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Everything posted by Poodmund
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Poodmund replied to Galileo's topic in KSP1 Mod Development
Also, just finished up Argo. That means all bodies from Gauss outwards have now been done biome wise. 12/26 done... just 14 requiring confirmation to go. Also, @OhioBob, it would be nice if you could also request to view the Biome sheet above and give a look through the biomes to make sure the names correlate to the geography for specific bodies i.e. Glaciers on ice worlds etc. EDIT: And again, a sneak peak at the areas you will be visiting: http://imgur.com/a/5bnbO (Biome locations not disclosed )- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Poodmund replied to Galileo's topic in KSP1 Mod Development
This is what has been merged into the main branch so far: https://docs.google.com/spreadsheets/d/1psJ_GyWJCg6SvHgcBm_AsTrARoa-EOJuyR9Ea-OcINc- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Poodmund replied to Galileo's topic in KSP1 Mod Development
I should have every body from Gauss out to Leto finished by tomorrow. Then its just a case of wrapping them up for the inner planets/moons. This is what I have worked through so far: http://imgur.com/a/5bnbO- 1,030 replies
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Connections to SpaceDock are dropping hence the corrupted downloaded zips.
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Poodmund replied to Galileo's topic in KSP1 Mod Development
What about me?! Note: Same as above, this is pre-atmosphere and orbit changes. Just thought it was a cool shot showing size perspective.- 1,030 replies
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Poodmund replied to tomek.piotrowski's topic in KSP1 Mod Releases
Well it does but its a hard 0% or 100%. What stock is implementing is that a lower Signal Strength doesn't impede control but Science Amount transmissions are reduced. Occlusion however is a feature of both. -
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'.
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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.
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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.
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[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
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[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
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[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
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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
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[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
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[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
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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.
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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/
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[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
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[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.
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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
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.