see that with ReStock installed, the Mk2 Pod experiences a sharp 15-20 degree angle of attack pitch when not being occluded by the heatshield. It experiences this angle drift from retrograde all the way to the surface. Looking at the config files I can't see any reason as to why this would occur, the the models/transforms in Blender. -
KSP2 AMA Series - Chris "Nertea" Adderley - Answers/Transcript
Poodmund replied to Dakota's topic in KSP2 Discussion
Ah, so it was the allure of a fuller vocabulary that drew you to Quenya, rather than any Middle Earth bias! I should have known – after all, even John Ronald Reuel knew that when you're picking an Elvish language, it's quality over Quendi-tity! ... I'll get my cloak. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Poodmund replied to Nertea's topic in KSP1 Mod Releases
You have some shady ass version of a Module Manager tampering library installed. Bin off that weird bootleg copy and only install the proper version: i.e. delete the following files and give it another go: Kerbal Space Program\PartDatabase.cfg Kerbal Space Program\Physics.cfg Kerbal Space Program\GameData\666_ModuleManagerWatchDog.dll Kerbal Space Program\GameData\ModuleManager.4.2.2.dll (you only need the latest version of MM installed, you can delete the old version) Kerbal Space Program\GameData\ModuleManager.ConfigCache Kerbal Space Program\GameData\ModuleManagerWatchDog (whole folder) Also I have no idea what patches you have in Kerbal Space Program\GameData\Custom_FARAeroData.cfg but its a good idea to get rid of it to test this. Then try it all again and that should effectively give you a fresh instance of KSP with only FAR and ReStock installed with the necessary dependencies. -
Weird forum behaviour - ipsLayout_sidebarright bug
Poodmund replied to Poodmund's topic in Kerbal Network
Any comment on this? @ManeTI? -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Poodmund replied to Poodmund's topic in KSP1 Mod Releases
No more additional bodies, correct. -
Well... if ScrapYard requires Contract Configurator as a dependency (which the above issue would suggest) then it would have been helpful if Zerokerbal could have stated as such on the NetKAN metadata when they last updated it in January. [snip] https://github.com/KSP-CKAN/NetKAN/commit/e058d3de5db4c7215dc3dee4bae12720bd7cc9d2
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Poodmund replied to Poodmund's topic in KSP1 Mod Releases
As its not an OPM issue but an AVP issue, you probably want to ask in that thread as you'll more likely receive support to resolve the issue. -
I find the best way to resolve these kind of things is involve an interested party, such as JonnyOThan, and also discuss it directly (as a party) with the CKAN team, typically on their Discord. That way, you have an enthusiastic stakeholder that can sort out the pull requests for the NetKAN files, you as the subject matter expert on dependencies and intricacies of setup, and the CKAN team who know their system and eventually get to know your mod and its setup through handling of the files. Honestly, its usually just a lack of communication with the CKAN team (who are very nice and helpful people) that lets situations like this occur.
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https://ksp.lisias.net/blogs/rants/on-CKAN/b9-pwings-fork/part-2 Can you please remove my name from your loveing website.
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What is keeping you from starting your KSP2 Mod?
Poodmund replied to LuxStice's topic in KSP2 Mod Discussions
There was some sentiment early on in the thread that 'things' such as Module Manager should be handled first party. I couldn't disagree more. Having a first party mod loader available is great as it gives all modders a keyhole for interoperability but tools like Module Manager, these absolutely should remain 3rd party as it allows for the modding community to be completely agile in the way these tools are developed and evolved to cater for, potentially, the fast paced needs of the modding community. Intercept Games should not take on the responsibility, for example, for being in control of the niche needs of the modding community that they do not require for their 1st party title because they are not the ones with the interest. The modding community is. They provide the platform, we provide the agile, customisable tools. I can't be bothered to engage in a back and forth on the matter so I won't be. -
I am experiencing a weird issue with the KSP forums (this is all experienced in Chromium based browers i.e. Edge, Chrome, Brave etc.) I think it was since around when the KSP2 bug report subforums were added but cannot say definitely but I am seeing an odd behaviour on the forum pages that do not have any child sub-forums where all pages will load with like 15-20% of the right hand side of the page empty and then after a second it stretches across to fill the gap. This delayed shift happens on all forum pages. Its something to do with element: forum.kerbalspaceprogram.com##.ipsLayout_sidebarright ... as if I block that element, the delayed shifting stops but then this happens on all forums that do not have any child subforums. So to summarise, blocking the front page sidebarright fixes the delayed stretch issue but then breaks the width of forum pages where no further sub-forums sit underneath. Is anyone else experiencing this?
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[1.12.5] Restock - Revamping KSP's art (August 28)
Poodmund replied to Nertea's topic in KSP1 Mod Releases
What parts are the micro parts? -
[1.12.5] Restock - Revamping KSP's art (August 28)
Poodmund replied to Nertea's topic in KSP1 Mod Releases
The vanilla part colliders were used for the vast majority of the ReStock parts so there should be minimal impact. -
How to Adapt Rocket Parameters to 2.7x Scale
Poodmund replied to lec--'s topic in KSP1 Mods Discussions
With respect to the larger part mods such as BDB, Tantares, Nertea's suite of mods, they are actually balanced for a scale around 2.5-3.2x. The vanilla parts are also pretty well balanced around this scale too, which you can tell because at this scale with vanilla parts, your rockets start to look the actual size/shape of real life rockets for their payload size. Knowing this, you can refer to these parts and balance accordingly if it is easier to do this way. Otherwise it can be a lot of calculations... I'm not sure that there is a public 'calculator' sheet for this. -
Developer Insights #20 - Here there be Drag(ons)
Poodmund replied to Intercept Games's topic in Dev Diaries
I can attest to that! -
For reference, @Dariusthedoggie, the preference referenced above is pretty much only shared by the poster and the user who liked the post... almost all other mod developers within the community support CKAN and would prefer not to interact with Curseforge, so I would suggest to not just listen to those who shout the loudest. Try both. Pick your poison.
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Subforum Changelog
Poodmund replied to Dakota's topic in KSP2 Suggestions and Development Discussion
This all looks very promising. EDIT: Also, Dakota, I am aware that I just gave you 1337 post reputation points.