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Everything posted by KillAshley
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
not too sure, is it the latest OPM? does the install work with just NH? beautiful pics boys! thanks! Pluto, that view of Titanus.....wow! -
I'm working on my own cfg, just pushed a commit to fix up all the files in NH to help with GN compatibility not long ago feel free to pm your ideas though, as I haven't officially started the alignments yet
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Thanks dude, it's been a LOT of work....but worth every minute -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Shadows from planets is a limitation of the engine afaik, probably not going to happen unless a mod gets to it. As for a "light version"....no sorry. Feel free to delete any bodies you wish, however everything as it stands is pretty well balanced for its current layout. Changing that will change the game quite dramatically. -
[Dead Mod][1.0.5] Saru Planet Pack v0.1
KillAshley replied to tygoo7's topic in KSP1 Mod Development
Very nice work so far dude, keep it up! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
hey guys, ,just a quick post to let you all know: Version 1.6.4 is now live! changelog: -ScienceDefs & DMagic ScienceDefs now COMPLETE! -Serran fixes & terrain altitude tweaks -Tweaked high Sun science down to Sonnah levels -Reset Vanor ring inclination -Fixed ring sizes for kopernicus 0.3.x -Lave rings & texture pass #1 As always let me know if you find any issues, thanks! -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
KillAshley replied to NecroBones's topic in KSP1 Mod Releases
Keep up the good work, NecroBones! This pack is now a must have in all my games. Can't wait to get a hold of those 7m parts -
@Whovian I'm going to put in a NH .cfg for this into the next NH release. The NH planets will be orbiting their own star and be untangled from the stock system, this makes compatibility with everything extremely easy The reason they will be removed from being joined with stock as this is something we are trying to do with this mod: Keeping the stock system completely stock, and this is something I want to keep for Sigms88's vision.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
thats by bug catcher that I've had up in my save game for months (i had to reload a quicksave yesterday when i screwed up some things thats why the flight time is only at 38 mins). I'm not too sure if theres some random factor that could contribute to the bug happening, howerv in the last couple months I've never lost a ship to it...and that net has survived numerous tweaks, reinstalls of both NH+kopernicus, installation and removal of other mods and also lots more stuff that i probably forgot about. I move this save game when KSP changed version 3 times, so it even survived all that! If theres a reliable way to force the issue happening I really have no idea -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
To be honest the mun bug is still a mystery to this day. I can never reliably replicate it no matter what I do. I even have approx 70 probes orbiting mun that have been happily orbiting without issues since around v1.2-1.3 in my main dev version that I make all my changes in:confused: I'm still seeing what I can do to help it though... -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
correct! guys give me a day or two to smash out the fixes and get this sorted for the new kopernicus version before updating to 0.3. It's built using 0.2.4 so updating can and will have some side effects -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
I like the ideas for the new Lave, eddiew! I'll crack onto it straight away as it's something that makes sense. Send me that ring texture and I'll get onto the main texture for Lave and give it a frosty covering @Tynrael very nice work dude, always wondered why my doe didn't work properly -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
hey guys sorry i haven't been around, been a little unmotivated lately to work on my various projects. I've still been around though, keeping an eye on what people have been saying, so lets get down to the topics been discussed... firstly eddiew beautiful screens as ever, and also katchau, those shots are stunning, love them! (sorry to hear about your save corrupting ) SO! lets talk planetary oceans! So originally Serran had an ocean yes, unfortunately i took it out when switching to Kopernicus as I had a few issues with matching things perfectly together to get it functioning properly. I could easily implement it back in now ofc, however would that be something people actually want? My current thinking is along the lines that Serran's oceans have dried up, leaving the surface dry, however there still is subterranean water on the planet. It's just I don't really want to add something unnecessary to the mod. So let me know what you think about it all. oh and as for liquid on the surface of Lave....I somehow doubt that such a thin atmosphere would sustain surface liquids at all, so it's something i doubt would come in....but again let me know how you guys feel! Serran's terrain issues! I am aware of the issues currently with Serran, hopefully its something that i can easily fix when i dig deep into the planet again. Hopefully it just has something to do with the terrain's offset from when i originally had an ocean and shifted the terrain afterwards! I'll have a good look into it when i rework Serran soon.(Don't worry Randazzo, I haven't forgotten!) Stars! So although recently there hasn't been much mention of them in the thread lately, but I don't want you guys to think the idea has been forgotten. It's something that I have been putting off for quite some time, as although implementing the star itself is relatively simple, there are many other things to consider....such as; orbital allignments (changing all orbits to have a 'ksp-realistic' orbital allignment to take into account for heat/gravity of stars etc.), solar power (some stars such as the blue main sequence and the red giant are super luminous, would this solar curve make solar power too easy? whereas the white dwarf would be so non-luminous it would make solar panels almost useless....balancing can be pretty tricky!), as well as a few other things. Balancing all these gave me a headache and I put it all on the backburner for now as i work on a few other things (like this prject with Sigma88, and also a new overhaul pack to showcase the true power of kopernicus & pqs mods which will get a dev thread soon). I'm mainly mentioning this now as I have had stars on my mind after working with Sigma88, and also Tynrael was asking about them too. So anyway let me know how you feel about the idea of them, what you would like to see, or if you don't mind either way! Terrain glitching out at launch/KCT bugs! OK so this is just something else i wanted to clear up as I'm not sure if some people missed the discussion about it all. Anyways the terrain issue appears at the KSC screen when launching directly from the launchpad/runway. This happens rarely in normal circumstances, and has something to do with the game not being able to correctly track Kerbin after it's original orbit/rotation changes. The game basically miscalculates the rotation of the planet and the surface implodes on launch. This always happens when allowing substantial time to pass in the KSC view and then immediately launching. The fact that a lot of people have assumed it has something to do with KCT in the past is because with KCT you have to launch from the KSC view after waiting for the ship to be built, this allows time to pass and triggers the bug. A simple way to avoid is always to switch scenes before launching (like going into the tracking station and back out) this allows the game to fix itself. Please make sure not to discuss it in KCT's thread or mention it to magico13 as I'm sure he's sick of hearing about it, instead feel free to whine about it in this thread and I'll pretend to listen . I just want to state this is a kopernicus bug, and a fix for this is pretty complicated, although i have nothing but faith in ThomasP to find a way eventually anyways guys thanks! I'll get back into it as soon as i get my mojo back! also big thanks to MinimumSky5 who is only 1 planet away from completing ALL the science defs, as well as the DMagic science defs all by himself! Without him they would never have gotten done lol! -
that's because the configs that Aramius seems so hell bent on distributing were made with kopernicus 0.0.7, which is severely outdated. It's not hard to get the configs stable and easy to use, however they are still in an unfortunate state. That is why they don't work with the newest kopernicus and therefore breaks compatibility with other planet packs.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
lol eddiew -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Unfortunately that's a PITA bug that's been around for aaaages. I can never seem tor recreate it consistently and get to the bottom of it fully, for now please be careful leaving ships in orbit around Mun. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
no maps available welcome to a new experience dude! Where everyone starts from scratch and has to figure things out all over again! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
no particular reason. The game only hangs for about 5 seconds, and removing them save 10MB from the download. My planets configs are good enough that the generated .bin file isn't needed to be included and can be generated at initial run time with no issues. So i just remove them from each release and let people generate them themselves at first launch. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
@Randazzo this is because on first load Kopernicus has to generate the .bin files for each planets, causing the hang up before the menu appears. This only happens on first launch an/or when the .bin files are removed from the directory. It's perfectly normal don't worry -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
lol cool, glad you enjoy it...I'll tone down the far sun science in the next update, seems it's something i overlooked considering the difficulty leaving sonnah vs landing at on of it's moons! thanks for letting me know! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
dude, seriously love your screens, shows lots of love for the pack glad you're enjoying it so far dude, let me know if there's any issues should be fine, just remember to stay in lines with the license i distribute under, as cantab said; so feel free to edit whatever you like, as long as you stay within the license requirements! Also remember that if you distribute altered configs, they may fall behind as updates for NH come out, so it's usually a lot easier to just use MM patches where possible -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Yeah I'm just going to "skim a little off the top"... Basically when I removed the ocean that was originally part of Serran I had to raise the terrain to compensate, I'm just going to lower the deformity a little and bring it down from 5-7km to 3-5, just enough so you get a bit more of an atmosphere coming down -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
It may be time consuming, but the end result is better and more natural than using color maps. There other alternatives to LandControl though, such as HeightColorMap, and also VertexSimplexNoiseColor can be used (like it's used for 2 NH bodies). Gas giants are created however you want, but yeah a lot of custom work needs to be done to get them perfect. I really recommend looking into the PQS maods more instead of relying on color maps for surfaces like NH does. When I get time I will The latest version won't help tbh, it's something I thought I fixed a while ago. I'll fix it when I get some time off work.