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KSP2 Release Notes
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
Public Service Announcment: Updating Sigma Dimensions to v0.7.5 for Re-Scaled GPP systems If anyone is using a re-scaled GPP system and has updated Sigma Dimensions to the recent v0.7.5 release, your EVE cloud altitudes are probably now all wacky and may seem very low. This is due to Sigma Dimensions now taking the landscape altitude multiplier into account when re-scaling the cloud altitudes. To fix this, open your re-scale config (i.e. 2.5X.cfg or 3.2X.cfg etc.) and scroll down to where the node '@EVE_CLOUDS:FINAL' is opened around Line 120 or so. There should be a line insider that node that says: @altitude *= 'number' ... change the number in your config to 0.62, for example: @altitude *= 0.62 ... and save the config. All should now be fixed. These changes have been committed to the GPP development but will not see the light of day until the next release is made so I thought that I should let everyone know the fix until that time. Enjoy.- 7,371 replies
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- gpp
- kopernicus
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v0.3.4 Release - https://github.com/Poodmund/PoodsOPMVO/releases/tag/v0.3.4 Edited Tekto's & Urlums EVE cloud layers slightly Amended SVE integration due to SVE's new file structure Added in Kopernicus' new Ring Shader effects for all bodies (if Jool rings are present, they are maintained). Kopernicus' Ring Shader update is not incorporated in the latest Kopernicus release yet, however, the patch can be downloaded here to be installed into your Kopernicus directory: https://mega.nz/#!vUowhKgB!PAIeK8M1KlBOXhcBNglxGTq6MzSiqFxF27fAXYOD8_w As mentioned above, if using the new release YOU MUST download the development Kopernicus.Components.dll that updates the ring shader behavior otherwise planetary rings will not appear correctly.
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You could also take a look at the: ... and place your parts into nodes that already exist for that Tech Tree and require the usage of it as a dependency. A lot of popular mods use CTT nodes.
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To be fair I do say in the Readme in the known issues section that the feature is disabled and in the patch notes that, "EVE cloud integration with Scatterer must be disabled in the Scatterer settings menu. A patch is included to toggle this off when SVE is also installed (as SVE enables this option). This is a known issue with Scatterer when using cloud layers in EVE that are not RGBA 255,255,255,255." Please remember that whilst this is in active development I do expect that users have a basic understanding of the dependencies and how they function in order for them to give critical feedback, however, toggling this feature on whilst you're doing Moho-Jool missions and then off when doing any OPM mission is probably your best bet.
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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
Does this occur on an install where you have installed GPP 1.2.1 over the top of an older GPP 1.1.* or 1.2.0 install, or is it occurring on a brand new, clean GPP 1.2.1 install? As the directory and file structure drastically changed, I'm wondering whether you have any rogue, residual scatterer configs laying around that shouldn't exist anymore.- 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
@RoverDude - I see you're playing with the 2.5x Rescale config. If you are using the stock CommNet, which I'm sure you are, that config multiplies the antenna power values by a factor of 2.5. If you install the Custom Barn Kit mod by Sarbian also, the DSN power values will also be multiplied by that same factor, thus giving you the performance of the antennas in proportion to the stock sized system. Just thought you may like to know. Also anyone else using a rescaled system, I recommend installing the above referenced mod.- 7,371 replies
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Yeah I was aware of this and had made the necessary changes on my end in preparation for the next update. I am hoping that Kopernicus sees another release soon so i can include the ring shader updates
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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
From a Human standpoint, gravity is the only one that we can't really "deal" with at the moment. However, these are Kerbals... they can take any punishment. What I will say though is that some of the transfer times are very long so make sure you pack enough supplies and offer a large amount of Hab. space.- 7,371 replies
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If anyone is playing with a re-scaled system, I have a patch below that should be applied to the re-scale config file that should increase the resolution of the cloud layers when you are up close by scaling the render range of the cloud detail textures to your system re-scale factor. In your re-scale config file (i.e. 3.2X.cfg or 10X.cfg etc.) at around line 118, you'll see the following lines (I will use the 3.2X.cfg file for reference): @EVE_CLOUDS:FINAL { @OBJECT,* { @altitude *= 0.444 } } Inside the EVE_CLOUDS node add in the two following nodes: @OBJECT { @settings { @_DetailDist /= #$@SigmaDimensions/Resize$ } } @OBJECT:HAS[@settings:HAS[~_DetailDist[]]] { @settings { _DetailDist = 2E-06 @_DetailDist /= #$@SigmaDimensions/Resize$ } } So effectively, you'd end up with the following code: @EVE_CLOUDS:FINAL { @OBJECT,* { @altitude *= 0.444 } @OBJECT { @settings { @_DetailDist /= #$@SigmaDimensions/Resize$ } } @OBJECT:HAS[@settings:HAS[~_DetailDist[]]] { @settings { _DetailDist = 2E-06 @_DetailDist /= #$@SigmaDimensions/Resize$ } } } EDIT: Apologies for IPB's code formatting messing up the nesting, the code/text is still fine though.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
Yeah the new ring shader requires ring textures to be rotated through 90 degrees to render correctly when compared with the old ring shader. -
Already on it, I won't be releasing an update for it though until Kopernicus releases an update to accommodate the change. As for a PayPal link, you're usage and feedback in this development stage is all I ask... but thank you greatly.
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(4/9/2017) [1.2.x] v0.6: Revamped Stock Solar System
Poodmund replied to Whirligig Girl's topic in KSP1 Mod Development
If you wanted to have detailed, specifically shaped craters how about using no heightmap texture and generating the main terrain through the usual PQS techniques but then positioning the main craters by hand using MapDecal? Would that have a desirable effect?- 289 replies
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- stock planet revamp
- revamped stock kerbol system
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Assuming this was on Gael, Gael uses an experimentalAtmoScale of 1.6, at a 10x sized Gael that atmospheric stretch will become quite pronounced. Could there be an issue where the very low part of the scatterer effect at the 0km level is being rendered above the ground? Also Gael has a [0] configPoint at 200m consisting of the following: Item { altitude = 200 skyAlpha = 0.8 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.5 postProcessDepth = 0.08 postProcessExposure = 0.2 skyExtinctionMultiplier = 2 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 0 openglThreshold = 10 edgeThreshold = 0.1 viewdirOffset = 0.001 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 0.9 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Does anything in there look suspect to you, @blackrack? Should the lowest altitude of the first configPoint always be 0m?
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Is there a way to reference a value from a key within a node of another mod's node? i.e. I want to reference Sigma Dimension's 'landscape' value and use it within an EVE node. SigmaDimensions { landscape = *value* //Terrain deformity multiplying factor } Call the above value and reference it in the following: @EVE_CLOUDS:FINAL { @OBJECT:HAS[#body[Sarnus,Urlum,Neidon,Tekto,Thatmo]] { @altitude *= value //REFERENCE TO 'landscape' VALUE FROM SIGMA DIMENSIONS } } Could you achieve it by using the following? @SigmaDimensions { landscape = * } @EVE_CLOUDS:FINAL { landscapeMultiplier = #$@SigmaDimensions/landscape$ @OBJECT:HAS[#body[Sarnus,Urlum,Neidon,Tekto,Thatmo]] { @altitude *= #$landscapeMultiplier$ } }
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Yeah thats the issue. If the offset = 0,0,0 is used it doesn't generate in the config... so maybe a pass could be done to identify all cloud layers that exist for Urlum that don't have an 'offset' key, and then add an offset key for those with values of 0,0,0. Afterwards, the the existing code can be run. @EVE_CLOUDS:FOR[SigmaOPMTilt] { @OBJECT:HAS[#body[Urlum],~#offset[*]] { offset = 0,0,0 } @OBJECT:HAS[#body[Urlum],#offset[*,*]] { @offset[0] -= 90 @offset[1] -= 90 } } My Module-Manager-fu is not strong like yours so what I'm saying is probably a load of tosh. As for an ETA, no worries. It still "works" as is... just a bit funky is all.
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If it concerns EVE or scatterer then yes, that'd be helpful... and also anyone else too. I'm trying to gauge what people use so I can consider compatibility.
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@Sigma88, would there be any possibility that this would be updated for OPM 1.2.1? Wal's terrain and therefore textures changed quite a bit so when this mod is installed, Wall get's reverted back to its older self and with its previous biome map. I would also considering changing the TiltClouds.cfg to: @EVE_CLOUDS:FOR[SigmaOPMTilt] { @OBJECT:HAS[#body[Urlum],#offset[*,*]] { %offset[0] -= 90 %offset[1] -= 90 } } As if the default offset it used for a cloud layer that is generated through EVE's GUI, an offset key will not be listed in the config. Does the above change to the config work (changing the @ to % in front of the x and y offset values). I've added rudimentary support for it back into OPM-VO and its definitely a great addition when playing with OPM.
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Its up on CKAN now. Thanks for the breakdown. v0.3.3 Release - https://github.com/Poodmund/PoodsOPMVO/releases/tag/v0.3.3 Added Sigma OPM-Tilt support (I think when installed, Wal is a bit messed up at it was changed for OPM 1.2, I'll inform Sigma88). Slight change to Urlum's rim exposure. Leveraging SVE's cloud detail textures if SVE is installed, if not, uses own placeholder texture as before. Now don't you all complain about the frequent updates! It's iterative okay!
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Poodmund replied to politas's topic in KSP1 Mod Releases
We managed to get OPM-VO listed on CKAN earlier fine but I was just wondering, will CKAN automatically update to new release versions that are posted to the GitHub repo or will I have to edit any meta data manually? I apologize for the n00by question. -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
Poodmund replied to linuxgurugamer's topic in KSP1 Mod Releases
Sounds great, the best part of the old KW Fairings was that they really limited the shape and design of your payload. You really had to think hard about how to design your payload to get them to fit in the small fairings. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Poodmund replied to Ven's topic in KSP1 Mod Development
@Ven, you are incredibly generous to upload all you source files and Unity scenes, I presume with the idea that others can carry the flame and make the changes/fixes that you may not have time to do? I also feel for you with you internet speed, let me comfort you in the fact you're upload rate is 50% faster than mine. -
Well that's even better. Could you please give an exact breakdown of the KSPRC bits you use over the latest SVE install? Is it just KSPRC textures?
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Yes, I have submitted the NetKAN data to the CKAN people and am just waiting on them to update OPM's KSP compatibility to KSP 1.2.2. Once that is done, this mod should appear on CKAN. I'll let you all know when this occurs. On a different note, I'm a dumbass. v0.3.2 Release - https://github.com/Poodmund/PoodsOPMVO/releases/tag/v0.3.2 Forgot to render Tekto's oceans... doh! Ocean shaders on Tekto have been enabled by adjusting Ocean Alpha values. Fortunately, as you all enable update-checks through the bundled mini-AVC file (you all do that right? *shakes fist*) you should all be getting notifications of these updates being released.