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Everything posted by KillAshley
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Wow, these models are stunning! Are all parts compatible with 1.0? I'll definitely have to check these out when I get a chance!
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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
well I scaled the red giant to the stock system size....it seems a little big though, I need to toy with it some more -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
i never put this pack on CKAN and don't reallt want it on there, I'll check it out. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
work is underway on the new features. Thanks to the latest additions to kopernicus sunlight color is now configurable. Heres some multicolored eeloos: -
[1.0.2] MaximumWarp v0.1.1(ABANDONED)
KillAshley replied to Candlelight's topic in KSP1 Mod Releases
np, ill have to give it a test run when i get time -
very nice! still missing the newer planets (Leouch & Etal), however I'm impressed...and shocked that i didn't know about this mod earlier. Will go nicely in my next playthrough when i finally finish the work on my latest update
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[1.0.2] MaximumWarp v0.1.1(ABANDONED)
KillAshley replied to Candlelight's topic in KSP1 Mod Releases
This will be useful for New Horizons definitely! -
That's what I'm (badly) trying to say, my usual configs which I used to include in my main download that add compatibility with crp for my custom planets are now breaking the game. There's nothing wrong with them that I can tell, but they break the game unless crp is installed. It used to work without crp, the configs were just ignored, but now it breaks all scanners. The OPM configs work in the same way, except they don't break things like mine and I can't figure out why. (BTW my mod adds planets, not resources. I just want to get crp resources properly defined for the bodies) It's ok, I'll just include crp with the download from now on.
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so when adding custom resources to New Horizons the survey scanner gets slammed with null errors, the solution seemed to be adding in the common resources.cfg included with CRP. Is there a better way to add the resources without having to bundle CRP with my mod? as i posted on tuesday the survey scanner breaks completely with my resource configs leaving it in a 'moving' state and breaking the scanning of any planet.
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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
oh trust me, there's plenty more work to do on it, but thanks dude! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
yeah kerbal stuff no longer lets me upload files, ill delete the mod off there so it's less confusing...btw, theres a way to get OPM AND New Horizons working together but its a secret for the time being anyway thanks dude! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
technically this is just something i do to kill time when none of my clans online, rather than a community project Space engine exports can be used, but it's much better to customize the planets yourself. Most of mine were started in space engine then edited to how i wanted them. Still not happy with a couple planets, but Ill get onto them soon... -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Just a quick update to let people know I'm still working on polishing New Horizons. So far for the next update I have done the following; Fixed planets being blindingly bright at midday (my mistake, set the ambient color too bright) Fixed Titanus's horizon from being glaringly bright to a more suitable view Atmospheres are now curved correctly along with correctly scaled temperature curves. Tweaked the planetshine config to correct numbers (whoops) Fixed atmosphere color gradients to a more aesthetically pleasing view Increased atmosphere heights for Serran, Arin and Lave by around 10km Slightly increased pressure on Serran, Arin and Lave to help with aerocaptures. Added optional configs for keeping Kerbin as it's own parent, moving Sonnah to parent Laythe Added optional config for adding mun to Kerbin's SOI, moving Kerbing further out and swapping Serran to Kerbin's orbit (requested config for contract pack compatibility) Initial framework for custom star completed. I don't necessarily want to put out another update until Kopernicus releases it's new stable 0.0.7 version, as it adds a lot of new features, especially for custom stars, that i would like to add in. So we will have to wait and see what happens. Also having alot of trouble with custom added resources hitting me with errors, but I'm still trying to get them all done. -
love it! Great work dude!
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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
The cloud layers I made are made using ksprc. I wouldn't know if they work without it, however ksprc works if you update it's dependencies. I just don't have the time to create custom clouds as I'd like to...maybe in the future, or if anyone one else wants to give it a go I haven't updated it in a while though, so there could be missing planets -
hey perhaps someone here can help. I'm having some issues adding certain resources to my planet pack New Horizons. The issue is that whenever i add certain resource configs (such as karborundum) the m700 survey scanner is perpetually set into a 'moving' state, making orbital surveys impossible and making the scanner itself explode randomly or disappear entirely in atmospheric flight. Certain resources don't seem to cause this issue, such as oxygen or water, but ones that i want to add/need to add for compatability cause this bug. This is confusing as I can't seem to spot any errors anywhere, but they all screw up the game somehow. My Karborundum config is here as an example: // // New Horizons Mod // Resource: Karborundum // //Resource types: // 0 = Crustal (Stuff you dig up) // 1 = Oceanic (Stuff in the oceans) // 2 = Atmospheric (Stuff in the air, varies with pressure) // 3 = Interplanetary (Stuff you find between planets) // // Express all numbers as percentages 0.0 - 100.0, not 0.0 - 1.0! // PLANETARY_RESOURCE { ResourceName = Karborundum ResourceType = 0 PlanetName = Ernus Distribution { PresenceChance = 100 MinAbundance = .001 MaxAbundance = .01 Variance = 50 Dispersal = 3 } } PLANETARY_RESOURCE { ResourceName = Karborundum ResourceType = 0 PlanetName = Leouch Distribution { PresenceChance = 100 MinAbundance = .001 MaxAbundance = .01 Variance = 50 Dispersal = 3 } } PLANETARY_RESOURCE { ResourceName = Karborundum ResourceType = 0 PlanetName = Titanus Distribution { PresenceChance = 100 MinAbundance = .001 MaxAbundance = .01 Variance = 50 Dispersal = 3 } } PLANETARY_RESOURCE { ResourceName = Karborundum ResourceType = 0 PlanetName = Tidus Distribution { PresenceChance = 100 MinAbundance = .001 MaxAbundance = .01 Variance = 50 Dispersal = 3 } } PLANETARY_RESOURCE { ResourceName = Karborundum ResourceType = 0 PlanetName = Etal Distribution { PresenceChance = 100 MinAbundance = .001 MaxAbundance = .01 Variance = 50 Dispersal = 3 } } any help would be appreciated, as this is pretty frustrating trying to figure out whats going wrong...
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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 man, that was pretty much the reason i made this mod, to get me back into the game after the stock system lost it's appeal. I'll have a look into the missing ship bug, this is a bug from a long time ago that i thought i fixed, but there could still be problems. I'll have a look in any case. Could you tell me what other mods are you using just in case theres an incompatibility? yes, trust me i have plans, but it will be pretty simple to pick and choose the extras that you want from this mod, and if you don't want it anymore than reverting back to the standard system as it is now will be easy. I'll explain the how-to's when i have the update ready, but I'm currently waiting on the new kopernicus update before i put it out. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Haha yeah I'm still toying with apturs orbit, trying to get rid of the soi interferrance from kerbin. It actually takes about the same amount of delta-v to get there as stock min, it's just the trajectory is a little weird. I'm still looking at cloud layers and trying to optimize things so hopefully I can make things a little easier for games like yours -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Thanks, didn't really have time to test it fully, I'll get it fixed up for the next update -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
KillAshley replied to Sophia's topic in KSP1 Mod Development
^^ yeah I loved the command pod from this and always had it installed. Didn't really care for the rest of the parts personally. Would it be possible to get just the command module as a seperate download?