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Everything posted by Poodmund
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
To expand on Galileo's response, it changes the max LOD/Level of Sub-divisions of the PQS mesh on the bodies, basically giving the mesh more tris as you get closer to the surface. In the settings file instructions you'll see that we are asking you to paste in level values for each body. You can see what we mean by the values of the levels as described in this video by ex-developer Mu: https://youtu.be/mXTxQko-JH0?t=32m42s- 7,371 replies
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CommNet Signal Strength Calculator & Antenna Selector
Poodmund replied to Poodmund's topic in KSP1 Tutorials
I don't have a spreadsheet set up with the RSS data, sorry. Update! I have added in functionality to that the stock system calculator so that it can differentiate between the Direct signal strength and Relay signal strength when considering Control Points that are using a combination of Direct and Relay antennas. Check it out, let me know if you find any bugs. P.S. I consider a connection with the DSN to have a Relay connection range of 0m because a connection with the DSN (KSC) is always a Direct connection. Link- 86 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
Lili's Equatorial Ridge biome is also called its Equitorial Ridge too... we English R very good.- 7,371 replies
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@Red Iron Crown, these seem to be broken again.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
Huge image dump incoming! Here's a catalog of the events of my first manned trip to Ceti doing an Apollo style mission on a SLS-like launcher. Gallery Link: Here I hope you enjoy them.- 7,371 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Poodmund replied to nightingale's topic in KSP1 Mod Releases
Is there a way to output a list of all the stock contact parameters for a specific contract group i.e exploreBody to a debug log?- 5,206 replies
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Its basically like what you said, either you've already met the orbit in a rough position and now you're figuring out what resonant orbit you need to burn to achieve the correct positioning for a symmetric constellation of satellites or its handy if you've already set up your network but its become out of alignment. You can say, "oh, one of my sats has drifted 20 degrees out of phases, what resonant orbit do I need to set to put it back in place" kind of thing.
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@linuxgurugamer, it seems LSM is pulling tips from Contract Pack config nodes into the Loading Screen tip messages, i.e. both: UrlConfig { name = Strategia type = CONTRACT_GROUP parentUrl = Strategia/Contracts/Strategia url = Strategia/Contracts/Strategia/Strategia CONTRACT_GROUP { name = Strategia displayName = Strategia minVersion = 1.17.0 agent = Strategia tip = Strategizing... } } ... and UrlConfig { name = ExplorationPlus type = CONTRACT_GROUP parentUrl = ContractPacks/ExplorationPlus/ExplorationPlus url = ContractPacks/ExplorationPlus/ExplorationPlus/ExplorationPlus CONTRACT_GROUP { name = ExplorationPlus displayName = Exploration Plus agent = Exploration minVersion = 1.21.0 disabledContractType = ExplorationContract tip = Being "Explorery" DATA { type = int returnHome = Random(1,3) } } } Insert the loading screen tips, 'Strategizing...' and 'Being "Explorery"' in the roll of loading screen messages. I was going to raise an issue on the Git repo but it seems they are disabled(?).
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
https://github.com/Galileo88/Galileos-Planet-Pack/blob/master/README.md Known Issues Section, last point on the list.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
Nice rover. I just put a biome scan probe up into orbit. Its a lot more probe'y this time, I hope its more to your liking. ... Gael looks pretty darn stunning.- 7,371 replies
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I had a similar thing with resonant orbits that was queried about recently be someone who "doesn't like doing the maths" where the issue was determining the resonant fraction that their orbit needed to be to position their satellite correctly. I set up a quick Google Sheets to solve the issue: https://docs.google.com/spreadsheets/d/1ZEckmqo7aDPG2ihkM1CuvV9-DCYCt5cBu7leaHrVg1Y/edit?usp=sharing If you feel any concept in that sheet would be worthwhile integrating feel free to copy or reference it in its entirety as your current tool is great.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
Well.. seeing as we got v1.5.x out the door, I actually got around to playing in well over a year. Meet the inaugural Gaelean Space Station module:- 7,371 replies
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Random System Generator app - Textures/Configuration issuses
Poodmund replied to Bill2462's topic in KSP1 Mod Development
The whole "Grey" moniker doesn't really make sense though as you can have any information in the Red and Blue channels when using DXT5, typically solid white or black, giving the normal map a very pink or very green look respectively. It will still function exactly the same. Saving an image as DXTnm does this automatically as it blanks the Red and Blue channels. It should also be noted that KSP renders the ScaleSpace maps on the sphere from inside, like a 1st angle projection, which is why the planets look to be flipped horizontally in KSP to how they appear in your imaging program. Due to this, inverting the X Axis Tangent Space may be required. Theres a good couple of articles here: http://wiki.polycount.com/wiki/Normal_Map_Compression & http://wiki.polycount.com/wiki/ChannelPacking#Swizzle -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Poodmund replied to Waz's topic in KSP1 Mod Releases
Hmmm... so basically its not a viable proposition. The general idea was this: To try and get a very localised amount of smoke that is locked to the bodies rotation so that they always stay in place. Its just you couldn't even see the particles from the KSC which is located only a short distance away. I guess as all layers are populated across the whole sphere, having a very densely packed amount of volumetric particles is always a bad idea... you're going to see FPS loss even on the other side of the body? -
[1.3.1] Imperial Planet Pack v0.6 [Alpha]
Poodmund replied to The Cuttlefish Empire's topic in KSP1 Mod Development
Not sure if you're just trolling by this point.- 117 replies
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Poodmund replied to Waz's topic in KSP1 Mod Releases
... but in this instance I would want a very focused area of clouds that remains targeted at a very specific location on the surface. I am using a cube map with 5 blank faces and 1, 2048x2048 face with just 1 pixel at the center where the clouds are to be rendered. I can then orient this cube map around the body to locate at the exact coordinates I require on the surface to get a very specific and concentrated area of volumetric particle clouds to occur, however, as stated above, they only appear when very close. Presently, they will only "pop-in" when the camera is in close proximity (area being around 4km) but what I would desire is the ability for these clouds to render when the camera is far away in the X & Z planes (?), basically further away when on the surface,. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Poodmund replied to Ger_space's topic in KSP1 Mod Releases
Its really easy to replicate, just launch a pod on the pad and then spawn a static and start moving it at 25 increments away until the camera goes to black. To get round it I just spawned an OP rocket with infinite fuel and no crash damage and flew to where I wanted to place a static. It seems like a fundamental limitation of KSP's camera though. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Poodmund replied to Ger_space's topic in KSP1 Mod Releases
@Ger_space, whilst getting the GPP 1.5.0 update prepared I was having trouble with placing statics when the static was moved far away from the active vessel, the camera would fail and the screen would go black. If you moved the static back towards the vessel the camera would come back and would render properly again. Is this a known issue? -
Random System Generator app - Textures/Configuration issuses
Poodmund replied to Bill2462's topic in KSP1 Mod Development
Unity handles normals a bit funky, this thread has some great info though: -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Poodmund replied to Waz's topic in KSP1 Mod Releases
@Waz I'm trying to figure out how to render volume clouds further away from the camera when at low altitudes and cannot figure it out. The float layerVolume.VisibleRange seems to affect whether you are inRange for the particles to render but as far as I can see, the inRange determination is based on camera altitude and the EVE layer altitude but cannot for the life of my resolve a way to basically give the volume layers a larger horizontal draw distance. Do you have any idea as to what affects this draw distance; say to render the volume layers further away when landed? -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
Science Experiments can be made to work with terrain scatter but it is not biome specific. A rock sample in the lowlands for instance would be the same as one done in the mountains... but it can be done.- 1,019 replies
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Planet Texturing Guide Repository This thread will aim to deliver a range of guides and tutorials to cater for those who wish to create planetary textures using a variety of methods, software and mod plugins. Please feel free to contribute any material you think would be suitable to list within this archive and I will endeavor to keep it up to date. ------------------------------------------------------------------------------------ Celestial Body Creation Theory World Generation - by Tyge Sjöstrand Atmosphere Calculators - by OhioBob ------------------------------------------------------------------------------------ Map Making Making Maps Using Photoshop (... and a little Wilbur) - by Jeremy Elford: Turning your hand drawn sketch into a detailed alpha map A Basic Alpha Map Aged, Parchment with a creation method for mountain ranges, trees and trails. One of many options to colour your map 4 ways to give your map a relief using height maps - using Wilbur for one of them. The Genesis of Israh: A Tutorial (Amazing tutorial using Photoshop, Wilbur & Fractal Terrains) - hosted on Wayback Machine Eriond: A Tutorial for GIMP & Wilbur - by Arsheesh Creating Mountains and Other Terrains in Photoshop - by Pasis Realistic Mountains with Photoshop and Wilbur - by Miguel Bartelsman Mountain Techniques using Wilbur and GIMP - by Torq Simply Making Mountains in GIMP & Wilbur - by Ludgarthewarwolf Making Mountains for the Artistically Challenged - by Unknown Painting Heightmaps for Satellite Style Maps - by Theleast Quick Guide for Bumpmaps in Photoshop (Combining Colour and Normals for presentations) - by Pasis Saderan (Creating Land/Ocean maps in Photoshop) - by Tear Realistic Coastlines in Photoshop/GIMP - by Old Guy Gaming Terrain in Photoshop, Layer by Layer- by Daniel Huffman Procedural Planet Textures using Adobe After Effects - by Poodmund How to Make Prodedural Gas Giant Textures using Gaseous Giganticus on Windows 10 - by Poodmund How To Make Gas Giant Textures for Kerbal Space Program Mods - by GregroxMun Gas Giant Texturing Tutorial - by Galileo How to Horizontally Wrap/Create Horizontally Tile-able Textures - by Poodmund Removing Polar Pinching/Distortion from your Planet Map textures - by Poodmund ------------------------------------------------------------------------------------ Software Tutorials Wilbur: Filling basins and incise flow to make eroded terrain Wilbur: Using the tessellation tool Wilbur: Rivers Wilbur: Going from a sea mask to a terrain Wilbur: Rivers and lakes Wilbur: Islands Wilbur: Islands Part 2 - by Poodmund Wilbur: How to generate realistic(ish) terrain below Sea Level - by Poodmund Wilbur: How to simulate 'better' erosion - by Poodmund Fractal Terrains Tutorials - by Old Guy Gaming ------------------------------------------------------------------------------------ KSP Plugin Tutorials Setting Up EVE Cube Maps - by Poodmund Axially Tilted EVE Textures (Cyclones/Auroras) - by Poodmund PQS Mod:VoronoiCraters Guide - by OhioBob ------------------------------------------------------------------------------------ Software Links NASA's GISS: G.Projector - Global Map Projector Wilbur - Free, extremely powerful noise based terrain generation Fractal Terrains - Noise based terrain generation and colouring, based on Wilbur, License required Libnoise Designer - Procedural Noise Generation tool using Libnoise library. Executable file located in \Bin\LibnoiseDesigner.exe GIMP - Free image manipulation software Paint.net - Free image manipulation software ------------------------------------------------------------------------------------ Please contribute to the above and I will list it in an appropriate section if suitable.
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Poodmund replied to Waz's topic in KSP1 Mod Releases
Try adding a PQS deactivation distance to the body: PQS_MANAGER { OBJECT { body = Saturn deactivateDistance = 175000 } } ... assuming the body name is Saturn. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
The ring texture features differing levels of transparency along its length. That applied with the lerping of the shadow has that kind of effect. Its not necessarily by luck, its just the result of many implemented effects that are allowable due to the great work of the dependent mods; in this case Kopernicus and Scatterer.- 7,371 replies
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