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KillAshley

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Everything posted by KillAshley

  1. i plan to look into custom asteroids, im sure i have it on my to-do list somewhere haha! i swear that list gets longer the more i cross things off it! but im hoping for custom asteroid belts around certain bodies, it'll happen as soon as i have time to do it
  2. i realise that haha, but i never really liked the planet packs available currently, they never felt like they belonged in the system, just a gas giant popped between dres & jool, or on the outside of eeloo. Th only pack ive loved personally was OPM as it felt so well planned, but i wanted something that changed the whole system not just the outside. Thats why i created New Horizons, to create a new experience for people. I can sort out compatability with other packs when i feel its necessary. Im adding OPM compatability in like 10 mins when it finishes uploading. As for major updates im aware its going standalone soon, however until it does ill keep trying to make this better before preparing to port it over to the new mod. - - - Updated - - - there we go, update is now live, planets are brought into feasable orbits, and i added a quick overwrite of the OPM configs to place them in my system correctly.
  3. That would be AMAZING! Thanks! Ill set up the blank configs i have already on google drive and PM you the link sometime tomorrow, even if its just a couple line, the help is very welcome! I'll be putting an update up in about an hour or so, realised the scale i used for the orbits was WAY out resulting in crazy delta-v needs for travel, guess creating OP engines to test with wasnt the smartest idea Oh, and ill add optional OPM support too seeing as everyone is asking for it!
  4. Thank you, i wanted to make a challenge, but not enough of a fuss to drive people away from the mod. I still have alot of tweaking to go until I'll be fully satisfied compatability with OPM is a goal, but as it stands i was spending all my time trying to get everything working properly on my planets first. Once I'm at a level i feel is right to start branching out then I'll figure out some sort of OPM support (right now, vanor is actually furthur out than any OPM body so it'll be fun to figure out how it's going to look ). I want to get resource support first probably, so mods like kethane/karbonite/epl etc. can gather resources from my planets, then worry about that after. oh and as for eeloo...it is actually supposed to be on it's own, mixed up vall & eeloo's configs and didnt notice haha! Vall is supposed to be around Vanor not the other way around!
  5. Help me stay motivated in my endeavors to create more interesting and diverse mods for KSP. Every little support helps! What is New Horizons? Growing tired of the same planets? Need a new adventure? Welcome to New Horizons Featuring an entirely new roster of planets, and an entirely different solar layout, experience a challenge the Kerbol system has never provided before! Designed to 'freshen-up' the Kerbal experience, this pack reorganizes the entire system and also adds 19 new bodies to discover and explore! NH also aims to challenge it's players, with missions needing tight maneuvering, to decades long voyages to the outer systems. Screenshots New Planetary Layout: Videos: Downloads: Github Mirror - CurseForge Dependency: Kopernicus Optional: Want stock planets to look as nice as New Horizons planets? Try KASE! made to improve the stock system while still keeping it's stock feel and fully compatible with NH! KASE Forum Thread Install Instructions: Please ensure you delete ALL files from previous version when updating, or else serious issues can and will occur. A fresh KSP install is recommended if you are unsure what files need to be removed. Simply Download the .zip file and merge the contents into your KSP game directory. Included Mod Support: Supported Planet Packs: Incompatible Mods: Known Bugs: Changelog: v2.0.1 -Fixed SpaceCenter black screen -Tweaked alot of settings -Fixed alot of stuff -Switched ring shader to new version for asthetics Credits: Sarbian for maintaining ModuleManager Kcreator for making KittopiaTech Gravitasi for updating the Kopernicus/Kittopia plugins BryceSchroeder, Teknoman117, Thomas.P and NathanKell for making & maintaining the Kopernicus plugin this mod relies on. CaptRobau as pulling apart his configs for OPM helped me learn how to use KittopiaTech before the tutorials were created. Dunrana for helping fix my ScienceDefs mistakes. Felger for helping me so much with the atmosphere settings License: New Horizons by KillAshley is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  6. on closer inspection i see that the planets changed from this bin file are: Eve, Kerbin, Jool, and Laythe. Not too sure whats causing the problem really, and the only way i can get rid of it is to remove the bin file for my planet. I even tried creating bin files for the vanilla planets using temp configs i set up for them, and it worked until i reloaded the game, then it goes back to the wrong heightmap. Any thoughts?
  7. Ok so I have a problem, when I export scaledspace for my terrestrial planet using a laythe template, it applies the heightmap from this planet to all vanilla worlds including jool, anyone else had a problem like this? Removing the bin file removes the changes, but that's the only thing I found that works
  8. My contenders are all for the FAR Catagories; Incubus HMCS-III Best light cargo spaceplane Best-looking craft Craft File MODS; B9 Built to do delivery runs of TAC life support supplies to my refueling station at a 200km orbit, features 8m cargo bay and hidden docking port in a cargo hold (used to be controlled through IR but had to take it out due to bugs) Cost: 54,119 TWR: 0.71 (Air Breathing mode), 1.45 (Closed Cycle) Mass: 26,091kg (Without Payload) Action Groups; 1> Switch Engine modes 2> Toggle Solar Panels 3> Open/Close Main Cargo Hold 4> Open/Close Docking Port Hold 8> Shutdown/Activate Engines 9> Raise Aerobrakes 0> Lower Aerobrakes More Pictures Behemoth HMCS-IV Best heavy-lift cargo spaceplane Best use of B9 parts Craft File Mods; B9 Designed to be modular (more cargo space can be added/taken away). Currently used to take my heaviest RemoteTech2 satellites all the way to a geosynch orbit and has more than enough fuel to return Cost: 234,946 TWR: 0.71 (Air Breathing mode), 1.44 (Closed Cycle) Mass: 183,105kg (Without Payload) Action Groups; 1> Open/Close Cargo Bay 2> Switch Engine Modes 3> Shutdown/Activate Sabre S Engines 4> Shutdown/Activate Sabre M Engines 5> Open/Close Docking Port & Undock 6> Toggle Solar Panels 7> Toggle Air Intakes 9> Raise Aerobrakes 0> Lower Aerobrakes More Pictures Basilisk HUAS-IV Best sporty pleasure craft Craft File Mods; B9, RemoteTech2 Designed for high speed surveys and in atmosphere flight, however it is also a capable SSTO and easily able to achieve an orbit of 200km and return safely. NOTE: THERE IT A REFLECTRON DP-10 CLIPPED INTO THE FUSELAGE IN ORDER TO STOP IT DISINTEGRATING MID FLIGHT, HENCE THE REQUIREMENT OF REMOTETECH2 Cost: 15,803 TWR: 1.22 (Air Breathing mode), 2.48 (Closed Cycle) Mass: 7,615kg Action Groups; 1> Switch Engine Mode 2> Activate/Deactivate Engine 9> Raise Aerobrakes 0> Lower Aerobrakes More Pictures
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