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timandy1

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Everything posted by timandy1

  1. I like Val <3 Bob Rather then Val <3 Jeb, I see Val as the intelligent type who is in a relationship with the quirky nerd Bob, while Jeb is the bumbling idiot who isn't afraid of anything.
  2. Ok, I made 2 new versions of the scooter, the MK2 (MUCH improved steering) and the flying version of the MK2. https://www.dropbox.com/s/1i0eu1ojzekp089/Kerbal%20Scooter%20MK2.craft?dl=0 https://www.dropbox.com/s/aqqsbtg33iparba/Kerbal%20Scooter%20MK2%20%28Flying%21%29.craft?dl=0
  3. For Some Reason that doesn't seem to work, it gives me the imgur "404' page
  4. The KerbalScooter is my first attempt at making a bike, and I find it quite fun to drive, if a little bit unsafe. Download Link: https://www.dropbox.com/s/b7e0buvv76lxcfn/KerbalScooter.craft?dl=0
  5. Had some good fun on Minmus with a new Colony http://imgur.com/gallery/OE8QI
  6. Max noted that porkjet plays with a lot of mods, so lets not get our hopes up.
  7. It's simple, they are driven by psychic powers! Kerbals have to have huge heads for something! Kerbal Brains: 1% Smarts, 99% Powers
  8. reminds me of that south park episode hidden in a sports game code. what game was that anyway? the game had to be recalled because even though the episode could only be accessed by cheating, the game was automatically re-rated as "M"
  9. Why aren't the round moons of Uranus included? Is it because they are not full mapped?
  10. Let's compare this to Minecraft. Minecraft is a game that started on PC, yet has a PS4 version. Lots of people love Minecraft console version, despite the fact of no mods, no Bukkit, and controls that were intended for PC. When Microsoft bought Minecraft in late 2014 everyone panicked due to microsofts track record with DLC, but everything turned out fine, for now, and the devs are still developing the game.
  11. I am horrible with kopernicus and PQSmods but i just wanted to show my idea for a planet pack and see if somebody could make it. Chesta (Chesta is a light brown asteriod orbiting near dres.) [Eq. Radius:100.000][Gravity: 0.100] "Chesta is a asteroid orbiting near dres. it's brown surface is covered in craters." Sat (A Yellow Gas Giant Orbiting past jool) [Eq. Radius:6 000 000 m] "Sat was discovered shortly after jool, and is identical to it in every way, exept for it's yellow color and rings" Amanda (An asteroid orbiting very close to Sat [Eq. Radius:30.000m][Gravity:0.008 g] "It was always thought that Sat's Rings were solid, until a small moon was found orbiting in them." Kurt (A Green Ocean moon teaming with life. also has spiky islands) [Eq. Radius:543,000][Gravity: 0.8g] "Kurt was the first moon of Sat to be disovered, because of it's bright green colour created by all the basic life on the surface." Kim (A Purple moon orbiting sat in a retrograde direction) [Eq. Radius:200,000m][Gravity: 0.324g] "Kim orbits sat in a retrograde direction, Sugesting it was captured. that or it's a giant purple spacecraft." Fon (A Red moon with a thin atmosphere and peaks that streath into the vacuum) [Eq Radius:890,000][Gravity: 1.5 g] "In Kerbal mythology Fon is the place where bad kerbals go after death. It's blood red color is said to prove this ledgend"
  12. I once had a strange bug: I filled my service bay up with things (Batterys, Goo etc.) and when i got to the mun my service bay was empty! so strange...
  13. CKAN is Horrible IMO. Without CKAN, It's Just Drag and drop. Kopernicus (The API that kerbolPlus Uses) has issues with CKAN.
  14. Someone made a post that showed a beer called "Jeb" and i assume that would be the perfect KSP bevrage
  15. How much is the delta-V to orbit with this in 1.0.2?
  16. You can fit a rover in the 2.5m one, I did it once.
  17. I never vist dres because of its orbital inclination and lack of atmosphere for aerobraking
  18. I wish the new wings had more G-Rated names because my little brother plays ksp too ):
  19. In the USA tomorrow is Monday!
  20. I tried using duna as a template, but when i updated the scaledspace the planet looked exactly like Duna! Also, my kerbals can walk right thru the ocean as if it wasent there Here are my kittopia and kopernicus configs for bruno: (note my config is based on a tutorial config) PlanetBruno { AdditionalData { Stock = False AddAtmoFx = False AddOceanFx = False OceanLoadTextures = False UnlitOcean = False ModScaledAtmoShader = False AddRings = False AddParticles = False DisableOrbitRenderer = False } CelestialBody { atmosphereContainsOxygen = False //self explanatory, allows jet engines to work pressureMultiplier = 1 //how thick the atmosphere is at sea level altitudeMultiplier = 1 //how quickly does the atmosphere get thinner with altitude (higher number = thicker) atmoshpereTemperatureMultiplier = 1 //does nothing, I think atmosphereMultiplier = 1 //set this the same as pressureMultiplier maxAtmosphereAltitude = 60000 //determines what the game says is the atmosphere height (in meters) atmosphereScaleHeight = 5 //actually determines atmosphere height (Kerbin is 5, Duna is 3, Eve is 7. Decimals are allowed but not shown in game) ocean = False //self explanatory } PQS { PQSMod_HeightColorMap { modEnabled = False } PQSCity { modEnabled = False } PQSMod_VertexHeightMap { heightMap = GameData/PlanetPack/Textures/Bruno_height.png //Replace this with your file path heightMapDeformity = 4000 //how tall should the highest mountains be? heightMapOffset = -800 //If your planet has oceans, set this to a negative number. Play around until you get it right scaleDeformityByRadius = False } PQSMod_VertexColorMap { vertexColorMap = GameData/PlanetPack/Textures/Bruno_map.png //Replace this with your file path } PQSMod_VertexSimplexHeight { seed = 101274 //change this to any random number deformity = 300 //how bumpy do you want the ground to be octaves = 8 //how small do you want the bumps to be persistence = 0.5 //don't know what these do, you can try changing them and see what happens frequency = 12 } PQSMod_VertexSimplexHeightAbsolute { seed = 637926 //change this to any random number deformity = 100 //how bumpy do you want the ground to be octaves = 3 //how small do you want the bumps to be persistence = 0.5 //don't know what these do, you can try changing them and see what happens frequency = 0.8 } PQSMod_VertexHeightNoise { deformity = 300 //Height of dunes or rolling hills on your planet. Looks good on Laythe or Kerbin like planets } PQSMod_VertexSimplexHeightMap { modEnabled = False } PQSMod_QuadEnhanceCoast { modEnabled = False //if you want to, set this to true on an ocean planet. You don't need it otherwise } PQSMod_VertexHeightNoiseVertHeight { modEnabled = False //don't know exactly what this does. It is another type of small-scale terrain bumpiness } PQSMod_AltitudeAlpha { atmosphereDepth = 60000 //How tall the atmosphere looks, how quickly atmospheric color appears as you go down towards the surface modEnabled = True } } } My kopernicus Config for the entire planet pack: @Kopernicus { Body { name = Azuli //change to the name of your planet flightGlobalsIndex = 1233 //change to any number, not too big. Avoid numbers used by other planet packs Template { name = Jool //all gas giants use Jool as template } Properties { description = This planet has swirly clouds and rings. Nice to look at but explosive to try to land on! Change this text to whatever you want. radius = 6000000 //Jool has radius 6000000 geeASL = 0.8 //surface gravity, Jool has 0.8. Keep in mind that since the planet is bigger, orbital velocity will be too. ScienceValues //Higher values mean more science. Increase these for planets that are hard to reach. { flyingLowDataValue = 25 //big reward for flying low at a gas giant. Just a suggestion flyingHighDataValue = 14 inSpaceLowDataValue = 12 inSpaceHighDataValue = 11 recoveryValue = 11 flyingAltitudeThreshold = 100000 //limit between "flying at TutGasGiant" and "TutGasGiant's upper atmosphere" spaceAltitudeThreshold = 3500000 //limit between "space near TutGasGiant" and "space high above TutGasGiant" } } Orbit { referenceBody = Sun //what body does it orbit? DO NOT write Kerbol, the sun is called Sun in game. All other bodies use their names. inclination = 3.5 //inclination in degrees eccentricity = 0.01 //set this very close to zero for gas giants. semiMajorAxis = 68773560320 //how far the planet is from the sun. This number is Jool's longitudeOfAscendingNode = 0 //change to whatever you want argumentOfPeriapsis = 0 //change to whatever you want meanAnomalyAtEpoch = 0 //Determines where the planet starts at day 0. Probably don't change epoch = 0 //Determines where the planet starts at day 0. Probably don't change color = 0.35,0.325,0.3,1.0 //RGB color of the orbit line } Atmosphere { ScaleHeight = 10 //same as Kittopia for all of these ContainsOxygen = False maxAltitude = 150000 Multiplier = 22 TemperatureMultiplier = 22 lightColor = 0.70, 0.675, 0.65, 1.00 //(1 divided by color) of the atmosphere at the surface. Lower numbers mean more of that color. RGB ambientColor = 0.45, 0.525, 0.30, 1.00 //RGB of color the atmosphere shines on flying spaceships. } ScaledVersion { Material { texture = PlanetPack/Textures/Azuli_map //change to your file path. Don't include "GameData/" or ".png" Gradient //atmospheric gradient in map view. 0.0 is surface, 1.0 is edge of space { 0.0 = 0.35,0.325,0.30,1 0.6 = 0.09,0.08,0.07,1 1.0 = 0.02,0.015,0.01,1 } rimPower = 3 //Higher for thicker atmospheres rimBlend = 0.3 //don't change } } } Body { name = Bruno //change to the name of your planet flightGlobalsIndex = 1234 //change to any number, not too big. Avoid numbers used by other planet packs Template { name = Laythe //Don't change this! Duna and Eve have hard coded colors, so they make bad templates. Use Laythe even if your planet doesn't have oceans. } Properties { description = The description is what shows up in the information box in map view. Change this text to whatever you want. radius = 500000 //How big is the planet? Laythe is 500000, keeping this number makes clouds easier to use geeASL = 0.8 //Gravity at sea level. Kerbin is 1, of course timewarpAltitudeLimits = 0 60000 60000 60000 100000 200000 400000 800000 //altitudes that time warp can be used at, in meters. Time warps are x1, x5, x10, x50, x100, x1000, x10000, and x100000 ScienceValues //Higher values mean more science. Increase these for planets that are hard to reach or to land on, return from. { landedDataValue = 10 //Duna = 8, Laythe = 14 flyingLowDataValue = 9 //Duna = 5, Laythe = 11 flyingHighDataValue = 8.5 //Duna = 5, Laythe = 10 inSpaceLowDataValue = 8 //Duna = 7, Laythe = 9 inSpaceHighDataValue = 7.5 //Duna = 5, Laythe = 8 recoveryValue = 8 flyingAltitudeThreshold = 20000 //limit between "flying at TutPlanetAtmosphere" and "TutPlanetAtmosphere's upper atmosphere" spaceAltitudeThreshold = 200000 //limit between "space near TutPlanetAtmosphere" and "space high above TutPlanetAtmosphere" } } Orbit { referenceBody = Sun //what body does it orbit? DO NOT write Kerbol, the sun is called Sun in game. All other bodies use their names. color = 0.5,0.5,0.5,1 //RGB color of the orbit line inclination = 0.5 //inclination in degrees eccentricity = 0.03 //eccentricity of orbit, don't set this higher than 0.1 especially for large planets semiMajorAxis = 26599840256 //how far the planet is from the sun. This number is Kerbin's longitudeOfAscendingNode = 60 //change to whatever you want argumentOfPeriapsis = 25 //change to whatever you want meanAnomalyAtEpoch = 0 //Determines where the planet starts at day 0. Probably don't change epoch = 0 //Determines where the planet starts at day 0. Probably don't change } ScaledVersion { Material { texture = PlanetPack/Textures/Bruno_map //change to your file path. Don't include "GameData/" or ".png" normals = PlanetPack/Textures/Bruno_normal //change to your file path. Don't include "GameData/" or ".png" Gradient //atmospheric gradient in map view. 0.0 is surface, 1.0 is edge of space { 0.0 = 0.80,0.70,0.65,1 0.6 = 0.10,0.08,0.08,1 1.0 = 0.02,0.02,0.01,1 } rimPower = 1 //Higher for thicker atmospheres rimBlend = 0.3 //don't change } } Atmosphere { ScaleHeight = 5 //same as in Kittopia ContainsOxygen = False //same as in Kittopia maxAltitude = 60000 //same as in Kittopia Multiplier = 1 //same as in Kittopia lightColor = 0.68, 0.70, 0.75, 1.00 //(1 divided by color) of the atmosphere at the surface. Lower numbers mean more of that color. RGB ambientColor = 0.35, 0.325, 0.30, 1.00 //RGB of color the atmosphere shines on landed/flying spaceships. } } Body { name = Aster flightGlobalsIndex = 1235 //Don't forget to make this number different from your other planets! Template { name = Tylo //keep this for any moon or planet with a heightmap and no atmosphere } Properties { description = TutLargeMoon could be a planet, too, if that planet didn't have an atmosphere. Change this text to whatever you want. radius = 300000 geeASL = 0.5 ScienceValues { landedDataValue = 10 inSpaceLowDataValue = 9 inSpaceHighDataValue = 8.5 recoveryValue = 9 spaceAltitudeThreshold = 80000 } } Orbit { referenceBody = Azuli //you can have your moons orbiting your planets color = 1,1,1,1 inclination = 0.3 eccentricity = 0.05 semiMajorAxis = 12000000 //this is the Mun's SMA longitudeOfAscendingNode = 60 argumentOfPeriapsis = 25 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { Material { texture = PlanetPack/Textures/Aster_map normals = PlanetPack/Textures/Aster_normal } } } Body { name = Bean flightGlobalsIndex = 1236 Template { name = Gilly //keep this as is, other small moons (Minmus, Dres, Bop, Pol) use different height characteristics } Properties { description = If you squint really really hard in your telescope, you can see it. Change this text to whatever you want. radius = 20000 //You can have a really tiny asteroid if you want. Kopernicus will still work if this number is as low as 100 meters geeASL = 0.04 //don't set this too low, or the body will have an SOI that's too small. Gilly = 0.03 tidallyLocked = True //If the same side of the moon always faces the body it's orbiting, it's tidally locked. Examples include the Moon in real life, and the Mun in KSP. ScienceValues { landedDataValue = 12 inSpaceLowDataValue = 10 inSpaceHighDataValue = 9.5 recoveryValue = 10 spaceAltitudeThreshold = 15000 } } Orbit { referenceBody = Azuli //You can also add moons to the stock planets, for example, Jool. color = 0.9,0.8,0.7,1 inclination = 20 //Don't be afraid to set high inclinations or eccentricities for asteroids, this makes them more of a challenge to get to! eccentricity = 0.1 semiMajorAxis = 150000000 //this is about twice Bop's SMA. longitudeOfAscendingNode = 55 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { Material { texture = PlanetPack/Textures/Bean_map normals = PlanetPack/Textures/Bean_normal } } } }
  21. Yes, I can see the ocean when the terrain loads. Thou I have not landed near the ocean yet so I'm not fully sure. Also, I want the ground to look like that of the Mun, but right now the ground is the sand dunes of Laythe
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