-
Posts
2,032 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Poodmund
-
Well with dithering or 'not clean separation of biome regions' it is more of a gameplay issue. You don't really want the game to be manically switching between two biomes as you're flying over them. Its more sensible, manageable etc. to create a hard edge in an appropriate location to say, 'now switch from Biome 1 to Biome 2'.
-
Yes very important, I touched on this issue of interpolation and dithering over in the Kopernicus thread here: Hopefully with the improvements to the biome system in KSP 1.2, as touched on in a previous Squadcast, this may no longer be such as issue. We'll have to wait and see.
-
Here is an animated graphical example of the general process I go through when creating a Biome Map: Example 1: Example 2: Please note that the final biome map image is an indexed .png with a colour palette of ONLY the 13 colours used to represent the 13 biomes and there is no dithering/blending of colour between any regions. The .gif compression has ruined the above animation for actual use but the idea/concept is still relevant. EDIT: It should also be noted that any biome maps where biomes based on elevation are evident that the heightmaps used should not be the ones used before any PQS generation is done and that 'actual' in-game heightmaps should be used by using tools such as Stupid Chris' Heightmap Extractor or Kittopia Tech. EDIT2: This is also a very handy tool for when converting your colours to float values for the configs: KSP RGBA to Float Converter - I got frustrated doing it myself every time so I set that up to make it easier.
-
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Poodmund replied to Galileo's topic in KSP1 Mod Development
Going with the Greco-Roman theme, what about "The Germanus System" signifying it as a sibling/brother to the 'Kerbolian' system?- 1,030 replies
-
- 1
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
[KSPedia 1.9.1+] Planet Wiki v4.1 - May 20, 2020
Poodmund replied to jandcando's topic in KSP1 Mods Discussions
@jandcando - Here are the source files to the OPM KSPedia that I created. It may be handy for you, https://www.dropbox.com/s/8gdtb918r59o4qg/KSPediaOPM.zip?dl=0- 139 replies
-
- kspedia
- planet wiki
-
(and 1 more)
Tagged with:
-
[1.11] RemoteTech v1.9.9 [2020-12-19]
Poodmund replied to tomek.piotrowski's topic in KSP1 Mod Releases
I just added the Antennas for the mods that I use. I'll look to adding more if there is interest. I've created a thread for discussion here as to not clutter this thread. -
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Poodmund replied to Galileo's topic in KSP1 Mod Development
I had a bit of discussion in that page and the page after showing a quick way to generate biome maps based on altitude using a greyscale heightmap. Once the heightmap biome map has been made, then you can go in and add some additional areas worthy of note. Its quick and clean but you can get good results for a base to work from.- 1,030 replies
-
- 2
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
KSP RemoteTech Antenna Selector Google Sheets: Link This document allows you to view the antennas utilized by RemoteTech to aid you in the preparation for missions to specific bodies. ----------------------------------- Antennas Sheet The 'Antennas' sheet allows you to view all the antennas listed by Mod pack grouping and all their individual statistics. ----------------------------------- Antenna Selector Sheet The 'Antenna Selector' sheet allows you to pick a celestial body and view which antennas are suitable for the application. Planets chosen are considered from Kerbin whilst moons selected are considered around their parent body. ----------------------------------- Systems Stats Sheet The 'System Stats' sheet lists details about all the available bodies to chose from if you wish to make your own calculations or assumptions. ----------------------------------- Form Submission I have included a link on the initial 'Antennas' sheet to a Google Form where you can submit details of antennas you wish for me to include on the spreadsheet. The submissions should auto-fill into the 'Form Submissions' sheet for later review. ----------------------------------- Please let me know what you think, any mistakes I have made, any ways I can improve this etc. etc. I don't have much experience with public Google docs so there may be some issues, if anyone has a better way of letting users access and change the 'Body' drop down please let me know. Hopefully you find this useful for your own games. KSP RemoteTech Antenna Selector - Google Sheets: Link
- 4 replies
-
- 2
-
- remotetech
- antenna
-
(and 1 more)
Tagged with:
-
[1.11] RemoteTech v1.9.9 [2020-12-19]
Poodmund replied to tomek.piotrowski's topic in KSP1 Mod Releases
I've been working on a Remote Tech Antenna Selector spreadsheet over the last short while as I sometimes find it difficult in-game to see what antennas are suitable for missions, networks etc. I thought that I'd share it here in case anyone wants to use it. Please let me know if I've done anything stupid, can improve it anyway or if there are more antenna sets you'd like me to add. https://docs.google.com/spreadsheets/d/1wtyd_xPI8djD7-E1jLdtOsxPwLhE2ku_zptRqJfLEfQ/ You can tab to the 'Antenna Selector' sheet and choose your body from the drop down list to see which antennas are suitable. All suitable antennas are calculated from Kerbin for planetary suggestions and when choosing a moon is suggests those that have a range greater than the max. distance between parent and body but less than the max. distance plus twice the SOI. EDIT: Updated it to consider when the Cone Angles are too small when a planet is at its closest approach to cover the whole SOI. -
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Poodmund replied to Galileo's topic in KSP1 Mod Development
It feels as though there should be some Fremen sietches plastered all over this body.- 1,030 replies
-
- 1
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Poodmund replied to Galileo's topic in KSP1 Mod Development
These are looking very nice. As for the standard you are obviously trying to shoot for here, I would suggest that from a playability or personality point of view if I was player it would be great if each body has a prominent feature/theme much like Eeloo has its area of ridged cracks or Slate in OPM has its giant planetary ridge.- 1,030 replies
-
- 1
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
For my own reference and sanity, I decided to create my own sheet in the style of the one I previously posted, correcting values where necessary and adding in the ProbesPlus information. https://docs.google.com/spreadsheets/d/1wtyd_xPI8djD7-E1jLdtOsxPwLhE2ku_zptRqJfLEfQ/ <--- The 'Range Order' sheet is probably most helpful for balancing. Let me know if anything is not right.
-
I do have this spreadsheet favourited but I have no idea who made it: https://docs.google.com/spreadsheets/d/tVHmRK55Obe2cIdvmjHurTQ/htmlview# It doesn't contain the Commun-o-tron HG55 but the other Stock and RT antennas are listed correctly. EDIT: https://docs.google.com/spreadsheets/d/1wtyd_xPI8djD7-E1jLdtOsxPwLhE2ku_zptRqJfLEfQ/
-
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
Ah, yeah, thats more like it. Basically you've just eradicated Eve. Just start afresh with a brand new separate planet config. -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Poodmund replied to nightingale's topic in KSP1 Mod Releases
Could you possibly make it so that the pre-requisite for the Mun contract is to have the Antenna set as Active Vessel and/or Mun and the Minmum contract to have Active Vessel and/or Minmus? This issue just had me stumped for around 30 minutes before I realised why I wasn't being offered the contracts.- 557 replies
-
- contract configurator
- remotetech
-
(and 1 more)
Tagged with:
-
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
This should work, no? @Kopernicus:AFTER[Kopernicus] { !Body[Eve] { } } EDIT: Edited for accuracy. Thanks TWG. -
I was only looking at CoolRockets yesterday and remembering how cool it was. Nice to see you've picked this mod up.
-
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
Ah right, looking at the texture file I see whats going on here. Thanks. You grossly overestimate my artistic ability. Anyway, I like collaboration as well as competition but it seems what you're working on is SUPER cool. Keep at it man! On a side note, at some point I want to discuss with you how SVE is handled on CKAN with its dependent mods and/or, more importantly, specific files within those such as Scatterer's PlanetsList.cfg files etc. to promote compatibility between visual mods (packs). Maybe once 1.2 drops. -
Well, Scatterer does work and it works with this mod (presuming you're running KSP 1.x.x). If you don't want to use the Scatterer and EVE mods in your KSP install then unfortunately this mod offers pretty much nothing for you as its primary source of visual change is the use of EVE and Scatterer's feature set. Sorry.
-
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
I was wondering about this the other day, @Galileo, what do the 'Atmo' layers do exactly... like what visual effect do they have/difference between being on or off? My apologies as I can't test in-game to check right now. -
As said above, yes it is. The EVE plugin is a dependency but the EVE configs are not. You are free to use whatever EVE configs you like for the stock planets like SVE or KSPRC etc. Just make sure that if you do that you use my PlanetsList.cfg bundled with my mod in the Scatterer\Configs folder otherwise the Scatterer effects will not be applied to the OPM planets/moons.
-
I don't like to bundle dependencies in with my distributions of my mods as it causes overwrites, out-of-date mods to persist in old repos and is just general bad practice. It pretty much all cases, its best for the mod user to navigate to the separate mod's own page and follow the download and install instructions from there.
-
[old thread] Trajectories : atmospheric predictions
Poodmund replied to Youen's topic in KSP1 Mod Releases
Just to inform you, you are bundling an outdated version of Module Manager in that distribution, not that it should matter with how MM works but though I should let you know. Latest vers. is 2.6.25. Anyhow, adding this straight into my save. Will let you know if I find anything untoward. -
Seems like a silly question to ask but have you installed the base Texture Replacer mod? (https://github.com/RangeMachine/TextureReplacer/releases) Ensure that is installed, then drop my Skybox files into the GameData folder and it should locate them within the correct folders in TextureReplacer's directory. To make sure, you should be able to navigate to ..\Kerbal Space Program\GameData\TextureReplacer\Default and be able to see the 6 .dds images and ..\Kerbal Space Program\GameData\TextureReplacer\EnvMap to see the 6 small .png images of my mod. If you can, then it should all be working. Alternatively, you can now download and install any of my 3 Skyboxes for KSP 1.1.3 via CKAN or via SpaceDock: Calm Nebula Deep Star Map Milky Way ------------------- Thank you for bringing this to my attention though, @RMAJ_gaming, I have edited the SpaceDock listings to include installation instructions for those not familiar with the install process.