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KillAshley

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Everything posted by KillAshley

  1. Awesome feedback/tips dude, keep them coming 1> I am still toying with the atmosphere, balancing it for Kerbin is hard, however I think at the moment it's pretty cool, just needs refining 2> I made it so there's only 3 biomes on Minmus now (no more science hoarding lol). I might raise the science levels up a tiny bit to compensate for the rendezvous needed. However I'm already uncomfortable with the height of the SOI as I feel it should be smaller, but i needed to give at least a band for scanning . Luckily its low grav means landing is still nice and easy! 3> It is indeed bigger, but its gravity is roughly the same luckily. Im not sure how to edit the experience multiplier, but I'll have a look at it, cheers! 4> Aeorbraking is a tad easier, as i lowered the atmosphere slightly to compensate. Very odd about the panel info though, the atmo height should be at 95km, I'll have a look and see if i can find the cause of the (mis)information. any other comments, suggestions or just general feedback let me know dude, love to hear it and it all help me improve it.
  2. i also recommend Pm'ing me and asking nicely for my atmosphere calculator everyone uses
  3. thatd be great dude, If you post anything you find in this thread I'll organize it at some point and add it all into a wiki. Oh and remember any issues let me know ASAP and i'll get it sorted right out for you all!
  4. just a heads up, I have opened a project on Crse for UL, and it is now available for download there as well as Github. Link is in the OP.
  5. i know you use it, however how you use it and other people use it are two very different things. Usually people just find a random planet and export it, which is why i always tell people not to do so. No offense was meant dude, however having a million generic SE packs is a nightmare for Thomas and myself. So yes if they are heavily edited then they can be good, but most people don't do that unfortunately Thanks for the good write up for him dude. why dont we move this over to the kopernicus thread instead of spamming this one
  6. ewww no no no no no no no no Space engine exports are horrible, they dont look any like stock firstly, and require a lot more work to get properly working than it takes to make your own maps. Please look at the examples, as well as how other packs function. Uncharted Lands might be worth a look too as it doesn't use heightmaps or colormaps at all for it's terrain. You'll probably find it better to ask in the kopernicus thread too, as more people will be able to help.
  7. please note: although i have been kinda absent from this mod for quite a while I am still here and am hoping to give a good going over and sorting out all planets once and for all some point soon. however until further notice i will be removing my mod from Kerbal Stuff, as the ridiculously restrictive download speeds they are imposing make me sick. (seriously? i get 65kbps MAX). The download will still be mirrored on Curse while my main preference will be GitHub, and it will also still be available on CKAN, but until KS can reliably allow all users from all over the world to download properly then i will have no part in it. Cheers -KillAshley
  8. you can extract the stock data using kittopia, it gives you all information about the planets properties and PQS. I'll PM you a dump of all bodies data
  9. Sigma already has a WIP in the dev version, however it's not in the official yet. I would be screaming? perhaps i have just got tired of trying to get through to you. I'm sure i can find something if i actually look at the cfgs. I'll look into it anyway at some point
  10. i dont know what you're talking about....i definitely DIDN'T forget to change the link ok i might have a little ill heck it out at some point though, cheers for letting me know
  11. there is direct compatibility between 0.5.2 and 0.6 cfgs, so nothing special needs to be added/changed to get it working. when you update ill have a look for some more things for you, we all miss problems from time to time.
  12. although i hate to post about another mod in this thread im sure greg woul forgive me this one time. Try looking at this mod that will let you scale to whatever scale you like
  13. New horizons doesn't have a new tech tree, no it adds over a dozen new bodies and rearranges stock worlds. If you're looking for a complete change, my new Uncharted Lands pack might be a better pick...however there are still some problems with other mods that rely on the stock bodies being stock, which i plan to address asap.
  14. new id find something new to check after i release it lol. TBH i don't use waypoints apart from contract generated ones so I don't honestly know which mod adds it to test.
  15. beautiful photo dude! yeah Olympic1 sorted out CKAN for me as i'm useless lol so luckily it should be easier for you guys to keep track of things!
  16. Update: Version 0.2 is now available! 1.0.5 Compatibility! built for use with Kopernicus 0.6 -Added SciDefs, a modified version of CrowdSourcedScience defs, for all stock worlds -Added custom asteroid generation, asteroids now spawn flying through the SOI's of Kerbin, Jool & Eeloo. They also spawn in a ring around Jool. -Added RemoteTech compatibility -Added Distant Object Enhancement compatibility -Added Texture Replacer patch as a just in case -Added Planetshine compatibility -Added colored underwater fog to match new ocean colors -Added Galactic Neighbourhood compatibility -Added Sentar Expansion compatibility -Added Jungis Planet Pack compatibility -Added Kronkus compatibility -Added Outer Planets Mod compatibility -Added Trans-Keptunian compatibility -Added Asclepius compatibility -Added Sido's Urania System compatibility -Added Mun's easter eggs back onto the moon -Removed barycenter from ore contracts (still more tweaking to do) -Removed Duna's easter eggs (face was floating & curiosity was underground) -Tweaked Kerbin's atmosphere 5% higher and lowered pressure back to 1atm -Tweaked & rebalanced planet densities & gravity -Tweaked resolution of normal maps for Moho & Vall to increase visual fidelity -Fixed errors with normal maps -Fixed scaledspace transitions on every world -Fixed Eve's HazardousOcean curve to use correct tangents in it's float curve -Fixed orbital alignment (somehow Eeloo ended up way too far into the system) -Fixed positioning for Kerbin's rings -Fixed 15 degree mis-rotation of KSC. KSC now points due east-west. -Fixed various ground texture issues -Fixed Ike appearing purple in PQS view due to a mistyped color code -Updated files for Kopernicus v0.5.x -Updated file structure for On-Demand loading of textures -Updated to SigmaBinary v1.3.2 any issues please feel free to let me know! this update has taken a while, so enjoy!
  17. it could be caused by the heightmap, I notice you don't have an "offset = " value in the VertexHeightMap, this can be used to offest the terrain generated by the map, try adjusting it to make sure all the planets line up correctly. The under 0 areas are the areas that appear completely flat in scaledspace, which is most of the body. Try landing yourself there and see for yourself. I'll PM my calculator to you.
  18. i checked it out straight away, and have a few issues to note out of the box. First of all let me say i love the visuals, the planets look great, really nice work...now for the problems: (ill edit in when i find more issues) Ensol You have a LOT of negative altitude terrain on this world, id say over half the world is UNDER 0m altitude (have you even tried landing on it at all?) There is a giant seam in PQS view going from north to south, I can only assume this is an issue with the heightmap itself. Tel the atmosphere is pretty much non-exsistant, 0.01294atm...basically 1/100th of Kerbin's pressure. Given it has an ocean you'd expect at least some pressure on the world. The scaledspace texture needs an alpha layer placed over the water areas of the planet, otherwise the entire planet appears shiny, even land (forgive this part if it was intentional) suggestions & general Heightmaps should be inside a "PluginData" folder, otherwise they get loaded into the games memory. On-Demand loading can seriously help the memory of this pack, as well as proper .dds conversions, to get your pack to use on-demand simply place all textures into PluginData folder(s) and add their file extension to the ScaledVersion node (.png, .dds) additional mods for general terrain noise will help on planets with rather "flat" terrain, these can be added simply into the cfgs, and can add a lot of variety to these nice worlds Reguarding your atmospheres do you have a copy of the atmosphere curve calculator i made? It creates custom pressure & temp curves based off stock (with a 0.001% error margin) if you need a copy please PM me
  19. it is for kopernicus, please feel free to actually read the OP of the threads before reporting and/or requesting things from modders. this is compatible with K+, unsure about urania, however it should load fine. If you are in doubt please feel free to try it yourself and report any issues you find.
  20. ill get a example for custom scatter done for stand-alone kopernicus for you. The examples on github should have all the info you need to get started.
  21. ok you dont understand what I'm trying to say here, look inside the folders i mentioned & tell me what you see. Inside those folders is a GameData folder, correct? why would there be a GameData folder inside those folders? that makes no sense, perhaps the reason is because those extra ones were meant to be merged with your main one, instead of being inside them. If that fails, then i STRONGLY recommend you just delete the folders and install CKAN to manage the installation for you
  22. people make mods for different reason, however attitudes such as that are extremely detrimental & insulting to the modding community. Perhaps the author has moved onto other things, or has had something happen IRL that means he can no longer maintain/create anything. Please try to be considerate and not spam post on threads that have been dead for a while and to spam other threads about non-related mods. you've installed it incorrectly, try looking inside the folders called " Kopernicus.0.5.2(2)" & "KPlus_v1.1(1)" I can guarantee inside them is a GameData folder that should be merged with your main folder. the contents of that GameData folder is the folders that should be inside your main GameData folder. yes, they work perfectly together, orbits have been re-alligned to make this version natively compatible and to bring both packs into line.
  23. seeing as this mod is for 0.90, is severely outdated, and no longer getting any updates, then the answer is no. Use kopernicus instead, from the add-on release thread. seriously i really wish this thread could get locked, but that's not my call to make unfortunately.
  24. That mod is made for 1.02 and is not compatible with latest updates to kopernicus. If you are having trouble with it you should post in it's thread and hope the author updates it, or the mod will be as good as dead
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