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Posts posted by KillAshley
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i have no idea how ckan works, and have never used it myself. There is an updates to my github but not an official release yet, which is why ckan is a lower version, hopefully i can release it soon
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just an FYI everybody, I'm back and have begun to update NH once again. Sorting through like 15 pages on the thread was a pain, but hopefully i should be able to get everything done up soon. I'm hoping to have a crack at finishing Derso (the planet which has been a placeholder up to this point) too. If you want to keep up to date you can follow the github for NH, or you can join the Kopernicus discord if you have any other issues or questions.
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Good to see UL is still working fine in 1.3.1, I did a small update to Kerbin's atmosphere coloring, but nothing special.
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Good to see this is still working fine in 1.3.1 even after all this time. No issues have been found but if I've overlooked something please let me know.
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i could possibly update it at some point but my priority when i come back is my main packs, ill look into it though, k?
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On 13/12/2017 at 1:31 AM, Micro753 said:
@KillAshley What color is Sonah's rings supposed to be? On mine, they are a translucent black. I reinstalled KSP with only New Horizons, the latest Kopernicus, and Module Manager 3.0.1, and it was still like that.
Not sure if any of this has to do with it, but I opened the console when I started the game, and when it got to the menu, there was a message saying "ERROR: [Kopernicus] Could not find built-in texture 05-NORMAL." It also said "Warning: Cannot find preset "Default" for pqs [planet/moon name]." for all of the bodies, and there was a NullReferenceException immediately after the message saying how long Module Manager took to load everything.Here are the logs: https://drive.google.com/open?id=1NiqRBGqkKpcXdj09AIcXovrIVquMDWFhEDIT: I found the issue. In Sonnah's config file (New_Horizons\KopernicusFiles\Sonnah) the rings color is "colour = RGBA(0.100, 1.000, 1.000, 1.000)" while Arin and Titanus have "color = 0.700, 0.500, 0.300, 1.000". I changed Sonnah's ring color to "color = 0.100, 1.000, 1.000, 1.000" and it looked closer to normal, but it still didn't look quite right. I lowered the green value to 0.800, and now it looks much better.
I could've sworn they were blue at some point before, so is this change a mistake or on purpose?
probably a change in kopernicus to actually start using those values properly, originally it didn't do anything. I'll fix it very soon.
On 16/12/2017 at 8:47 PM, Black-Two- said:I just installed New Horizons and there seems to be something wrong with Kerbin. In Kerbal Alarm Clock Kerbin appears as its own planet, not as a moon to Sonnah, Scansat scans of Kerbin yield science but don't show up in Scansat itself, and Asteroid detection missions put the target orbit really close to the sun. I've read about a reparenting bug in this topic, is this it?
possibly, however i think I'll have to check it out soon to make sure, KAC was sometimes weird with the reparenting, same with TWP....some people get issues, others don't.
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On 14/12/2017 at 4:00 PM, Telumendur said:
I thought KASE was in a limbo...
On 14/12/2017 at 10:37 PM, Geschosskopf said:Hmmm. KASE's author, @KillAshley, is still in the forum frequently so hopefully this shout-out will get his attention, or you could PM him, to ask if KASE works with 1.3.1.
KASE is definitely worth using if it works. It puts a real beauty pass on all the stock worlds.
been busy last couple months rebuilding my real life. Will be coming back to fix everything up now things are on the up again. Don't know if KASE works currently, however haven't had any msg's to tell me it doesn't so I'd assume it would be ok. Expect some updates on all my mods soon.
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Hey all,
Sorry for disappearing, had a lot of personal issues last couple months such as losing my job and almost my home, so I haven't really been around. Once I'm up to it I'll be looking at fixing up NH again and addressing all the issues people have been having. Hopefully I'll be back soon.
X
oh and btw @Plummet landing at night won't change the exploding kerbals, it's very hot on Ernus. You do get about 5-10 seconds of EVA before you explode though, so use them wisely and quicksave a lot.
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On 21/07/2017 at 10:21 AM, Snark said:
...
thats very odd, i have a game running fine with 1.3.0-4. Could you upload the /logs/ folder so i can see the kopernicus logs? there has to be something odd going on.
8 hours ago, Scotskerb said:Is it possible you could create an expansion to this mod that adds new star systems that fit the style of New Horizons?
someone can, sure. Unfortunately I wont do it myself. Galactic Neighborhood works with NH iirc so you can always pair it with other packs, however you will start in the stock system not the NH system.
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1 hour ago, SAS123 said:
Do you plan on adding any more bodies or just continue improving the ones you already have? I mean I wouldn't mind another gas giant that is very far out and on a somewhat eccentric orbit (Like Planet 9).
the only body that need changing is Derso, which is currently a placeholder that i haven't created yet. I Don't actually have any plans to add in more, however i made the pack in a way that OPM can fill the slot if people want any more and further out planets. They appear far outside the system, although i haven't looked at the patch in a while to check it still works after the 2.0 release oh NH.
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2 hours ago, TheLittleTrain17 said:
not sure if this is a known bug but my kerbin map and in-game are off. not sure which is considered not right but it looks like it got rotated 90 degrees somewhere.
no the maps really aren't off, you just landed on the side of a moon, your view is relative to the surface of minmus in game, and seeing as you landed on the side of it, it will appear like this. Same as if you land on the equator of mun in the stock game then kerbin will look sideways. If, however, this occurs when in orbit of a planet (and not in surface view) then it is a bug and you should send me a picture of your craft in orbit to show me.
As Sigma said, you should try landing at the north pole to avoid confusion
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2 minutes ago, Gordon Dry said:
As there are many contract packs that only work when the home world is the 3rd planet from the sun, I guess many of them won't work with this planet pack.
Do you know which contract packs will work?
someone might know, unfortunately i don't as i don't play with contracts
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2 hours ago, SAS123 said:
Another Bug although I am not sure if it is NH or Kopernicus.
Didn't realise I was Launching From Soonah.
http://steamcommunity.com/sharedfiles/filedetails/?id=964917219
Why is Soonah So Far Away...?
http://steamcommunity.com/sharedfiles/filedetails/?id=964917183
haha yeah I've noticed that myself, seems to be limited to the KSC view though, and seeing as old bug like the terrain going haywire when launching a ship have gone ill happily take this mild graphical bug in trade
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5 hours ago, SAS123 said:
@KillAshley If you need some ideas on things to work on, I have played New Horizons long enough that there are a few things that I've noticed and thought of.
1) I've noticed a few of the Science Definitions are out of date especially for the mod DMagic. This is probably the only somewhat negative I have currently of New Horizons but it is minor.
2) I have a suggestion in mind. New Horizons is supposed to be a new solar system layout and meant as either something new or a challenge and adds 19 new bodies while also keeping the old ones. I wonder if you could add compatibility to your Uncharted Lands mod so all planets are something new and different to visit.
3) I'm not saying this as a bad thing but I feel like Atell and Eli are fairly Similar to each other except with their colours. Just an observation is all.
Thanks for listening. I am not being mean or dissing your ability to make beautiful planets and modpacks, i just wanted to share some ideas and critical criticism.
1> yeah they were written a long time ago, should probably revamp them and double check the vanilla defs too. I hate doing that which is why i havent done it before now.
2> They kinda work together, but UL overwrites NH's orbits i think i put off fixing that because of galactic neighborhood, not wanting to screw it up. I'll fix that today (as long as i don't procrastinate too hard)
3> yeah they underwent a lot of revamps and ended up pretty similar as far as "generic moon" goes, i actually was going to get rid of eli when i removed lave during the v2 overhaul, but used it as another early game moon instead due to people constantly asking for one.
i dont see your message as mean dude, dont worry. I prefer when people write comments like yours as i can find new ways to improve my packs. I'll see what i can do to fix them.
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9 hours ago, BDhogz007 said:
Hey KillAshley. I really want this pack to work for me, but all the planets are just white? Or at least the stock planets? Does anyone have a fix? I'm desperate!
(missed your post) can you be more specific, like what operating system are you using? are you sure it is installed correctly? is only the stock planets white, and if so do you have any other mods that change the stock planets?
55 minutes ago, FeliusKerNes said:Well, I was not planning to keep Kerbin as a moon, but to have it back as its own planet and put the Mun and Minmus back orbiting it
That said, according to this article: http://curious.astro.cornell.edu/about-us/44-our-solar-system/the-moon/general-questions/104-can-moons-have-moons-intermediate
It should be theoretically possible within a certain radius so long the satellite the moon orbits doesn't synchronously rotate, which unless I saw it incorrectly wasn't the case for Kerbin and Soonah, although admittedly I have no idea what would be it's Hill Sphere and if it wouldn't be so close it'd create problems with the atmosphere.
it is theoretically possible, yes. however even in that article you can see that sub-satellites have a very limited lifespan, eventually being pulled into it's parent or pulled apart. but that's not your intention anyway so it's now a unrelated topic!
you can change Kerbin and it's moons back to their original positions by deleting their cfg's, however you should note that the system will be unbalanced in gameplay sense, as the orbits will intersect other worlds, Kerbin won't be on on the same orbital plane as the rest of the system, and science gains will be drastically unbalanced. It would probably be easier to just use a different pack if you're after just a "more planets" kind of thing (such as OPM or something), unless you really want these specific worlds, as this pack is designed to be a different system to create a new way to play.
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10 hours ago, FeliusKerNes said:
I like most of this except the changes of Kerbin and its moons, finding it annoying to have it as a moonless moon of Sonnah. How would I go about editing that aspect of the mod while keeping the rest of the changes?
i can do that if you like, as long as you answer one question for me; name me a moon with a moon. That's all you have to do. You see sub satellites would be incredibly unstable in a system, and i already compromise as much as I'm willing to bridge realism and gameplay, so unless theres a way to viably explain why such a close moon would have a moon of it's own then it could not exist.
You can edit the configs yourself to move it, however I won't be assisting you with that and i would appreciate it if nobody else posts how in my thread.
I didn't make this pack with the only mindset of "more planets" it's planned out carefully and has more going than that.
(btw I'm not angry at you for asking, i just like to rant )
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On 07/06/2017 at 7:03 PM, Peder said:
Thank you for a really beautifull and good mod.
- I did not read all the previous forum pages.
But i like to suggest that the "lightning" effect on all planets need to be adjusted a bit.
- There need to be less lightning ( example 50% less )
- The speed the lightning is repeated need to be lowered, there are simply to much lightning and to often, and to close to each other.
It feel like "to much" is happening.
Other than that love the mod :-)definitely sounds like some kind of error, theres no weather effects in the mod. Are you sure it's cause by NH, and if so can you provide screenshots of it?
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On 04/06/2017 at 7:46 PM, GenesisPlayz said:
Any tutorial of making 1.3 planet packs?
Same as making any other packs dude. Following guides from @The White Guardian is a good start. I'm sure he has way more patience then me these days.
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9 hours ago, captspiff said:
I pulled Kopernicus directly from the most recent update on the forum. The planet in the background is yellow(ish) with blue rings actually.
sounds like some kind of install error, either way, if you send me your /logs/ folder in a .zip i should be able to tell you what the issue is.
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11 hours ago, Blacks said:
Hello there a small issue:
Dependency: > Kopernicus = Link broken "Invalid thread: 114649"cheers
sorry, didnt realize i never updated the link to the thread. was so long ago when the thread changed it didnt cross my mind to check. updated OP, and if you still need it here's the link
2 hours ago, captspiff said:Just loaded the mod into 1.3. Seems to be installed correctly but now the main menu buttons do not work. They appear, they are just not interactive (selectable). Any suggestions?
odd, havent seen that in a very long time. are you using the correct kopernicus version? (v1.3.0-2) and has the main menu background planet changed to the blue gas giant?
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1 minute ago, Micro753 said:
Using the New Horizons master branch and the latest Kopernicus (version 1.3.0-2), the console gets quite a lot of errors once the main menu loads.
"Warning: Cannot find preset 'High' for pqs (insert name of celestial body)"
"Error: [Kopernicus] Could not find built-in texture 05_NORMAL"
"Exception: NullReferenceException: Object reference not set to an instance of an object"
These get repeated about 20 times each in the split second after the main menu loads. They don't seem to be problems because everything works fine in-game, and no errors or exceptions are thrown after that. I've been messing around with it for a few hours, and nothing notable has happened yet, despite me trying to break stuff. It seems to be good to go for a 1.3 release if those errors don't matter.
cool, thats an easy fix. keep trying to break it
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No update needed, as this works in 1.3, updated OP to reflect this finally.
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Working correctly in 1.3 now.
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12 hours ago, GenesisPlayz said:
Is NH gonna return? Awesome!
no idea when though....
ok but yeah updates already there for all, any bug reports please be sure to let me know in an appropriate manner and ill get it fixed.
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
in KSP1 Mod Releases
Posted
have you also noticed that this isn't up to date and is actually for 1.3, not 1.3.x?
have you heard of pastebin? or even using dropbox to upload the logs? because it will stop you from creating ridiculously long posts and will make it more likely i will actually respond. apart from that if you want it to work properly, then you will have to downgrade. Like i said above, this is for 1.3, not 1.3.x so dont expect it to work in any other version than 1.3.0 until i update it.
I was working on an update, but it was being made with an older kopernicus version for 1.3.1, but due to kopernicus updates i was holding off on doing more work on it as it would've needed changing with the kopernicus updates anyway