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KillAshley

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Everything posted by KillAshley

  1. i meant to edit that, whoops. the gas giant texture was technically generated procedurally, but it happened with photoshop not ksp
  2. gas giants do not have a PQS. They are basically the same as any planet in the game apart from no PQS. oh i just remembered i never replied to your message...gimme a min
  3. could I get my thread for Uncharted Lands moved to the Add-On Release forum please? xoxox -KillAshley
  4. This has been a feature for a long time, in fact my other packs have had biomes for gas giants since they have been released, but noone has ever noticed. Probably when i eventually get the motivation to work on NH again ill add some, but I'll have to see.
  5. ....there is no planet called vix in this pack, perhaps you still have the old kerbol plus installed which is a baaaaad thing seeing as that was made for kopernicus 0.0.7 and ksp 0.90.
  6. not gonna happen sorry, if you have an issue gaining science from all the planets & biomes in the Sonnah system then there is something wrong with your play-style tbh. There's plenty of science to be taken, enough to finish majority of the tech tree.....but if you expect to get the tech-tree finished in 2 flights like in stock then you're gonna be disappointed. You need to try and get out there and explore properly, try going to other places in the solar system, theres a tonne of science to get, and the only thing stopping you is yourself.
  7. its an issue that you are still on 1.0.4, kopernicus uses 1.0.5 so you'd need to update your KSP, same goes for pretty much all packs out. How come you are still using 1.0.4?
  8. best list of packs available: https://github.com/Olympic1/PlanetPacks as for compatibility, just look at each pack's OP, as they are usually stated, although some are just common sense.
  9. best tutorial so far: feel free asking in the actual kopernicus thread though, as thats what it's for. It's pretty rare to get actual answers in this sub-forum about kopernicus. Take the time to look at existing planet packs and how their cfgs work while learning. Also theres the official kopernicus examples linked in the kopernicus thread, that will be helpful too.
  10. like i said they are only little things really. Yeah the order is actually in important value as it determines the order which mods are actually applied, that way you can layer either noise mods or color mods together to create more interesting terrain and some very subtle coloring (for example..... and this). The only reason i mentioned the on-demand is that its probably better to get people using it before explaining how it all works fully, at least then they (and everyone else) benefits from the reduced RAM count, and they get used to the file structuring needed for it.
  11. @The White Guardian OK so after a long break, I'm slowly coming back and working on things again, and I finally gave your guide a read. Very nice, I'm pretty happy. There's little things i would change, but nothing that would drastically effect people's planets. I'd probably explain that planets don't necessarily NEED color/heightmaps but they help people learn inn the early days of planet making.Also I'd mention that heightmaps should really be the "base" of a planet, and not the end-all of terrain, true terrain should be formed from the PQS noise mods generated on top of the heightmap, and the heightmap should just be the foundation of the planet. Also a better explanation of the order value would be nice, "Then there's 'order'. PQSMods have to be loaded in a specific order" isn't exactly the best explanation, perhaps change it to "Order tell the game in what order to load PQSMods onto terrain, mods with lower order values get loaded before ones with higher. this means that you can layer mods on top of each other, having one mod for a base terrain, and layering additional mods on top of that." (not: im still half asleep so maybe word it better lol) Also maybe editing the cfgs so they are by default covered by on-demand would probably help people a lot seeing as they wouldnt know it's even a feature of kopernicus. It's a pretty simple change, the textures just need to be inside of the PluginData folder and have their file extensions specified (which you already tell them to do). anything else i remember when i wake up ill let you know, but nice work dude! and kudos for actually helping people too after writing this! anything you need, gimme a yell dude!
  12. It is acceptable to use existing cfgs to learn more about kopernicus. It's actually encouraged! Don't worry though, @The White Guardian reads the kopernicus thread too
  13. Please try asking about Kopernicus in the actual Kopernicus thread, instead of spamming other people's mod threads. If you actually want help, advice or support we are more than happy to assist you as much as we can provided that you ask in the correct place. I'm sure @CaptRobau doesnt want people spamming his mod thread with questions about a different mod now. Link for the lazy
  14. no idea about SETI, ill look into these things soon as i start working on NH again.
  15. havent seen the movie so no, there is no inspiration from there in the slightest if you look at the cfgs youll easily be able to see how i removed them. Or better yet have a look at the kopernicus examples i made which will tell you too
  16. erm.......do you realize that kerbal minor bodies is already a (outdated) planet pack? here is the old post
  17. ill look into that at some point, thanks for letting me know. By the way, have you tried SigmaDimensions? it might be better to try out as it rescales everything perfectly..
  18. I've actually been trying to get SigmaDimensions working with UL, but as @Sigma88 said theres some color issues in PQS View, I might have to make my own cfgs if it cant be resolved. Unfortunately I'm taking a few days off from working on my packs due to a lack of motivation and some personal issues, but as soon as i come back to it I'll whip up a 64K cfg for you and yes I'm hoping to add some minor terrain variation (if only slightly) to stop larger bodies becoming TOO boring!
  19. Ok so seeing as how you decided to create this i feel as though i should warn anyone that reads this thread DO NOT to follow your instructions. I read the first few sentences and stopped because it was already wrong. Lets get down to the details; flightGlobalsIndex numbers have been obsolete for MANY versions now, there is no need to specify them on your cfg at all as kopernicus will create them at run time. exportBin is an obsolete function in kopernicus 0.6, and has been replaced by other values. Please dont spread misinformation. There is no need to add in mathmatical equations into the cfg (@mass *= whatever) If you dont feel like typing out the full numbers of the mass you can always simply write it as "1.45E+22" (for example). Hell you don't even NEED to specify a mass if you set your GravParamiter correctly. specifying a sphereOfInfluence is very cheap and shouldnt be done UNLESS you have issues where the SOI iis under the planets surface. If you want your SOI to be bigger then you should increase it's GeeASL/Mass or the distance to it's parent. SolarLightColor is an obsolete node and is no longer has been replaced, please dont spread misinformation (again) again with the MM maths (@sunAU8= ), you should just type in the value you want, theres absolutely no reason for it in a basic cfg, unless you are editing a different cfg, and especially not in a beginners guide cfg. i wont mention the formatting in the brightnessCurve & Materials section, so lets go on further..... you should probably note that changing the rimPower and rimBlend will drastically change the appearance of the star, and make it appear not stock-alike at all. theres probably mroe but i don't feel like looking at that anymore... now onto cfg 2! you're basically creating clones of stock planets with different scaledspace textures. There is no alteration to the PQS node at all so there is abosolutely no reason why this is even a viable example to be fair. NEXT! erm.......what? Ever since 1.0 kopernicus has natively supported .dds files. Even the official kopernicus examples are all in .dds so I literally have no idea why you wouldnt at least check this out before posting that (please dont spread misinformation, again, again). I know you probably mean well posting this, however considering how many errors there are in this im surprised your cfgs even load at all. Why you didn't link to the kopernicus examples github page where there are working cfgs (some may need updating though) for a LOT of different things for new people to learn from and decided to write your own is beyond me, espacially when the errors in here would stop some cfgs even loading. Please, PLEASE think again and either take this down or remove the cfgs & misinformation and fix it into something people can actually learn from. This may come off as harsh, but I particularly hate it when people spread misinformation to new people. Having a tutorial like this and coming up with nothing but error upon error will drive people away, instead of bringing people into the community and creating new and interesting ideas.
  20. yeah I have tried to stagger the timewarp limits, but I'll have another look, I don't know about 50x but I'll play around . I'll double check my atmosphere on Eve, make sure that brick wall isnt my cause (better safe than sorry!) Have fun landing splashing down on Laythe! Let me know if theres any issues with the barycenter/SOI's/etc. great work dude! I'll link in the OP
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