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Everything posted by Poodmund
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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.- 2,454 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
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Poodmund replied to Waz's topic in KSP1 Mod Releases
It is... that's why there are two downloads: AnyCPU-EVE-Release.zip AnyCPU-Configs-Release.zip If you don't want the EVE configs just don't download them...? -
This is just a suggestion for anyone who is interested in posting screenshots, to place emphasis and focus on the planetary bodies involved (it is a planet pack after all) using a dark, dull and bland skybox much like the stock one would be fancied. Also, eddiew, that Pyramid silhouette is a very nice shot.
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This mod was completely compatible with the EVE configs, KSPRC and SVE during 1.1.3, much effort was made to ensure compatibility. When it updates for 1.2.2 and onwards, compatibility with the other main visual mods will be an ongoing priority. On an update note, sorry, but the Scatterer ring issue still persists so no news on that front.
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CommNet Signal Strength Calculator & Antenna Selector
Poodmund replied to Poodmund's topic in KSP1 Tutorials
After some searching and being terribly frustrated that Google Sheets does not allow you to lock down a formula in a Data Validated cell but still allow a user to select data from the predefined range, I have decided to disable the ability for users to edit the master copy of the Google Sheets doc. Issues were frequently occurring where users were accidentally copying data from cells in the sheet to the Antenna drop down cells which would corrupt the calculator page; they were subsequently unaware that they had caused an error or were not undoing the mistake causing issues for other users. To rectify this problem, using the calculator sheet will require all users to MAKE A COPY to their own Google docs account where they can use, change and edit the sheet to their own heart's content. I hope that everyone understands and continues to enjoy using the calculator (in a working state! )- 86 replies
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CommNet Signal Strength Calculator & Antenna Selector
Poodmund replied to Poodmund's topic in KSP1 Tutorials
Fixed again. Thank you for the heads up; I'm periodically going in to the sheet every few days and restoring a backup. What I do mention in like the very first cell is that people 'should' make a copy for themselves and use their own copy rather than use the master copy but I guess some people do not have Google accounts or are not signed in and therefore cannot do so.- 86 replies
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Poodmund replied to DMagic's topic in KSP1 Mod Development
Phew, I was starting to get worried. I have used it in the past to export large slope maps and the like: http://poodmund.com/gpp/maps/gael/. It would have been a shame if it was no longer an option to do so. -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Poodmund replied to DMagic's topic in KSP1 Mod Development
Just a quick query, will there be an option/toggle to switch back to an Equirectangular projection for the big map if desired? -
[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
Poodmund replied to Li0n's topic in KSP1 Mod Development
Pretty much, in some cases due to the alignment of the bodies these situations don't occur too much and also highly inclined bodies throw a spanner in the works when considering it simply like this as you're not dealing with a planar situation. -
[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
Poodmund replied to Li0n's topic in KSP1 Mod Development
The y = -2x³ + 3x² or y = (3-2x)x² equation to calculate the Signal Signal strength is complex when rearranging to make x the subject (representing the linear, fractional value of link distance against max distance), ending up with imaginary numbers in some cases (not sure how Unity handles these). Try these: and see if they give you what you'd expect. I may be able to help you here. The values on the 'System Stats' page on my Google Sheets doc show the min max distance between Kerbin and the other bodies up to the game year 1000 (if I remember correctly). If I have permission from the original author I may be able to share the calculation document I used to get these figures. I actually contributed pretty much the majority of that Wiki article as it is today in parallel to creating the Google Sheets document. I wrote down what I was finding as I was creating the calculator as the info on that page originally was pretty bleak. If you have any queries about the information in the Wiki article directly or find any errors, please let me know. EDIT: You can call FlightGlobals.Bodies to return a list of all the Celestial Bodies in a system i.e. Bodies[0] = Sun Bodies[1] = Kerbin Bodies[2] = Mun Bodies[3] = Minmus Bodies[4] = Moho Bodies[5] = Eve etc. This should help populate the list dynamically but you'd have to hard code the max/min distance for the bodies from the Homeworld body unless you did an approximation calculation just using the apoapsis and periapsis of each body... it may be a good enough solution. -
[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
Poodmund replied to Li0n's topic in KSP1 Mod Development
Yes that is what I found also. I'm not sure at which point it determines the 0% Signal Strength threshold though in this case. I would guess that it flips from 1% to 0% as soon as the distance between the two connection points exceed the maximum possible signal distance. -
[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
Poodmund replied to Li0n's topic in KSP1 Mod Development
If you need some more figures to look at how the Sheet is generating its numbers, make a copy for yourself to your own Google Docs repo and make sure to unhide some of the hidden columns. I'm storing constants and dynamic variables off the main viewable sheet. Also, if you're not already doing so, be sure to check out http://docuwiki-kspapi.rhcloud.com/ and https://kerbalspaceprogram.com/api/index.html to see if there are any additional classes/objects you could call to make your life easier. EDIT: I also found that it seemed to by rounding the Signal Strength displayed in-game up to the nearest integer. -
Its kind of irrelevant seeing as if you wanted the stock system to use EVE/Scatterer etc. you'd also need to download and run a mod for the stock planets. This mod only applies effects to the OPM bodies. Any performance issues will pertain if using Stock EVE/SVE/KSPRC or a similar pack.
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I recently returned from holiday, yes, but as Galileo has stated there is an issue with Scatterer at the moment that affects systems with multiple bodies that have rings... this certainly affects OPM as we have Sarnus and Urlum that both have ring systems. Blackrack is aware of the issue and we will just have to wait patiently until a fix is found, solved and implemented into a new Scatterer release. Sorry guys, please be patient. Dependencies! Sometimes they drive you mad but where would we be without them; nowhere, that's where.
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The Polar Distortion panel requires no input. It literally takes the composition from the Noise Layers panel, does a Polar Coordinates distortion twice (top and bottom), linearly wipes them towards the center to transparent and fudges it around a little to get a spherically wrappable image. i.e. take a look at a grid... its goes from this: ... to this: Lets take a look at a real example going through this process. Flat noise image: Polar Distorted image: This Polar Distortion 2nd Panel should need no user input. It does this process automatically. Does this help? EDIT: In the uploaded After Effects file, I think I may have had the central region rotated to 180 degrees in the Polar Distortion panel... it shouldn't really matter but if you want to reset it back to 0, look in the image below as to how to do this:
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[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
Poodmund replied to Li0n's topic in KSP1 Mod Development
Great stuff, if you have any specific or general questions, please feel free to ask either here or via a direct message. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
Quick question, does anyone know if the PQS noise is additive or multiplicative when multiple PQS classes are layered, or is there a value to specify an additive, subtractive, multiplicative or divisive function? -
CommNet Signal Strength Calculator & Antenna Selector
Poodmund replied to Poodmund's topic in KSP1 Tutorials
Working version restored. Thanks for letting me know how it is being edited and breaking, unfortunately I don't think I can do anything about it and is an issue with Google Sheets.- 86 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
So KSP treats the Alpha Channel on the Scaled Space textures as a Specular Mask and the higher the value of any pixel on that mask (i.e. greyscale range) the higher the intensity of of the diffuse-specular light combination that is reflected off that surface back to the camera? Looking at both OPM and KSPRC textures there are differences. OPM textures sometimes have a full, solid white Alpha or no channel at all. The KSPRC textures seems to base the intensity on the Alpha channel on what looks like to be the slope angle of the terrain. Some clarification/confirmation on all of this would be appreciated.- 1,019 replies
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