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Everything posted by Poodmund
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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. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
Provide some logs and I can take a look to see whats going on:- 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
I'd ping @HebaruSan if you're interested in the new Ring syntax. Judging by the code I'd say the following properties can be added under the Ring node: thickness = (float) - Where value equals distance between the top and bottom faces in milliradii tiles = (float) = Where value equals number of times the texture should be tiled around the cylinder. If zero, use the old behavior of sampling a thin diagonal strip from (0,0) to (1,1). longitudeOfAscendingNode = (float) - Where the angle between the absolute reference direction and the ascending node. Works just like the corresponding property on celestial bodies. EDIT: 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. -
[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/GER-Space/Kerbal-Konstructs/releases/tag/1.1.9.4 That is the latest pre-release, try it and see if it solves your issues.- 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
Was messing around making some City Lights texture for Gael. You can spot the KSC island on image 6 too.- 7,371 replies
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I'm not even sure if it's needed, I just included it in the config as per discussion above. When I get home I'll upscale and downscale the planet and see if the offset gets worse, better or remains constant as the body size changes. Could this possibly help at all as I know we were discussing the accuracy of the relocation at one point when thinking about calculating the repositioning? Just spitballing here.
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It seems to be working somewhat well in 1.3 using the latest KK Pre-release, however, I'm not sure that the CENTER node is functioning correctly. With my test system at 10.625 scale, when I center the group around the KSC PQSCity, it appears offset slightly as shown below: When I change the center mode to center around the long and lat coordinates for the KSC SpaceCenter as specified in the planet's config, it stays in that offset position. If I then edit these coordinates to try and forcibly move the KSCUpgrades group, none of the statics change position. It almost seems like they are not moving at all no matter what I enter into the CENTER node. PQSCity_Groups:AFTER[SigmaDimensions] { GROUP { name = KSCUpgrades body = Kerbin cbNameLater = Gael CENTER { CentralPQSCity = KSC } } } Config is as specified above. Did any of the syntax change compared to when I last tested this out, Sigma?
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
Thomas P has merged the changes into the master branch so you can test it out right away if you want to. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
Take a look at the body configs here: https://github.com/Galileo88/Galileos-Planet-Pack/tree/619313423fdfe577b1c2bbe1d51228fa1323f0a6/GameData/GPP/GPP_Planets That is the repo for the mod back when the FlightGlobalsIndex was utilized. You should be able to see the numbers in each of the bodies' config files.- 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
If I remember correctly it was due to contracts being generated with Remote Tech that were asking the players to create communication networks for the barycenters, right?- 7,371 replies
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This is a super intriguing mod, would it be possible assign a user-defined "Class" and "Variant" tag manually against craft so that the player could track, say, how many 'Phoenix 5Bs' they've launched in comparison to 'Phoenix 9A IVs', as an example? Edit: It's obviously nice that we can name our craft but it can be difficult to categorize craft either recovered, lost or in flight.
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Poodmund replied to Waz's topic in KSP1 Mod Releases
I expect that you're using the standard BoulderCo particle texture that comes with EVE? If so, it has 3 difference textures for the x, y and z planes? If you specify your own texture that has the same texture for all 3 axis, I would expect that it would fix this issue for you as it would be rendering the same texture no matter the orientation of the camera. -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Poodmund replied to Waz's topic in KSP1 Mod Releases
Do you appreciate that the volumetric particles are rendered on the x, y and z plane individually according to the x, y and z particle textures that you use? Each one is only rendered depending on the orientation of the user camera. You may be seeing your particles similar to the image above. To further accentuate this effect, replace your particle texture with a solid white square, you'll easily be able to see what's going on behind the scenes. -
Yeah it seems to me that'd work and be fine. It was really just a case of Scatterer's required config syntax changing recently. Could you edit your previous post to either include the new link or just remove that old download, please, as to avoid confusion? Its a much better approach than N70's, above, as it enables modularity... it doesn't matter if any other mod wants to alter the original Scatterer planetslist.cfg or if the user messes around with their Scatterer install. Everything is applied through patches located in the OPMVO folder. Please note, there is a significant outstanding issue with Scatterer, more specifically its EVE integration feature, that causes coloured EVE layers to appear black when the EVE integration feature is enabled. Unfortunately OPM-VO uses coloured (tinted) EVE layers quite extensively and as such is at a bit of a stumbling block with regards to updating. I know that a few of the 'visual' modders are also in the same boat but the issue is known and we are patiently waiting for a solution. Please be patient and understand that when a solution is presented, OPM-VO will update to 1.3.* or whatever version the game is by then.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
I was just thinking in terms of that it'd probably be most useful from an extensibility and current modding usage slant to have this '3D' behavior set at a toggleable optio through a config i.e. thickRing = true or something. When false, by default, you'd specify a texture as we do currently that would be read just to show as the 'side' but when true you could specify side, inner and outer individually. Rings { Ring { thickRing = false texture { side = ring.png } } } Rings { Ring { thickRing = true texture { side = ring.png inner = inner.png outer = outer.png } } } -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
I presume the Side is the top and bottom (what we currently see) in this case? Would it be possible to split the faces of the mesh onto separate textures? -
[1.3.1] Rescale! Comprehensive SD Configs [1.0.2.8] [03 Dec 2017]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
Also it should be noted that Kerbin's SMA has been adjusted ever so slightly in all configs to give an integer amount of Solar Days for one Sidereal Year so that the position of Kerbin is true from an Epoch sense when compared to the in game calendar.- 310 replies
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[1.3.1] Rescale! Comprehensive SD Configs [1.0.2.8] [03 Dec 2017]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
I think that @Sigma88 actually implemented dynamic EVE layer altitude adjustment so that it didn't need to be multiplied by a scaling factor in the config (in GPP we just did it because thats how you wanted it as it looked better ). Therefore: @OBJECT,* { @altitude *= 0.62 } I think is unecessary... but its good for reference if anyone wants to manually adjust the height for all EVE layers.- 310 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
Well actually KSP AVC should alert all users when a newer version is released on the Git repo and talking of that, all users of GitHub can subscribe to the project to receive release alerts and also alerts for any and all commits and issues.- 7,371 replies
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Well Galileo has nothing to do seeing as he has no responsibilities with regards to this project. Also, seeing as you're restructuring the mod with these files I will implore to anyone who downloads and uses these.... when I get around to updating this to 1.3.*, you'll have to delete all these files otherwise this mod will not function correctly and may cause compatibility issues going forward. The above listed Scatterer files have not been written with modularity and Module Manager compatibility in mind. @ioresult, by all means I give you permission to keep the link up as its helpful to those that want 1.3.* compatibility right now, however, when I release an update I would ask you to take it down at that time.
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IPB's WYSIWYG editor on mobile devices is quite tragic, dealing with quotes is impossible. I can now never reply in the Scatterer thread on a mobile device as I can't delete a quote that is in the editor that reappears every time I go to post.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
Subscribe to the project on GitHub and you'll never miss another release build again.