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Everything posted by KillAshley
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[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
I'll leave this here though, as even though it needs more work, I'm still pretty happy with it! -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
no ETA, all i can say is: when it's done! Most of the basic work is complete, mainly just loose ends to tie up, but time has been tight due to my work lately, so i have no idea when it'll be ready -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Thanks guys! Always good to hear! I have tidally locked some of the moons, however I'm hesitant to do it to all of them as you ask. It's relatively simple to edit yourself though, all you need to do is go to the planet's .cfg and find the line that says tidallylocked = false under Properties and change it to true Thanks dude! Ok guys so the update is almost polished, There's only one thing i need to do before I'm going to release - The long avoided Galactic Neighborhood compatibility! NH won't have it's crazy orbits in GN, the custom worlds i created will exist in their own system separate from the stock planets and might be shuffled around a little too to help fill gaps in orbits. Once i find enough time to finalize all of that then I'll upload, hopefully i can find time tomorrow or the day after, but we'll see -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Gerald -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
working on a new update now guys...I'll let you know when it's finished, but I've finally corrected the planetary normal maps for the pack (thanks to Sigma88). This boosts the visuals of the pack by a HUGE amount. If you want to check this out it's available on my master branch of github right now, or you can wait a few more days while i find time to finish the little things left to do. -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
things are shaping up fast, hopefully not too long before a stable version is available. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
no, it was a suspicion but nothing has been confirmed. Besides there's a altitude threshold adjustment in the current .cfgs and the bug still exists -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Nope, notice that orange haze around the planet? not much oxygen in that one.... I'll add it to my to-do list Unfortunately yes I know all about this. This is a bug that has avoided all explanation and has been around since like v1.2 or something....There's no reliable way to replicate the issue as it appears to be completely random, so I can't reliably figure out whats happening. Very cool -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
actually it is Mun in the first, and Eve in the second -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
So preparing the ground textures for each planet using only the builtin assets available in KSP itself. Using no external files is still showing plenty of good signs of progress though... -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
a> probably a memory issue dude, try and keep an eye on your usage and make sure b> fairly easy to do really. I gave them 0 eccentricity basically because they were they starting planets, I didn't want to overburden players too much. You can easily toggle this as much as you want in their cfg's. Simply go to GameData/New_Horizons/KopernicusFiles/VanillaPlanets/ and open their cfg files. Their orbit are pretty easy to spot in there so feel free to tweak them to how you see fit! Just keep in mind Aptur's orbit is pretty finely tuned for Kerbin's current orbit so make sure there's no issues when changing things I had ideas for Sigma Binary, however they are on the backburner for now. With my work on my new pack and also the kopernicus examples overhaul I'm in the middle of creating, my time for NH updates ha disappeared. I know Laythe & Derso form a natural barycenter, but other than that I haven't had much thought to the rest. Thanks for letting me know dude. Not enough RAM, try downloading more. 0/10 please don't troll. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
I've heard reports that pretty high reputation levels are required to get the other contracts to appears, although this is something I've never really tested/looked into. The pack uses the stock generation of contracts, so problems with them are coming from KSP and not me, unfortunately you simply need to update Kopernicus. Ring scaling was changed recently so they sue different measurements now, simply update and it'll go back to normal. REMEMBER TO BACKUP YOUR SAVE THOUGH! -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
well I can have a look at it, but I can't promise when it'll be ready. For now, how about I give you some blooper shots...from times when procedural generation broke everything! -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Thanks dude. TBH Laythe would be a very boring video, as it doesn't have any land anymore I'll have a look through my recordings folder and see what footage looks good for you lot. I have been working under a checklist of distinct "phases" for the pack, and I'm happy to day that at this stage phase 1 of the pack is almost complete. My mental checklist goes like this Terrain creation Ground textures ScaledSpace transitions Finalizing orbital allignments Science Integration (Biomes/SciDefs) Mod Compatibility With the work on phase 1 almost being complete, the rest of the steps shouldn't take so long to get under way. Which is good news for people interested in having a look at what I've been doing. When the time comes that steps 1, 2 & 3 are complete there will be a developmental build available for people to check out. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
i like using KScale2, as it makes a little more challenge, but it should work in all. Except planets are a lot flatter as i haven't done any deformity changes for the upscales. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
as you can see I get quite a lot of lift on the craft. Are you running the latest version? As before that I had the atmosphericMolarMass far too low, making the atmosphere pretty weak. Perhaps try re-downloading the latest version and trying again. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
it is possible....just very hard It's more of a glide than a flight with that much pressure -
please no...firstly that "guide" doesn't introduce polar coords into the texture which will result in really bad import into ksp as the poles will be warped beyond recognition. Secondly you don't need to use a texture at all. you can create perfect terrestrial planets in game using only LandControl. My recommendation will be to dig through the PQSMods and learn how it works. Perhaps some inspiration for a "stock-alike" feel for your planets is in order
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[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Did a bit of mucking around and got some rough WIP shots to share -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
There's a pretty good explanation in a video here if you want a watch; [https://youtu.be/OOS0BsP3Lg8 Can't embed on my phone -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Can you send a screenshot of your GameData folder? Also send me the /logs/ folder in a .zip so I can check it out -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Because it's my mod, and it what I want to do! noones going to force you to use it -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
See that's the point to my packs, to make people think anew. See I'm so bored of the stock system, everything has become so routine that I don't see any point in playing anymore, I know exactly what I need to build as a minimum to land & return from other worlds so I honestly don't see the point in playing at all. That is the exact reason I started NH, to breathe new life into the game! However as it stands NH isn't as good as it could be and I want something better, something that will give that meaning back to the game as well as that sense of achievement. This pack is also to show exactly what kopernicus is capable of, as I have no external files in the game so everything is generated by kittopia & kopernicus. As for a NH expansion...that's not what I'm achieving with this pack. The planets of UL are a completely different art style to NH so they might clash, plus NH was made for the stock bodies to be stock...apart from maybe a texture upgrade -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
lol very bad joke! I changed a lot of parameters for a lot of different mods. Each planet is an amalgam of several different mods to get them looking right. I was actually thinking of making a load of small tutorial vids of PQSMods after this pack is finished to show people how they work properly. Yes, most planets got a shuffle around and new layouts. Felt it would work better and give me more freedom if I set them myself rather than leaving them in their old positions -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Both Aptur & Kerbin have always been in perfect sync since i originally added Aptur to the system. When Aptur is at it's per/apo you'll be able to draw a perfect line through the centers of Kerbin, Aptur and Sonnah as they align every half revolution. The orbits for them have been this way since Aptur was introduced way back in v1.35 so anyone seeing them in different positions is either having some sort of conflict or bug occur in their game