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KillAshley

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Everything posted by KillAshley

  1. lol my bad, used discarded UL cfgs when making KASE, and guess i never changed it over. I'll update it when i can
  2. @Tynton constructive feedback time! (dont take any of this as an attack, i can be quite blunt sometimes but this is meant solely for feedback) 1>Style Ok so this is a big one for me personally, I've spent a lot of time refining my style for planets (if you look at UL or KASE you can see what i mean) but the planets don't seem to "fit" with each other. The gas giant is VERY bright and bold, with sharp color transitions, and the orange planet is like a SE export world. perhaps spending time refining the planets so they fit your own particular style, and so they all fit together will benefit you and the future of the pack. Having them as a mixed style can be visually jarring, and can put a downer on the overall style of the pack 2>Normal maps There's an issue with your normal maps currently. They are very distorted and the terrain features are blurred quite badly. This is likely due to improper .dds conversion, however even the normal map that is still .png has a lot of distortion. Your best bet is to re-do all the files and ensure they are done correctly. Heightmaps should be saved as L8. Colormaps as either DXT1 if no alpha channel is required, or DXT5 if alpha layers are utilized. Normal maps can be tricky to get right, however the best bet is to do the following: go HERE and upload a .png heightmap, select the box to invert the R channel, and download. Then open the file and save it as DXT5_NM. There are more advanced ways to manipulate the maps to reduce the moire effect they can have, but that's pretty advanced. 3>Ring artifacts The rings are creating a lot of artifacts, you can see the distortion clearly when you look at them from any angle. There are numerous reasons why this happens, high contrasting bands is the biggest culprit, however file size is a big one too. Try either muting out the contrast of the colored rings, or reducing the resolution to improve it. 4>Uniqueness This is probably a major one. Try and find a way to make each planet unique to the game. Sure having more planets to explore is always a good thing, however I'd rather have only 1 unique world to visit than 10 generic worlds. Try and find a way to give each body it's own character to make it interesting and worth a visit. Try and create a backstory for each planet, think about how it was formed, what it's made of, how the kerbals perceive it...and then try and reflect that on the bodies, rather than having "generic moon 1", "generic moon 2" etc. Probably enough for now, remember noone gets it perfect on their first try. good luck!
  3. i believe you missed it when i said this: this is the thread for OPM, please don't post about other packs/personal projects in here out of respect for @CaptRobau. like i said, try asking in the Kopernicus thread.
  4. Is this an issue with OPM planets? or with planets you are making? if its OPM then try re-installing the mod, if its your own custom planets then post your cfgs and Logs/ folder along with the issues in the Kopernicus thread rather than this one.
  5. this bug has also been reported on installs without kopernicus, so it's likely theres something more going on. However if you want a visual pack that only uses Kopernicus, I might have something for you If you are trying to ask something, its better to be specific and not demanding. If there are some sort of texture issues, then perhaps stating what they are would help more than simply demanding them fixed. Attitudes such as yours aren't appreciated, no matter the thread.
  6. " without visible problems " There's something wrong with your install definitely, the logs don't have the full data that a launch of the game would normally save in them, more unusual is that it doesn't record the version of kopernicus in the logs folder, which it has done since 0.2 or something. Please check your install, you either have outdated versions of mods, or there is an issue with OPM. It says clearly in the logs: [LOG 20:04:17]: [Kopernicus]: Configuration.Loader: Failed to load Body: Tekto and the Tekto.body file records the error [LOG 20:04:17]: Exception Was Recorded: Object reference not set to an instance of an object at PQSMod_VertexHeightNoise.OnVertexBuildHeight (.VertexBuildData data) [0x00000] in <filename unknown>:0 at Kopernicus.Utility.ComputeScaledSpaceMesh (.CelestialBody body, .PQS pqs) [0x00000] in <filename unknown>:0 at Kopernicus.Utility.UpdateScaledMesh (UnityEngine.GameObject scaledVersion, .PQS pqs, .CelestialBody body, System.String path, Boolean exportBin, Boolean useSpherical) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Body.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Parser.CreateObjectFromConfigNode[Body] (.ConfigNode node) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Loader.Generate () [0x00000] in <filename unknown>:0 please check your installation.
  7. theres a failure in OPM, not Trans-Keptunian. Tekto appears to error upon load, perhaps you should ask in the OPM thread about it
  8. cool, nothing that should be causing issues....can you give me the Logs/ folder? that will say whats wrong
  9. @Madman_Andre @Waxing_Kibbous hahahahaaaa such a simple stupid mistake that i didn't even think to look for it. Such an easy fix too! See, in linux capitalization is paramount. Having a targeted path with the wrong capitalization causes the system to fail. You will have to simply edit 2 file names that @Sido mistakenly labelled wrong and it will work. Instructions for Linux users: install mod as per normal Navigate to GameData/Sido_Urania_System/Fragum/Textures/ Change the file name "Fragum_Height.png" to "Fragum_height.png" (lowercase h) Change the file name "Fragum_Normal.png" to "Fragum_ normal .png" (lowercase n) then navigate to GameData/Sido_Urania_System/Rhea/Textures/ Change the file name "Rhea_Height.png" to "Rhea_height.png" (lowercase h) Change the file name "Rhea_Normal.png" to "Rhea_ normal .png" (lowercase n) Load KSP and it should work perfectly Any other issues please post (and post the Logs/ folder along with it!).
  10. well P9 is still a hypothetical body currently, while there is small evidence in the orbits of bodies far out that lean to the notion that it could exist, it is still unproven and speculatory currently.
  11. then there must be an incompatibility somewhere, could you post a modlist that causes the error please? also the Logs/ folder would be great in finding out exactly what the issue is
  12. @Madman_Andre @Waxing_Kibbous could you both send me your full ksp.log files, and the Logs/ folder? also could you shoot me a modlist of everything you're running when the crashes occur?
  13. it is not anything to do with the FGI's. If you read the error posted both above and in the SUS thread then you can see there is a issue initialising one of the kopernicus assemblies.. Anything else about SUS can be posted in the correct thread, instead of mine.
  14. what OS are you on? If, as @Madman_Andre said, you are on unbuntu aswell, it could be a kopernicus error. Having just tested, i can confirm that SUS works just fine with kopernicus 0.6.3 on windows.
  15. up to you dude, but i can't guarantee how they'll be once i've finished with them. Some might look completely different, only ernus has been finished so far so it's hard to tell....
  16. ill have a look into SUS at some point, there must be some conflicting value in the cfgs. I'll post in the SUS thread when i see anything
  17. SUS works fine on 1.0.5, however it was built using a earlier version of kopernicus. I haven't tested UL with other pack in a while....guess i can look into it at some point
  18. possibly because 1.1 isnt out yet? hard to make an update for a version which hasn't been released
  19. please, please please to you and EVERYONE else:. don't ask for mods to be updated. 1.1 isnt even released yet. Besides, RSS relies on Kopernicus to operate, and it probably will not see an update until the formal 1.1 release. So just have some patience and wait it out. I don't want to be rude, but it really irritates me. Last update I was flooded with a million messages a day asking for updates, and I'm sure I'm not alone in that, we do this for fun and theres nothing fun about people asking us to do more .
  20. yeah mass was a pain, its better to just leave it as Gilly's mass IMHO, as thenn it's still good to get to and around...as even with the upper limit of the mass estimates, it was almost impossible lol
  21. sooooooo had some issues with the scale of the body, at only 246m radius, the size brought some issues to the PQS meaning i couldnt implement the heightmap as well as i had hoped. I ended up scrapping it altogether and generating the body procedurally, keeping the shape as close as possible. There obviously some discrepancies however I managed to get a very similarly shaped body after a little fiddling. All of the data is there and is correct, however once again the mass caused more issues, being so small an intercept was almost impossible. So, ive left options for people in the download. If you want accurate mass & gravity (well, as close as KSP will allow) then just install the patches in the Real Mass folder into your gamedata folder, however if you want a higher gravity to allow for ease of intercept and maneuvers, then install the files from the Gilly Mass folder, this will revert the mass & gravity to that of Gilly making it slightly easier. this download will work in both stock & RSS. In stock the orbital elements are still there, however it's inclination is based off the KSP system's inclination, and is SMA is reduced 10%, leaving it in an orbit that has a peri slightly inside Kerbin and apo slightly inside Duna. In RSS however, these patches changes the epoch of the system to (hopefully) around Sept 2016, so you should probably not add this patch to an existing save or it could mess things up., as planets will be moved to their appropriate positions in time. Simply install Kopernicus and then download the .zip file below and extract the version you want into your GameData folder. It will run by itself from then. Download Also i'd like to remind people that this is basically an on-rail body, as with all the other bodies in the system, and as such You will not be able to influence it's orbit at all.
  22. erm...1.1 isnt out yet, there is a PRE-RELEASE, but no official 1.1 perhaps waiting until 1.1 is actually released before asking would help
  23. yeah should be, but my specialty is procedural generation of bodies rather than hand-making heightmaps I'll get to work anyway lol
  24. very cool man, makes it a little better to get the right shape, ill see if i can create a good representation from the model (after a little subdivision of the mesh ) still gonna be a little tricky to get the exact features onto a spherical heightmap for use in game, however i SHOULd be able to get a pretty close approximation of the shape itself and procedurally generate the surface closer up
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