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Everything posted by Poodmund
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Comprehensive KSP Skybox Creation Tutorial
Poodmund replied to Nucleartaxi's topic in KSP1 Modelling and Texturing Discussion
Software such as Pano2VR (https://ggnome.com/pano2vr) is also very useful if you ever need to induce planar or axial rotation into any of your textures/cube maps.- 8 replies
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- guide
- space engine
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Which has now been superseded by this continuation from @Carbonjvd.
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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
Then as previously stated numerous times recently in this thread, use Kopernicus 1.3.0-4 as directed. This will resolve the issue.- 7,371 replies
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Ah right, okay, so this shift more to a RemoteTech ethos of antenna pointing just in a more relaxed way. This makes semi-sense for Relay and Direct antennas but Omni antennas would operate on a multi-frequency basis. I guess the Comm' 16(s) antennas are small enough anyway not to matter sticking more than one on a craft. Unfortunately in my install I already have the Homeworld and Moon networks in place so I guess I'd have to relaunch all these vessels with additional antenna to accomplish this using the mod. I assumed that this mod was more of an "Organize your existing networks" addon rather than a "Organize your networks by changing the way you design your vessels" mod. A small misunderstanding.
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Can I just confirm that antennae cannot operate on multiple frequencies? I would have liked to have set up the following kind of Network where antennae operate on multiple (2) frequencies to set up intercommunicating networks to force the path of signals back to the Home World. In the above: KSC operates solely on Frequency 1 Low-Kerbin Network operates on Frequencies 1 and 2 so that they can communicate with each other and the KSC when available Highly Eccentric Polar Kerbin Sat operates on Frequencies 2 and 3 to communicate with LKO Network and Kerbin Inter-Body Network. Highly Eccentric Polar Mun Sat operates on Frequencies 3 and 4 to communicate with Kerbin Inter-Body Network and Munar Orbit Network. Munar Network operates on Frequency 4 to communicate with each other.
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No need to be sorry, enjoy your holidays. KSP will still be here when you get back.
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Its great to see this being brought forward to 1.3, it would be even better if the project was hosted on a Git to ensure that this mod does not fall by the wayside, community interaction and support can be promoted and we wouldn't have the issue of it not being available at times when Spacedock goes down. What are your thoughts on this?
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When a heightmap is exported the elevation data, mapSO, is written into an array and then each cell/pixel is given a 0-255 colour, right? If the 0m height of the elevation for the homeworld can be deduced, could you scan the array for an area where there is a high density of cells/pixels that represent the 0m height and rewrite the homeworld SpaceCenter node to locate the KSC in this area? This would obviously have to be done on initial generation at the Seed input stage but could be isolated for the Homeworld. I'm severely simplyfying things here as I do not understand the complications of the suggestion. EDIT: This could be scary though as you might get a KSC plonked on the North Pole for example, I guess a toggle to lock 0 degrees latitude could be considered also to combat this.
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Very interesting and intriguing. How does it handle the KSC placement, if its staying at stock KSC coords will it sometimes be on a island in the middle of an ocean and other times at the bottom of a deep square pit in the middle of a mountain range by way of the randomization? I second, GregroxMun's sentiments above.
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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
Unfortunately at this time, Kopernicus does not allow for bodies to have more than one liquid type on its surface. Either Gael has sea water oceans or the whole planet is covered in lava. Catch my drift?- 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
I was knobbin' around quite a while back but the clouds were very resource intensive as you had to render a very densely packed group of volumetric clouds... But it can be done.- 7,371 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Poodmund replied to Ven's topic in KSP1 Mod Development
@toric5, the SoftTankLH2 config that you wrote that recently got merged into the main branch, it seems to throw up 4 Module Manager errors upon load. Is the new variable that you instantiate in the config functioning correctly, are you getting the same 4 errors? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
A question for the educated... is there a way to specify Kopernicus to use a specific ground texture area on a specific area of the PQS? Much like we can do with Scatter in landControl where we can set Long/Lat and Altitude boundaries for the scatter to appear, is it possible to do the same with Ground Material diffuse and normal textures? -
[1.7.3] Graphics Enhancements Assembly (GEA)
Poodmund replied to Davian Lin's topic in KSP1 Mod Releases
If you are leveling an accusation of violation of License Terms with regards to material within a mod, I would suggest that you point to the source material in both mods and state the License of the mod that you are claiming the original material has come from. If you do this, others can look into your accusation and make an educated decision. As it stands, you are literally calling someone out with no evidence and no leg to stand on. -
I edited the city lights for Gael that I did recently to a point where I am happy with them so I thought I'd upload them for anyone that wants to use them. They retain the same detail textures and config as included in Galileo's Gael City Lights, only the main alpha mask texture is different; therefore credit to Galileo's download for usage of the same public domain satellite imagery for those. https://imgur.com/a/Xa6Zb <- Click the Link to view the Album. Be sure to view the Imgur gallery screenshots in full-resolution to view the full effect. In the transitional .gif below you can see where the City Lights are located on Gael's terrain, I tried to cluster the main areas of population around the coastal basins and river areas inland. Download can be found here: https://www.dropbox.com/s/5p2mvwx4udvfs75/GaelCityLightsPoodEdition.zip?dl=0 For reference, Galileo's city lights can also be found here:
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[1.12.x] Tweakable Everything Continued (replacement)
Poodmund replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer, for the Solar Panel Tracking Toggle option, would it be possible, if KSP detects multiple sources of light i.e more than one sun, to be able to cycle through the sources as an option. Like this: Tracking Toggle - Sun 1 - Sun 2 - Sun (...n+1) - Disable Tracking -
Planet Creater and a couple of other Q's
Poodmund replied to ussoldier2002's topic in KSP1 Mods Discussions
That's the Kopernicus thread and here is the link to the latest release: https://github.com/Kopernicus/Kopernicus/releases You can also check out these for help and documentation: https://github.com/Kopernicus/Kopernicus/wiki https://github.com/Kopernicus/kittopia-dumps -
[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 quickest way to debug as to which mod is causing the problem is to make a complete backup of your install, select half of your mods, then cut them out to a separate folder and run the game. If the problem persists, cut half the remaining mods you have out to the separate folder and run the game. Rinse and repeat until the issue disappears, this should identify which small sub-collection of mods is causing the issue which should save you time finding the culprit. As an aside, I have had discussions with a user of GPP who is having a similar issue when running the latest Kerbal Konstructs 1.1.9.4 Pre-release. Try removing that first and see if it solves the issue. If not, I suggest using the method above to pinpoint which mod is causing this issue for you.- 7,371 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
Isn't: Kopernicus { Body { Properties { maxZoom = value in m } } } ... what you are looking for? EDIT: Although maybe not entirely up to date at this point, https://github.com/Kopernicus/kittopia-dumps are very handy for reference. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Poodmund replied to Ger_space's topic in KSP1 Mod Releases
Oh lord, I'm sorry I asked now. Haha, no worries, man. -
Yeah the above works fine for me too, I think there's a stumbling block when trying to reparent the statics around another body. When you say that KKtoSD uses the original position of the KSC, would there be any way to scan all configs during load for the Homeworld body, then find the Long/Lat coordinates for the SpaceCenter in that config and use those coordinates for its KSC position; if none are found, then fall back to default KSC?
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[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, is there a way to export all Statics currently loaded to a new instance (new config)? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Poodmund replied to Ven's topic in KSP1 Mod Development
Wouldn't it have just been better to submit the changes as a pull request on the existing repository? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
Thank you for the latest changes to Kopernicus to all those involved, we can now have systems like this: A quick note on the above, I seemed to have to give the ring a LAN of 180 degrees to get the ring to align with the rotational plane of the body if using EVE's 'offset' value to incline the bodies texture.