-
Posts
964 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by KillAshley
-
LiLFA (Lithium Lorenz Force Accelerator) and extras
KillAshley replied to Squiggsy's topic in KSP1 Mod Development
finally all that time ghosting forums has paid off glad i could help dude! keep up the good work and keep us posted! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Could be feasable once kopernicus implements oceans properly, but sadly at the moment a liquid core in gas giants isn't that possible. They are working on the ocean pqs mods though, so hopefully it wont be too long before i can experiment with the idea. Gas giants are coded in a specific way as the texture of the planet is representitive of the gaseous layers, rather than a 'surface', so i would probably have to change the body from a gas giant to a planet config and tweak it to display the gas giant overlay....I think it could be done , just would take some work. I'll experiment with you idea when Kopernicus brings in it's ocean codes properly. -
LiLFA (Lithium Lorenz Force Accelerator) and extras
KillAshley replied to Squiggsy's topic in KSP1 Mod Development
could background processing help? -
Caves would be amazing....but probably not feasable
-
a few questions about star systems and planet factory ce
KillAshley replied to noobsrtoast's topic in KSP1 Mods Discussions
look at kopernicusteach and/or kopernicus. It's the successor to PFCE....sort of..... planet packs using kopernicus or kopernicustech: http://outer-planets.wikia.com/wiki/Planet_Packs -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Nice work man, looks great! So glad i finished all the surface materials finally, Arin looks great even in the dark areas, like an actual desert planet! keep me posted. Oh, and I'll keep putting up little sneak peeks of the work i do as i go too ! -
LiLFA (Lithium Lorenz Force Accelerator) and extras
KillAshley replied to Squiggsy's topic in KSP1 Mod Development
Don't worry about it dude, i like reading the updates and seeing how it's coming along. This mod has my attention, and will most likely be added to my standard modset I use, so these updates keep me very interested. keep us informed ! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
It was looking a little lonely after i took away all it's planets haha but seriously apart from fixing the lighting its almost complete....but it does add a load more sciencedefs to write, GAH! oh and those cliffs....20km high...just sayin! Have you ever successfully entered an atmosphere at 3-4000m/s and landed without the need of a parachute or engines? now you'll experience that joy! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Still needs work, but I've stared a new body. Split in half, the exposed core quickly reacts with the sunlight, creating an enormous atmosphere (like around 20atm pressure) that envelopes the broken, deformed world. Might make the atmosphere contain oxygen, so you'll be able to fly through the great canyon, not too sure though, will have to see.... Here is a sneak peek (texture hasn't been done attempted, and body still needs tweaking/smoothing out) View from down at the core -
there has to be something wrong with your kittopiatech config, double check it. It's basically not updating the pqs mods of the planet from the template (Moho).
-
LiLFA (Lithium Lorenz Force Accelerator) and extras
KillAshley replied to Squiggsy's topic in KSP1 Mod Development
looks awesome dude, good you got the emissions sorted! Loving the red glow -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
I'm using it as an idea for a planet. I don't really want to just port it over, I'd rather make my own version. Might use it for the gas anomaly planet that leouch suggested earlier in the thread...use the giant pits as geyser-like funnels... so many ideas.....so little time..... -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
well it only took 5 mins to successfully port peabody to kopernicus...I think I'll use it for a little future inspiration I'll keep looking around and see where i end up. I have the itch to create a new planet! I remembered why i never got into planetFactory packs that much though....they all look so bright and unrealistic. I think a planet's beauty is in it's realism so i guess the packs never clicked with me! Explains why my pack looks the way it does....(apart from one retexture i want to do....) -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
This has me excited now....I've got my days off work after tonight, I'll look at them and see. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Sounds good man, the more bugs you find the quicker they can be fixed! As for the torus, I don't think it's really possible as far as I know, you can really deform the planet, or make it more egg shaped (see OPM), but I'll have a look at what I can do...still want to make something special for that gas planet you suggested! -
LiLFA (Lithium Lorenz Force Accelerator) and extras
KillAshley replied to Squiggsy's topic in KSP1 Mod Development
This looks great so far dude, this will probably be added to my core modset when it releases. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
looking forward to it man, just make sure to backup your save before updating, as I have done ALOT of terrain work. If you have any problems, let me know. -
Gargantua System (Lead by the remarkable Dr. Kaboom!)
KillAshley replied to HoloYolo's topic in KSP1 Mod Development
I'll be keeping an eye on this... -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Update 1.35 is now live! Changelog Added asteroid, Aptur, to Sonnah's SOI to sgive slight bump to early game runners. Added ATM Fix Added Texture Replacer Fix Added Vanilla science multiplier that I left out of last release! Added some ScienceDefs (Astid, Derso & Serran) Added initial Regolith support (to be altered based on feedback) Changed cloud layers to run off KSPRC only until I have time to make higher-res textures. Improved Arin's texture Improved Titanus's texture Improved all ring textures Improved surface materials to all planets (apart from Titanus) Improved planetary orbit starting points Fixed science values to compensate for the amount of bodies in the system Fixed scaled/local transition irregularities Fixed scaled/local color variations Fixed High/Low space science boundaries Fixed atmospheric ambient lighting Fixed Ernus's ScienceDefs being under the wrong experiment section Fixed Kerbin's initial rotation to compensate for it's parental orbit Serran Overhaul Removed KittopiaTech Requirement Removed Serran's Ocean (until it's feasible to implement again) Added Serran ScienceDef Fixed Serran's biome map to reflect loss of water. [*]Tidus Overhaul Removed KittopiaTech Requirement Equatorial ocean now have layth's islands in them (not on purpose, will remove in future when kopernicus updates) Increased size from 500km to 580km Fixed color/normal maps Fixed biome maps to include laythe islands until they can be easily removed by Kopernicus. [*]Oree Overhaul Retextured body Improved surface Adjusted biome map to fit new surface [*]Ete Overhaul Retextured body to match new heightmap New surface (no 'lines' on body anymore) Adjusted biome map to fit Feedback on the new update is much appreciated. -
[0.90] Contract Pack: Destroy All ROUND-8s! (1.3 - 17/04/15)
KillAshley replied to severedsolo's topic in KSP1 Mod Releases
I think this is my favorite thread on the forums -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
here we go: 1> yes, it is compatible. I've experienced no issues at all testing with SCANsat when i was testing my regolith configs, and yeah all planets/moons/asteroids have their own custom biomes. 2> Currently the sciencedefs for all bodies isnt complete, but I'm working on it slowly (writing is hard as I'm dyslexic). Completed bodies as of next release are: Ernus, Moh, Arin, Astid, Derso, Sonnah, Serran and Vanor. So 8 out of 17 isn't too bad! 3>It should work fine with DMagic, but there wont be the custom sciencedefs for it currently. I haven't tested it, but theres no reason at all that it shouldn't work. If you're interested in looking at the mod, I'd recommend waiting for the v1.35 release that going to go live probably tomorrow. Alot of planets get retextured, and alot of extra things get added If theres any other questions dude, please feel free to ask! It's very tempting, i have plans for the future additions, but haven't really thought about stars that much. Like i say to other people, I'm very open to suggestions, so drop me your ideas and I'll definitely consider it. You're welcome dude, and trust me I won't rest until this mod is PERFECT keep posted for the new update, as it'll be a good one. (you should see the changelog, it's HUGE!) EDIT: Update is ready so when I finish work I'll upload it, be ready! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
once again this is a fault with my configs not having a temperature gradient included, as it breaks the current version of Kopernicus I thought i placed a Moh config in the hotfixes, but it appears i didn't. In the next update, which should be in a couple more days, i have gone over all the planets with a magnifying glass to prevent further problems, and have temporarily set all gas giants temperature to 500 by default to prevent overheating until Kopernicus is updated. (I've also reworked and retextured alot of planets!) You can edit the config to set the temperature to a lower value to stop yourself blowing up in the meantime, if you read this post it will tell you how. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
in the current version, no there are no resources. BUT in the next version (which is almost ready) there will be FULL regolith support by default (kerbonite/karborundum/water/ore/substrate/minerals). So just be patient with me for a few more days until I'm 100% happy with it's state and 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 man. There is a small asteroid in the next update (if an asteroid with a 40km radius is called small) that will give a nice little bump to the early game. timed right i got there for 700km/s but I'm still tweaking it's orbit until I'm completely happy with it. i do like the idea, it could possibly be implemented as a kind of rogue planet captured by the system leaving it highly eccentric...will have to put alot of thought into it before i start work on it though as i don't want the system to be unstable even for KSP standards . Already have started plans for a gaseous planet with an insanly thick atmosphere but little gravity suggested by Leouch, but I'll definitely look into it!