-
Posts
122 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by Artyomka15
-
-
Spoiler
So... A few months ago I created a mod that adds the system from movie Interstellar to your game. And that I thought "Why not make a mod that adds a system from another Sci-Fi movie?" So, let me introduce...
THE KOLYPHEMUS SYSTEM
This mod adds the kerbalized version of Polyphemus and its moons from the movie Avatar.
NOTE: Two of the bodies in the mod (Kolyphemus and Pandoor) is fully based off the Polyphemus and Pandora. Other moons of the Kolyphemus are not canonical.
The system:
Kolyphemus - a gas giant with oxygen atmosphere that orbits between Eve and Kerbin
Kalatea - that weird moon is often called "The Space Cheese" due to its strange shape, orbits between Kolyphemus' rings
Moei - a lava world
Pandoor - a habitable planet with giant trees on its surface (the trees are WIP and may glitch)
Thanks to:
@Artem Kerman for helping me a lot with the visuals
@Samio for uploading the Moei color map in the Posiible planet additions thread
-
Well... Just now we both started developing the mods which adds exactly the same thing into the game xD
(Actually I yesterday started developing the mod which places you into the future of Kerbol , but only now I noticed that another person is already doing the same thing...)
-
41 minutes ago, TheEpicSquared said:
@Artyomka15 How will the black hole look without visual mods? My computer doesn't have the power to run those types of mods.
The BH doesn't use EVE or Scatterer to work, so it will look exactly the same
-
9 minutes ago, EricL said:
You installed it wrong. You don't need to create an another folder in the GameData for the mod. Just drop everything from the .zip file into the GameData itself.
-
I need your full output_log files. Without it I can't tell what actually is causing the problem
-
1 minute ago, Alexoff said:
Ofigennoe nazvanie u asteroida!
Ya zhnayu : D
-
15 hours ago, EricL said:
That's weird... the planets in this pack aren't loading.
And this is what happens at the end of every log (Admun, Limmer, and Namm)
[LOG 16:45:09]: Exception Was Recorded: Object reference not set to an instance of an object at Kopernicus.Configuration.MapSOParser_RGB`1[CBAttributeMapSO].SetFromString (System.String s) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String modName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String modName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.CreateObjectFromConfigNode (System.Type type, .ConfigNode node, System.String modName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String modName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String modName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Loader.Kopernicus.IParserEventSubscriber.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0
Can anyone make sense of this?
Do you have any non-english characters in the game folder path?
-----------------------
The new version is out!
-
1 hour ago, Gameslinx said:
KerbalItalia saw the mod and did a review (I don't speak Italian so I can't tell anything that was said!)
Those volumetrics are looking awesome. Will that be coming to the Instantiator mod?
It's actially too complicated to be configurable. But I think I can make some kind of preset for the volumetric disks. I need to think on that.
@themaster401 Aaand no, that's not EVE. That's another small custom plugin
-
1 minute ago, The Raging Sandwich said:
In the new update, will Kargantua semi-major axis be pushed back beyound OPM's Plock's orbit?
Yes
-
Testing out the volumetric accretion disk ...
-
Sorry for the long absence, I was busy on my other project.
The new update will be released in 3-4 days.
It will include:
-Completely redone corona & accretion disk.
-Lightnings on Limmer, snow on Namm and dust storms on Admun and all the planets will have aurora (thank to @Artem Kerman for helping with it)
-Some new moons and an asteroid orbiting EXTREMELY close to the central black hole (the best place to take screenshots )
-And much more!
-
On 19.03.2017 at 3:05 AM, EnriqueBNew said:
Compatibility with 1.2.1?
It's should be compatible with any version that came out after the release.
16 hours ago, daniel l. said:Also can you add XYZ coordinates to this? So we can make our objects hold different locations relative to the central body if we wish.
I'll soon release an update which will include this feature
-
Sounds cool, keep it up
-
20 minutes ago, Gameslinx said:
You can do things like this:
Also, is there a way to add 'depth' to the accretion disks? It's 2d at the moment
And a suggestion: At the moment the effects rotate along with the initial body's rotation. Would it be possible to separate this out and provide a rotation axis independent to the parent body?
For the depth - you can adjust the scale along the Y axis, but the disk will look, well, pretty strange...
And for the rotation - for now i didn't find the way to do that...
-
@The White Guardian @Gameslinx
Now you can use the plugin any way you want, I just released it as a separate mod
-
About
INSTANTIATOR is the plugin that allows you to place primitives and billboards around the celestial bodies and do a lot of manipulations with them.
How to use it?
1. Drop everything from the .zip file to your GameData folder
2. Open the file "Object.cfg" in any text editor (Notepad++ for example)
This file contains the list of the objects and its parameters.
The object config node looks like this:
SCALED_OBJECT { name = ExampleSphere type = sphere scale = 12000, 12000, 12000 shader = Unlit/Transparent main_tex = /example_tex rotation = 0, 0, 0 bodyName = Kerbin invertNormals = false }
Let's break it down!
name - the name of GameObject
type - for now there's 3 object types - "cube", "sphere" and "billboard".
NOTE: the objects of type billboard can be applied to the bodies that has the Sun template (or to The Sun itself) ONLY.
scale - the scale of the GameObject (x,y,z)
shader - You can use any shader that is present in Unity.
main_tex - path to the texture
rotation - the rotation of the GameObject (x,y,z)
bodyName - the name of the parent body
invertNormals - inverts the normals of the mesh
DOWNLOAD:
Compiled (An example is included)
Planet packs that uses it:
Gameslinx's Planet Pack by @Gameslinx
Warning! It's the alpha version and it may contain a lot of glitches. If you find a one, please let me know.
Planned features:
-Edit all the material parameters
-Load custom .mu files
-
The mod looks so beautiful but...
Did you just take a plugin and the textures from my mod?
I mean, it's fine, but if you want to use a part of someone's mod in your own you should give a credit or at least notify the author of that.
P.S. Not to being rude, I just don't like when something belonging to me is being taken without any notification
-
13 minutes ago, Sigma88 said:
PQS is the ground, why do you need passthrough terrain?
I know what PQS is, I'm just trying to make a realistic gas giant that way. What I want to do is to make a some kind of thick 3D clouds (like in Space Engine) using PQS mods and put the ocean under it and I don't want things to explode when it reaches the "clouds"
-
@Thomas P. Is it possible to remove colliders from PQS?
-
On 16.03.2017 at 10:22 AM, aStart said:
So, first time on kerbal forum, whoo
I really want to thank you Artyomka15 for this mod. I love Interstellar and have been dying for someone to make a Kopernicus mod for it. And the scatter and planets look amazing!
I want to ask, is it possible to increase gravity and spin of Admun? It seems a little unrealistic that this may be the planet kerbals/humans will live on (referring to Interstellar Edmund's planet).
Again, thank you for this mod. Did I mention how gnarly Kargantua looks? You are a god m8.
Thanks, I reeeeally appreciate that someone liked my work
-
7 hours ago, Rainbowd4sh said:
I think I got a bug.
A simple 1k dV boost to get into a Kerbol orbit, ended up launching me into interstellar travel.
That was the mission, but I feel like it isn't meant to be that way.
P.S
I have
KSPRC (And all it's mods)
MechJeb
Kerbal Engineer
Tweak Scale
RCS build aid
Warp Drive Mod
Trajectories
Better Time Warp
Kerbal Alarm Clock
and a .cfg edited for OP RTGs (Produce a tad bit more electricity, and changed names)
It's probably because the BH has a HUGE SOI. As I said before, I'll move it further away from Kerbol in the next release.
But if you want to do it by yourself, you can just edit the Kargantua.cfg file by changing the semiMajorAxis value
-
2 hours ago, TheEpicSquared said:
@Artyomka15 Will you move Kargantua farther from the Sun in the next release?
Yeah, I'm actually planning to move the system as far so it will be impossible to get to it using the stock engines.
@wadusher1 And I'm actually do planning to add a wormhole. It will probably be the only way you can reach the system. The plugin for now is 20-30% done, so the wormhole probably will be in the next update
2 hours ago, Nailed it! said:How did you find a good map with a giant volcano?
Just typed in Google "volcano heightmap" ¯\_(シ)_/¯
-
1 hour ago, MerseesreM said:
this is verry cool but, how compatible is this mod with other planet packs and rescale mods?
It should be fully compatible with any other planet packs, but I'm not sure if its compatible with the packs that replaces the stock Kerbol system, they might have planets that orbits at high distance and might intersect the orbit of Kargantua, so it might cause a lot of glitches.
------------------------------------------------------------------------
Working on a visual overhaul
Also, completely redesigned Admun's atmosphere/clouds (inspired by the Alien planet from Space Engineers)
-
2 minutes ago, The-Doctor said:
KSC switcher?
Probably
I honestly can't remember...
[1.2.2] Kolyphemus System - the kerbalized Polyhemus
in KSP1 Mod Releases
Posted
Sorry, I've been out for a while. I'll answer the frequently asked questions:
-The mod, as far as I know, should be compatible with ANY other planet pack.
-The visuals of the mod also should be compatible with any visual pack.
-Moei is NOT based on any Avatar planet, its actually inspired by an artwork mde by @Samio. And yes, that's normal that Moei's gravity is higher than Kolyphemus. The gravity is not the same thing as mass. For instance Kolyphemus has higher mass than Moei, that's why Moei orbits it.
-How to install the mod:
Just drop everything from the archive into your GameData folder and replace the files.