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Everything posted by Poodmund
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I would personally suggest to either create a new part based on an existing model (or approach an existing mod author to use their asset) that can reach the outer planets, to some extent. A re-balance of the existing longest range antennas could be done so that they just barely reach Sarnus. That would give you a good transition point between the parts. On a different approach, a part upgrade could be done to the longest reach antennas way down in the tech tree to increase the power ratings of those antennas so that they reach the outer planets. I obviously don't know how you'd prefer to approach it but my antenna signal strength calculator sheet has the OPM bodies incorporated into it where you could edit the power of existing antennas or introduce new antennas to give you the results you are looking for. This can be found here: Link - Note that you have to create a copy of the sheet to you own account to be able to edit it for you own use. If you would like some input, value suggestions or testing to this nature please just say the word and I'll be happy to help.
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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've heard quite a few people complain about this issue on the Mun and its its apparent on Eeloo too but not Minmus it would point to the Voronoi implementation but without logs and numbers to back up the issue then its sheer speculation. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
Yeah specifically Minmus and Eeloo. I won't explain why at the moment as I wouldn't want to influence you're feeling of lag either way. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
I know this will be a bit of a pain but could you try the same on Minmus and Eeloo and report back on whether the lag is as noticeable on those bodies? @Sigma88, could it be the Voronoi PQS module? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
I tried to reproduce this bug as I've seen quite a few people remark on it but I was unsuccessful. I launched a Vanilla 1.2.2 install and launched this craft on the pad, waited a few seconds recording the frame rate and then Quit to Main Menu and closed the game: This was the frame rate I was seeing: Logs can be found here: output_log.txt & KSP.log Then did exactly the same with the latest build of Kopernicus (commit 997693711b4d6d3fbcb1bdf3577eede733a4adda - Feb 28th): This was the frame rate I was seeing: Logs can be found here: output_log.txt & KSP.log I couldn't really see much that was discernible. Can someone that is experiencing this bug/issue please log down some reproduce-able steps and the environment and state they are running the game in. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
Host them via http://www.imgur.com and post the link to the album.- 7,371 replies
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
Poodmund replied to blowfish's topic in KSP1 Mod Releases
I appreciate that the M27 Cockpit has its own system for the docking procedure with cameras being place at the center of the reference part etc, but am I correct in thinking that Navyfish's Docking Port Alignment Indicator MFD module is not available on this cockpit? EDIT: If anyone is interested, I've documented the Docking Procedure using the M27 Cockpit with RPM here: http://imgur.com/a/chUx7- 641 replies
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[1.8.1 - 1.9.x] KerbalKomets - Add komets to your game!
Poodmund replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm sure there is something in the API that can be called to give relative distance or orbital altitude with respect to the Sun body. On the topic of varying particle emission rate, SmokeScreen implements this for the rocket plume generation and does it relative to throttle value. You can then specify a curve in the config for the increase of rate of emission relative to throttle position. It may be worth looking at the SmokeScreen source code if you're definitely interested in implementing something like this. -
[1.8.1 - 1.9.x] KerbalKomets - Add komets to your game!
Poodmund replied to Angelo Kerman's topic in KSP1 Mod Releases
Well Plock's apoapsis is 675,150,469,668m and Leto's from GPP is 596,852,300,000m so it really depends on how far out you want them to spawn. @KerbalKomets:AFTER[GPP] @KERBALKOMETS { @kometMaxAltitude = 625000000000 } @KerbalKomets:AFTER[OPM] @KERBALKOMETS { @kometMaxAltitude = 700000000000 } ... for example. EDIT: Also in the parts directory you have the KometTail.txt file listed as a text file rather than a .cfg file? Is this intended? EDIT EDIT: Also is there any opportunity to (I haven't exactly looked so correct me if this is already the case) increase the particle emission with proximity to the Sun and vice versa? -
[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Poodmund replied to Gameslinx's topic in KSP1 Mod Releases
By using the uploaded After Effects file I attached to that tutorial you can "auto-magically' blend in the wrap seam during the terrain forming process.- 2,453 replies
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Unfortunately no as the configs are initiated and cached upon Game Load and the cache is not changed during gameplay unless a reload is manually invoked through the debug menu... even then MM does not have a technique that would allow KSP to be able realise which ring config to load upon an in-game event situation.
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*All visual mods for systems that contains multiple bodies with rings. I am currently working on other projects at the moment but if it seems there is to be no progress made on this issue I may have to bite the bullet and only implement the ring features for Sarnus and not Urlum whilst also retroactively disabling rings on Jool if present, which is far from ideal... but thats the way it goes, eh?
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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 am looking for screenshots ideally by the end of Saturday, posting the best of them in the screenshot thread would be great. I hope your Tour of Gauss goes well.- 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
This has been an issue for quite a number of months and I expect it can only be resolved by correcting the transforms on the model within Unity itself which is something that Ven would have to do. I don't think anyone else can rectify this unfortunately as we do not have access to the model sources. I raised an issue about this a while back: https://github.com/VenVen/Stock-Revamp/issues/92 I am not sure if all/any were solved to be honest. I usually revert to replacing the Ven's Clamp-o-tron port back to the stock one for the time being. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
Cross post from the Screenshot thread, I am requesting interesting screenshots of the following bodies if anybody has any or wants to go and snap some: Ciro Gauss Loki Narisse Minona Leto If you do, please post them in the linked topic and you will have my gratitude.- 7,371 replies
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If anyone has any screenshots of the following bodies that adhere to the guidelines below, please post them... you will have my utmost thanks. At least 1920x1080. In-game detail settings must be very high or full. No visual mods required but are welcome. All HUD elements must be hidden and no Historian overlays if you use that mod. Use a fairly black, bland skybox. Ciro Gauss Loki Narisse Minona Leto
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This has been brought up previously but it would be nice to get some standardized (required?) way of presenting thread titles for organization and structure, however, getting thread creators to follow these guidelines would be quite the task. ... but the conversation digresses.
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"Mod-packs are not permitted to be posted on the KSP Forums unless they have been authorised by a Moderator to do so." ... ?
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I prefer to provide my modifications as stand alone distributions in that they will not functions without the user going and downloading the various dependencies themselves. In the case where a mod may need a specific version of a dependent mod, in my opinion, it is better for the mod author to link to a specific version of that mod in their OP to use with their mod rather than bundling it. Doing it this way also helps CKAN when managing installation for dependencies if I'm thinking correctly. I don't really like "mod packs" but I see their appeal and/or benefits to some users, however, there is a big difference between say SVE and something like this: http://spacedock.ru/ksp/news/5479-graphics-enhancements-assembly-v5-release.html <--- Which probably violates some licenses.
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Poodmund replied to Gameslinx's topic in KSP1 Mod Releases
Take a look at the link in my signature for Axially Tilted EVE Textures.- 2,453 replies
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@JPLRepo or @TriggerAu do you happen to have any thoughts or word on this? Seeing as the language packs are seemingly coming with additional textures to suit, will KSP "patch" out non-required textures for the textures for the languages that are not currently being used as to reduce the RAM footprint?
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CommNet Signal Strength Calculator & Antenna Selector
Poodmund replied to Poodmund's topic in KSP1 Tutorials
Here's an early weekend present... KSP CommNet Antenna Selector - Galileo Planet Pack System: Link OP has been updated to include link to GPP System sheet. Let me know if you run into any issues.- 86 replies
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Will there be any way to abstain from having to download all the additional resources for localization packages that I will never use? A lot of programs have the options to download "Language" packs as options as to not bloat the initial distribution size/update patch size.
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CommNet Signal Strength Calculator & Antenna Selector
Poodmund replied to Poodmund's topic in KSP1 Tutorials
Ah... so you're the first to actually bug me about it. I guess it's my duty to provide it really. I'll get one up and running this weekend.- 86 replies