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KillAshley

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Everything posted by KillAshley

  1. is it that annoying transparent ring around atmospheric planets that cuts off ring textures??!?
  2. i was using ddsloader and it wasnt registering the .dds files at all, very strange
  3. aaah didn't see them in there, cheers. i deleted the bin filee from the cache and let it generate a new one and it worked perfectly the first time i loaded in this planet i was still using .dds files for the color and height maps, but they wont register with the mod now
  4. ok so in kopernicusTech the .bin files made small bodies keep their shape in map view, however now they don't. is there a way to get the map view to mirror exactly what is on the planet? heres an example The body with KopernicusTech heres on the body itself
  5. technically yes. im pretty sure it would be possible to do it without the SOI of the barycenter going to the planets, but if you want it grounded in reality in stead of fairy land you'll want the SOI to overlap them both by quite a distance. PlanetFactory's Bary system had a tiny planet about 10km across with huge mass & gravity so noone could land on it. One thing to make sure its that the SOi of the planets are adequate for them, and dont overlap otherwise all sorts of weird things happen (i one miscalculated a moon and its eccentricity brought it so close to the surface that landed ships floated off the ground of its parent! lol)
  6. yeah you need a body to act as a barycenter for the orbit, so you'll need an actual planet/giant/super small object/whatever with a big enough SOI to cover both planets. but that being said its relativley simple to set up, you can do it with moons and such around a planet! Or planets around a gas giant! PlanetFactory had a system with a barycenter that was a super small moon with insanly huge gravity to act as the anchor., so yeah there are multiple ways to do it! Haha yeah Eve didn't recieve much love in my pack, i felt a little bad so i did give it a nice ring! Yeah that'd be a good idea, ill have to have a look in the morning at decent positions for his pack to integrate into mine. Actual comets are a little tricky, but very possible, you just need to be able to muck around with the particle effects. This will be an even better otpion once i fully port over to stand alone Kopernicus soon, and then the fun really starts!
  7. I just ported over Arin from my New Horizons mod, and the ring system worked fine for me, did you try setting the altitude higher? because from looking at it, mine are alot higher than yours and they work fine Rings { Ring { angle = 17 outerRadius = 32000 innerRadius = 29000 texture = New_Horizons/KopernicusFiles/Textures/NewHorizons/Rings/Arin_ring color = 0.700, 0.500, 0.300, 1.000 lockRotation = true unlit = true } Ring { angle = 17 outerRadius = 26000 innerRadius = 16000 texture = New_Horizons/KopernicusFiles/Textures/NewHorizons/Rings/Arin_ring color = 0.700, 0.500, 0.300, 1.000 lockRotation = true unlit = true } } however i do notice that rings wobble now at high time warp which is a little odd, but maybe its to do with having locked rotation, i dunno
  8. I'm still hard at work on this mod, I'll have an update hompefully tomorrow or the next day with quite a few fixes, a few polished textures and the start of the ScienceDefs (as of right now i have 5 out of 16 planets done thanks to Dunrana whos helping me out!). It'll probably be a while before after that before any more updates come out, as I'm currently busy trying to port the pack to the stand alone version of Kopernicus. Unless theres some catastrophic bug i don't know about....well, apart from the ship dissapearing bug As for the extra moon around Sonnah, i thought about it, but was starting to get worried about how many bodies i was adding, lol. Thats not to say I'm done adding more, but it probably wont be for a little while. Oh, and I'll also chuck in the compatability for your mod too on the next release:D
  9. yeah makes it a difference to the atmosphere of the solar system. if you look at new horizons, i based the solar system around a 13 degree inclination, but kept the planet's system based around different inclinations depending on the planets. It keeps the effect, but can spin you out a little sometimes when you look at it..... - - - Updated - - - also, what ScaledVersion types are there besides atmospheric? Having a hard time putting in certain bodies, but slowly making the transition......
  10. Ok so with the disappearing ship problem, I'm still not sure whats causing this. I thought it could be a loading issue and forced the game to load Kerbin AFTER every other planet to see if that helped and nope! It only happens when you quit the game completely (to desktop) and start it up again. So until i figure out whats happening, please quicksave before you quit and reload the quicksave when you start again. This brings back all the ships to how they were. Sorry thats all i have atm, but I'm working on some retextures too, get the planets looking a little nicer!
  11. aaaah i understnd what you mean now, yeah youll always get that decline, just make sure the temp asl is what you want it to be.
  12. lol chimer4 you ninja'd me as i was typing! you basically can just edit their patch to include the New_horizons folder, or for any other planet pack's folder, but heres what i was going to write anyway: ok so after not being able to get to sleep i toyed around with a few things to see if texture replacer was causing planets to not load, and yup it screws things up a little! apparently, OPM discovered this out a while ago and i found their fix and got it working for my pack (i forgot how nice some skyboxes are!)...SO! when i put up my next update to fix the dissapearing ships problem, I'll put the fix in the download by default, but for now, anyone using Texture Replace, please download this file and put it into your GameData folder https://www.dropbox.com/s/vkgn8lkqdjaylcg/NH_ATMFix.cfg?dl=0 Any problems, please let me know! and yeah i don't really want to move sonnah, if i can work out what exactly is happening to the ships then i might be able to find a way around it!
  13. ok so i have a problem with my New Horizons mod. it works perfectly, except people have been saying that ships dissapear from around kerbins orbit upon quitting the game. I tested and launched a load of ships with hyperedit into set intervals and they all dissapeared. It seems the game loaded the ships around Sonnah, Kerbin's parent gas giant, instead of kerbin. The only ships to survive was the only one with a SMA outside of Sonnah's atmosphere and it spawned in orbit around Sonnah, not kerbin. So far i have only noticed this on ships orbiting Kerbin, and none of the other 30-odd bodies in my mod. Anyone have any thoughts on why this is happening? any solutions?
  14. ok the bug with ships dissapearing is definitely confirmed, just tested it, has nothing to do with other mods. Think it could be something to do with how the game loads the planets. I launched a series of ships at set intervals with hyperedit into kerbins orbit, and the only one ship was there upon reloading the game, the one that was at a 6700km orbit (edge of the soi). It seems that all the ships get loading in around sonnah instead of kerbin and the surviving ship was the only one outside of sonnah's atmosphere. I'll have to think of something tomorrow as i reeeeaaally need to sleep now (my curiosity got the better of me and i had to test!). I might have to move Kerbin back into it's own orbit Should it come to it, and theres no other way of fixing it, what do you think I should do with Sonnah, should i move it elsewhere (say...to laythe?) or should i completely get rid of it? hmmm decisions....
  15. hmmmm that is strange, it could have something to do with the fact that kerbin has been moved to orbit a different planet, but i can't be sure. I'll install the same modset as you and get testing, worst outcome is that i move sonnah and put kerbin back on it's own orbit, I'll let you know tomorrow as its 3am here atm... regarding the mod sometimes not loading at all, im still looking into it, just been a little busy helping to retexture kerbol+ but I'm still looking for the cause. There was always gonna be problems with such a large overhaul mod, but i will get everything sorted to the best of my abilities, don't worry Thanks for letting me know guys, it helps alot. and now its time for sleeeeeeeeep..........
  16. hmmmm maybe its not a TR issue, what other mods do you have installed? there could be an incompatability im not aware of. also what OS and are you using the 32-bit game? look in the OP under optional mod support, i moved the mod support out of the main download and hosted them separately as the download was over 150MB. its easier this way, just click the link and you get the clouds i made for them (will be updating this in future to get nicer looking layers)
  17. I had a similar issue previously, and simply switched the template from laythe to kerbin and it worked fine after that. For me it was only an issue when trying to increase the size of laythe planets.
  18. Sounds like that could be it, I'll toy around with TR tomorrow and see if I can work out a solution
  19. You can simply delete any unwanted planets/moons you want from the new horizons config folder if you're having issues. Did you try using opengl/atm to help your game? I'll try some things out and see if I can find a solution for TR problems tomorrow.
  20. amarius, i'll check out your pack and have a look while i help with the textures...see whats happening
  21. Is it universe replacer, or texture replacer? what version of it are you using? i tested with texure replacer and it worked for me, quite strange! I'll look into it some more, but make sure texture replacer is the latest, or at least v2.21 or higher! as for the contract dissapearing bug, it is a know problem with kopernicus unfortunately. Not alot i can do. Some people have reported that the latest kopernicustech has improved the problem, but others say it didnt. I've just updated to the latest version anyway so see if the new update helps. wow thats awesome, yeah let me know when it's done and i'll put it into the OP. Definitely want to check it out! Yeah i somehow managed to swap Vall and Eeloo around in the origional release but quickly changed them back and forgot about the descriptions, its fixed now with the v1.15 release. I've done a quick write up of the planets and their layout in the OP, im not too creative with things like that though, but it's a start! i haven't seen this problem before, what other mods are you using? i had several flights in progress during testing and they all stayed in their correct spots.
  22. sure thibg, should be realtivly easy, gonna do a small update when I get home from work, fix a few mistakes I made too.
  23. I can't seem to replicate this, everytime i approach time warp cuts out at the atmosphere boundary, is it a certain angle that does it? does it do it every time? thats strange indeed, i havent had this problem myself, try deleting the mod files and reinstalling them. what OS are you on? im not too sure how to make a delta-v map tbh, ive seen and used delta-v maps before, however i have no idea how to make one, perhaps someone who knows can point me in the right direction? ill have a look around and see if i can find out.
  24. it could be that the atmospheres are off, i'll take a look in the morning. cheers for letting me know!
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