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Everything posted by Poodmund
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Is a CommNet "Relay Computer module" possible?
Poodmund replied to Tyko's topic in KSP1 Mod Development
Does this help at all? https://kerbalspaceprogram.com/api/interface_comm_net_1_1_i_relay_enabler.html If not could the part just have a combinability exponent of 0, be set as a relay and have the power of that relay antenna set to a dynamic value based on the highest, combined vessel antenna power? -
Haha, yeah chuck your Output log and KSP log up for me to check with anything else you may think is handy and I'll take a look. I can't have your Space Programme telescope images coming back with errors due to faulty CCD sensors.
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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 have some pretty updates planned for some bodies in future patches to allow you to scan your biomes with KerbNet in super-fashion style. Get hyped!- 7,371 replies
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
Yeah I was trying to work with the lasted dev build of Scatterer and it just wasn't playing well with EVE at all. Waz and Blackrack are aware of the issues, we will just have to wait patiently for further development. -
Mod idea - In-game antenna strength calculater
Poodmund replied to Tyko's topic in KSP1 Mods Discussions
I did contemplate about trying to cobble a plugin together to get something working in game like the Google Sheets doc but my C#-fubu is not strong enough it seems (its a bit out of my depth). If anyone is willing to work on a plugin like this, I would be more than happy to help with any methods/calculations to get it working. The latest KSP API doc has pretty much everything listed that would be required to get this working I think. -
Sorkin is the comet-like added by KSPRC right? I'm not sure anything I would have done would be affecting that but sure, if you could post a video of the issue and all logs I can see if I can spot the issue and if it's my issue to resolve.
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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
The heightmap had a noticeable seam at the adjoining edges of the texture. When you offset the image by 50% horizontally you get a big weird seam stripe down the middle! I fixed the issue with a little brushing, cloning, blending, merging, burning, dodging and healing (haha)... and issued a pull request with the new texture. I'll merge it into the Master branch. It will screw up any existing craft that may happen to be landing on that, like, 20 pixel wide strip but hey ho!- 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
Although the pull request I made to fix Iota's heightmap still hasn't been merged by yourself. I know I could do it myself outright but I want your blessing.- 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
Haha reading back over the last couple of pages made me laugh! Galileo is good to see that the suggestion worked. Gas Giants are looks SUPER good now.- 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
@Galileo, how would you feel about possible making Nero's base colour map to use the neroRamp texture and then use the Nero00 colour map texture as an EVE cloud layer with a -10,0,0 rotational offset to match its ring's inclination? Just a thought.- 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
Oh its not something to do in the biome map creation process, its just KSP's biome detection is more intelligent now as any linear interpolation (lerping) between pixel colour differences at biome edges is not as much of an issue as KSP "scans" the local area around the position to see nearby biome points to "decide" which biome you are most likely to be in. Plainly, if you had a biome edge between a blue and yellow pixels, pre-1.2 it may detect the area as green as the area would blue between the blue and yellow and if an exisiting biome had a green colour assigned, it may well say you were in that green biome by mistake. This is the issue that is no longer a big issue. EDIT: Galileo, here is the Icarus heightmap in question: https://www.dropbox.com/s/nph4xtu4xvfra5p/Icarus_heightmap.png?dl=0- 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
@JadeOfMaar, I have just looked at the new Gael biome map on the Git repo and it is pretty stunning I have to say. It is very well done. Big props! Also, if you wanted to take it that extra mile, since 1.2 was released, RoverDude improved the biome detection code so that it lerps more intelligently between pixel edges to define what biome you're in/over... basically eradicating the rogue biome areas at the edges of two biomes. As a result, you can now colour biomes somewhat realistically to mimic the actual terrain colour as the colours you use in the map do not necessarily need to be very different colours anymore. Take a look at the maps that RoverDude did for 1.2 as part of the new changes: Unfortunately this wasn't really possible when we started doing all this work but its the way forward (at some point) I guess. Remember I have a RGB <---> Float value converter sheet to help with any biome config writing here: https://docs.google.com/spreadsheets/d/1LmJwZPdJi2w5wdIY-KMVbwMeO5mxManG0pNPIPjWJ-Q/- 7,371 replies
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Great stuff there Ivan, very cool! I did a scrape of MapBox's Level 4 tiles from the demo and have collated them here: https://www.dropbox.com/s/e2ljlwk06cd38xv/4.zip?dl=0 The 256px files are direct saves from MapBox's site and the large .png and .psd are images that I put together. Just in case its helpful to anyone...?
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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
Haha, fair enough. Doing the same map doo-dah stuff to Iota... I noticed there was a considerable seam in the heightmap where the sides of the texture joined. I've blended the seam out and issued a Pull Request on the Git repo.- 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
Proof of concept more than anything to see if I could get the Leaflet.Kerbal plugin up and running with a GPP body. Seems its fine. How long do you think you'll keep tweaking the bodies for?- 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
I have a little treat @Galileo, @JadeOfMaar and @OhioBob: http://poodmund.com/gpp/maps/gael- 7,371 replies
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Thanks for the info. I have created the tile maps for Gael (Galileo's Planet Pack) down to 16384 x 8192 resolution and have hacked it into Ivan's Leaflet.Kerbal demo from his repo and it is working somewhat, however, I think that the directory structure of the KerbalMaps site doesn't match what i have and therefore it is only showing a small portion of the top of the map. Do you happen to know the KerbalMaps directory structure? EDIT: Ah I think I generated the tiles with the y values going from top to bottom whereas KerbalMaps does it going from bottom to top. Sorted it in the tiles script file and all is working fine now.
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@stupid_chris, I am trying to run the Extractor plugin in 1.2.1 and it does not seem to be initializing. I presume the re-referencing of libraries and and re-compile will be required to get this plugin up and running again? EDIT: It seemed it was just a case of re-referencing the libraries and rebuilding the plugin. Works fine in 1.2.1!
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Just working on a 1.2.1 compatibility patch and it seems we're back in business boys and girls! I'm going to be concentrating on getting a working version out for dev. release first then I'll go in and touch up a lot of the Scatterer configs. With the new Scatterer config syntax now, it means the whole mod can be located inside its own mod folder so it can be very easily CKAN compatible for those that use it, hurrah!
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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
This planet pack starts of by deleting every body in the stock system and all the bodies are created anew. Gael is currently assigned the GFI number of 64 so i guess there are no Ground Stations assigned upon start and therefore RT is wigging out something rotten.- 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
Oh I think it might have just been the ocean/water shaders being turned off by default. It threw me a bit.- 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
Just realized @Galileo that there are no install instructions in the OP i.e. required mods etc. With the increased exposure, you may want to add it all in to avoid silly support request. Also, watching back at RocketPCGaming's stream, can you confirm that Scatterer was being applied properly?- 7,371 replies
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