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Poodmund

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Everything posted by Poodmund

  1. 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.
  2. @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.
  3. 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?
  4. 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.
  5. v0.3.1 Release - https://github.com/Poodmund/PoodsOPMVO/releases/tag/v0.3.1 Fixed a lot of weirdness going on in the scatterer configs. Please delete the current 'PoodsOPMVO' folder and install the one from the release linked above.
  6. Oh Galileo did that for sure but accidentally changed the "sun_01.dds" too. I pointed this out when we were doing dev. for GPP 1.2.0 and we fixed it but somehow it worked its way back in for release. EDIT: Hey! @Galileo you're not allowed to be on here today! Scram! Get'... Get'!
  7. No idea, must have been a hangover from the repo re-clone before you made the release distribution... no biggie.
  8. Delete the file "sun_01.dds" from Kerbal Space Program\GameData\TextureReplacer\Default and that'll fix it.
  9. A quick request for information to anyone using this mod, what other visual mods are you using alongside this mod? i.e. SVE, Para-Sci etc. etc. All information would be greatly appreciated.
  10. Try this: @Kopernicus:NEEDS[Scatterer]:AFTER[Kopernicus] { @Body[Niebos,Sonus,Olu'um,Telos,Butai,Volux,Scorch] { useOnDemand = false } }
  11. Sal_vager, you have been incredibly helpful, even if only indirectly, in various issues that have had over the past few years with KSP and your wealth of knowledge will be missed. I wish you luck and all the best in your ventures. Bon Voyage!
  12. Try swapping yPos and yNeg and rotate yNeg by 180 degrees?
  13. Yes, CommNet will always directly connect to the KSC at a first or next hop basis when it can over any other connection even at a weaker signal strength. I asked RoverDude about this a while back and he confirmed that it was too avoid getting stuck in endless calculation loops. For example, if you had a LKO relay network around Kerbin's that all had RA-100 antenna's on, the signal could get bounced around them for an ordinate amount of hops before the signal strength dropped 1%. This would cause unnecessary bloating as the signal would then have to be calculated to any other path at this same time and you end up with a runaway exponential amount of massive calculation paths that KSP is having to do each reference frame. It's unfortunate but i understand why this is the way the game handles the connection, its just really annoying for science transmission... however, DMagic's Science Relay mod is perfect for getting around this issue.
  14. Looking at the Contract Configurator Wiki it is specified that you can disable the Vanilla contracts by using the following notation: CONTRACT_CONFIGURATOR { disabledContractType = ARMContract disabledContractType = BaseContract disabledContractType = CollectScience disabledContractType = ExplorationContract disabledContractType = GrandTour disabledContractType = ISRUContract disabledContractType = PartTest disabledContractType = PlantFlag disabledContractType = RecoverAsset disabledContractType = SatelliteContract disabledContractType = StationContract disabledContractType = SurveyContract disabledContractType = TourismContract } Does Contract Configurator allow for the specification of a listed celestial body in a value against the disabledContractType key to forbid those contracts to generate for specific bodies? If not, would there be any scope or ability to incorporate this feature into the above node? i.e. Disable all Exploration and Collect Science contracts on Val.
  15. That's something I've never actually though of but seems quite logical now you've mentioned it. So you should always make sure your PQS fade in point starts at an altitude that is inside the inner ring boundary? EDIT: I guess this is why rings on small planets would be hard to get around this issue but rings on small bodies aren't a good idea anyway.
  16. As posted here: We are looking for community contribution to the Science Definitions around the Gael Home-worlds. GPP Homeworld Science Definitions - Please submit your own Science Definitions as comments against the relative spreadsheet cells to add to the database as a community project. If anybody wants to contribute it would be fantastic and all of us involved with the GPP would be very grateful.
  17. Maybe it does now, I couldn't remember. @Drew Kerman, for your playthrough, you could just keep it enabled when working with the stock bodies and disable it when dealing with OPM bodies?
  18. The Communotron 16 has a Comb. Exp. of 1 The Communotron 16S and the built-in Command Cores have a Comb. Exp. of 0 All others have a Comb. Exp. of 0.75 For a direct connection direct and relay antennas will combine for the power rating. For a relayed connection only the relay antennas will combine for the power rating. I hope those points confirm a few pointers discussed above.
  19. When that option is enabled, any cloud layers in EVE become RGBA 255,255,255,255 or so it seems. Therefore any cloud layers that have transparency or are tinted with colour settings (i.e. all my cloud layers in OPM-VO due my usage of colour channel cube maps) do not appear correctly with the shader and ultimately looks ghastly as there are super white cloud layers everywhere. This requires a fix on Scatterer's end and blackrack is aware of the issue. You'll also find this option disabled in GPP and SSRSS for exactly the same reasons. With regards to the rings I won't be supplying multiple configs for the install as the new shader requires the ring texture to be oriented differently. Again this is a known issue and I'm sure will be resolved at some point in the future. Also remember the Scatterer does not apply in the tracking center; the active vessel must be within the load range specified in the config. Probably not some of the answers you were looking for.
  20. @CaptRobau, would it be possible to update the SpaceDock distribution (https://spacedock.info/mod/233/Outer Planets Mod) to toggle that the mod is compatible with KSP 1.2.2, please? The max KSP version of 1.2.1 on Spacedock is stopping the mod from being listed on CKAN when using a KSP 1.2.2 build. Additionally, I also realised that the .version file does not correspond showing a KSP version of 1.1.2: http://ksp-avc.cybutek.net/version.php?id=301. Would it be possible to update the listing for that on Cybutek's website at the same time? If this okay I thank you greatly in advance.
  21. v0.3.0 - KSP 1.2.2 Compatibility update Let me know if you have any issues. Please read all the information in the README file before playing and give me all and any feedback please.
  22. Paging @sh1pman too... could you guys test out this config and log your results with Kopernicus install when landed on the Mun and also Eeloo if you're feeling troubleshoot'y? https://www.dropbox.com/s/dpoxswj6ix4vwd6/voronoiRemove.cfg?dl=0 Be careful not to use this config file on a proper save as it will alter the Mun and Eeloo's terrain slightly so may ruin your base. It basically removes all the Voronoi based PQS Mods applied to those bodies, which are exclusive to the Mun and Eeloo. Could you test whether you see significant FPS increases with that config running with Kopernicus? Sorry for the slight off-topic posting, RoverDude, but I know you're eager to get this issue resolved too so you can explore OPM/GPP.
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