-
Posts
2,028 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Poodmund
-
[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.
-
The Grand "Imgur albums/links are broken" thread.
Poodmund replied to Bloojay's topic in Kerbal Network
Has there been any update on this or a work around? I would really like to edit some of my posts that have albums in but am afraid that if done so, the albums will fail to display. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
To dither the map is not a format but is an anti-aliasing technique that is used to blend or smooth colour ranges in images when a limited colour palette is used. Below is an example of the dithering process used between two colours in an image where only 2 colours are specified on the palette. 1. Here we can see a magnified example of how the noise/pattern dithering has been used to blend the two colours together to form a smooth colour change. 2. In KSP biome maps, the preferred way of showing the biome boundary lines is to use a hard edge to simulate a distinct, discrete boundary between the two zones. 3. Due to the low resolution of biome maps and the way they are applied equirectangularly around the sphere, slight fuzzing occurs even with sharp edges and this can cause the effect shown where a slight virtual blur crops up. This is what gives you weird Biome locations in KSP, like the Poles at KSC as mentioned previously. When you utilise a Biome Map that has been processed with algorithmic dithering enabled, what you result with is a map where there can be lots of small pockets of constant biome changing in KSP.. If you imagine the case in Example 1 above, if walking from left to right across the surface, you get constant switching between the two biomes whereas if you walked from left to right in Example 2, you'd experience just one switch as you would expect. If you take a look at the Mun's biome map (2048x1024 hi-res) which is complicated in areas due to there being Slopes between areas of differing altitude, SQUAD try to reduce this issue by using these hard edges between zones. This is a magnified area of the Mun's biome map to show how SQUAD do it: I hope this helps explain it a little better. Please ask more questions and raise issues if you have any outstanding queries. its always good to discuss these things. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
Looking at the .dds map that The White Guardian posted above it has been processed using dithering blending which causes nightmares for KSP with respect to biome maps. This is a similar issue to what causes Kerbin's poles to show up by the KSC etc. Biome maps work better if the biome edges are hard defined. I have done a quick example using the Colour Map that @Galacticvoyager posted so it doesn't represent altitude change as such but it can then be used to further modify and adjust areas where required. The difference can be seen when you zoom into the images and overlay the two as shown in the animation below: Its just something worth considering with biome maps... dithering is usually bad. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Poodmund replied to Thomas P.'s topic in KSP1 Mod Releases
The best way to *quickly* do a biome map is to supply the colour map but most importantly the greyscale height map. Then you can import it into Photoshop and use a mixture of the Cutout filter and converting it to an Indexed Colour image to reduced the palette count which results in a greatly simplified map that resembles a biome map. Then you can go in and manually edit parts for like craters etc. Post your heightmap and I'll post an example of what it can do.