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Everything posted by KillAshley
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both the textures and exceptions are known issues, I've already fixed them in my fork. Textures was a mistake on my part, the exceptions were due to a little oversight by another user. Still have some toying around to do, so it's not available on the RSS repo yet, but it has been looked at
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wasnt me, thats a new typo by someone else
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I didnt feel it added anything to the actual game itself, apart from satisfying people's "more planets!" mentality. that why i made the choice to not include it. Also less additional planets means a better compatibility with other packs yup, orbits were tweaked from the original to allow OPM worlds to fit perfectly without any issues. I really need to update this mod though...give it a good brush up to my ever-increasing standards
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gah! i thought i changed all the textures that were removed in 1.1, and yet more keep finding their way in! Don't worry, it shouldn't cause any issues apart from a couple lines in the logs hopefully. I'll fix it all up. Anything else you notice, just poke me
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[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
They should work fine, yes -
[1.3.1][Kopernicus] KASE v0.3 [26June2016]
KillAshley replied to KillAshley's topic in KSP1 Mod Development
i didnt remove them at all, in fact they are actually LARGER than they were before. However i removed the sharp transition between the white & red ground colors and made it a gradual blend -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
v0.5.1 Now Available on Github! Just a little update this time, some minor tweaking to the visuals, nothing special. My (exceptionally long) changelog; -Various PQSMaterials Fixes -
i think it was meant to read 0.7 instead of 1.7. Anyway I'm going over the planets again to polish the PQSMaterials, so hopefully wont take long to sort out everything.
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think i might be the problem there, i might have borked the contrast setting, I'll look at it and fix it asap
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You'll need to tweak the shininess & specular values accordingly. The 1.1 update changed a lot about the shaders, even the scaledspace shaders got a good look over. As such a lot of things have changed...I can't give you a detailed explanation as of yet, but with a bit of experimenting you'll find the right balance
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ive sent a PR to the RSS repo, just need to wait for them to come online
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[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Thanks dude! always good to hear people are actually playing it! It should be fine to update your savegame, HOWEVER i can't guarantee anything, as the KSP/Kopernicus updates may have changed something that im unaware of. So please backup your savegame first! -
No, the planets will be 10x the size of stock. Try using RealSolarSystem and SigmaDimensions, setting the size options to 0.1 to reduce them to stock size
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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
For those having issues atm: sry to hear it, however unfortunately I won't be updating NH until v2.0 is completed. I'd say atm it's about 40% done, and I also have 4 other packs that need updating too Anyway for those that are crashing, if you don't want to start a NH career until the update is complete, then perhaps having a look at my other pack Uncharted Lands could pass the time, as I just finished it's 1.1 update. -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Uncharted Lands v0.5 is now available on Github! Full 1.1 compatibility! Fixed various issued with PQSMaterials after update Fixed all scaledspace atmospheric gradients Updated SigmaBinary to 1.5.0 Few little tweaks too! sry to whoever i accidentaly quoted lol! -
I didnt intend for my post to be an attack, so I apologize for provoking such a harsh response. However SE planets are very much the same, default SE only has a set number of variable that get applied to planets after the seed places terrain features that determine colors. If you want to use SE then feel free to do so. My comments about you not being familiar are due to the fact that your account is very new, and your thread asking for help on your star shows you still have learning to do. It was not meant to be an insult. at least I tried, very well. For everyone else, if you are willing to wait until after i finish updating RSS & KASE, then I will personally create a video guide to show everything you will need to know. I'm curious though, you say you have been programming planets for years? what have you released? I only ask because you can't "program" a planet with kopernicus, you simply write a plain-text config file that module manager loads into kopernicus, so im a little confused on that. Especially seeing as I actually have been makign planets for years, and was they first person to even use kopernicus apart from it's creators.
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ok please stop. I understand you enthusiasm and thanks for trying, however putting aside the issues with the video for a moment creating a tutorial for kopernicus should only be done by people who have extensive knowledge of it's systems. It may seem like a good idea, but one slight error in your video could cause problems for a LOT of people, especially me and @Thomas P. who have to deal with the bug reports. Onto the main issue though, Space Engine is the WORST place to get textures from for KSP worlds. They are simple, generic bodies that all look alike, except SE has a butt-load of shaders to get their bodies looking nice which KSP doesnt have. Truely unique and interesting world in KSP are usually made by hand. Guiding people to use SE as a crutch only serves to undermine the creative process, and will result in a million generic packs that all look alike (it happened to PF previously). If having a video guide to show people how its done is such a big thing, then I'll make one myself after i finish updating RSS & KASE, however there is already and extensive collection of tutorials made by @The White Guardian available on the forums. (pinging him so he can drop links).
- 29 replies
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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
ill try and summon up the motivation to get this updated asap...I do also have 5 other projects to update too, so looks like its gonna be a fun week! eurgh! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
OK so for everyone interested in the further development of NH The development of NH 2.0 is underway. While this process could be extremely quick, or extremely slow I cant really say. However while reading what feedback i got about the choices i saw originally, I have decided the best course of action is a complete refit of the planetary bodies. For a long time I have been slowly working on other packs to better my own skills and improve the finished products of what i release. You can see a clear difference in quality if you look at my latest packs; Uncharted Lands, and KASE (links in my sig for those who are unaware), and it's this quality I hope to bring to NH which, since it's beginnings, was a cobbled together pack that has worn my motivation thin for the longest time. My future goal is to update this pack to a sufficient quality that i can actually be proud of. So after reading my ramblings above you may be concerned about the finished product, and how it will affect your own views on the pack. My main focus is to make the bodies unique, and to stick to the original idea that they embodied. These ideas aren't specifically used currently in NH, but they were the essence of the planets when i made them before adapting them to the pack. I think returning the focus to creating an actual plan to what the body is for will help the process of creating something to change the game for the better Returning to these ideas will also help me create a roadmap for the overhaul and allow me to tailor the worlds to something that not only fits the system better, but provides the beauty and unique aspects i want to bring in. Original Ideas: Goals of update: Visual overhaul My main goal for the visual aspect of the update is to bring in the quality of visuals as i mentioned above. The main focus for comparison to help this part is my other pack KASE, which overhauls the stock worlds. The future of NH will match KASE visuals perfectly, so that they may be played together, and provide equal visuals for the world. No longer wil NH have the weird over-the-top super-realism it has (i don't know why i did that tbh). Terrain overhaul This aspect will be changing the worlds to actually have not only decent terrain, but terrain that accurately reflects the worlds they are made for. Existing heightmaps are either modified and used, or removed entirely depending on the body. This will change how the planets actually look, especially seeing as how bodies are becoming more unique, but will result in a much better pack at the end of the process. Balancing the system/De-cluttering This is a big one. I know most people have the mentality of more planets = better, but I will be focusing on removing the "junk" planets that don't really have any incentive to visit, this might also help with people's wish for additional Sonnah system worlds, as moons could get a little juggle around However creating a stable system that allows for the same gameplay will be a major driving force. Regardless of how the pack releases as 2.0, the older versions will still be available for people, so those who don't want change can still play the (current) 1.x versions. Anyway thanks for reading, have some sneak-peek dev pics with KASE -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
very cool dude, thanks. Somehow I missed this mod, I've left a message for the dev about how customizable it is, however in the OP it says it should be compatible off the bat! I'll look into it when NH 2.0 gets closer to completion -
how are additional bodies automatically covered by the radiation aspect of this mod? does it randomly assign attributes to the bodies on load? also is it customizable in terms of an MM patch to tweak certain bodies outputs? also love it so far
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yes you can create a way to subtly change the bodies within a predefined range, however the main issue is the overall stability of the planets after the changes. The problem is one that is already there on stock worlds, and that is buggy terrain issues such as; negative terrain issues (most bodies), underground easter eggs(tylo), errors in the mesh resulting in invisible terrain(pol), incorrect terrain coloration(Laythe). Don't get me wrong, the general idea of what you are saying is something that I've considered myself to implement into a pack, but in their current state i doubt squad know enough about their own terrain system to implement such a drastic overhaul. Since Novasilisko left all updates to planets have been full of errors, and frankly that spells doubt in everyone who knows about PQS manipulation I might revive my idea about doing this myself though, so that you can at least have a pack that does it. I mean if you look at my UnchartedLands pack, which is generated completely procedurally, you can see there is promise..however it takes a lot of work
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This is part that I have issue with. You seem to be unaware of the complicated nature of procedural generation of bodies with the current PQS system. Sure it can technically be done, and the stock game itself has bodies that are generated procedurally, however theres a BIG difference between that and the randomization that you seem to want. Suffice to say that the procedural system that you want implemented will leave you with either extremely buggy/unplayable worlds, or small generic bodies that will leave you bored withing 5 minutes. I'm afraid that the only way that you will find new adventures is with mods.
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[1.3.1][Kopernicus] KASE v0.3 [26June2016]
KillAshley replied to KillAshley's topic in KSP1 Mod Development
OK so for anyone playing with GN, please download from the main Github repo, instead of the release page due to a small error in the Sun.cfg