Jump to content

Gameslinx

Members
  • Posts

    2,994
  • Joined

  • Last visited

Everything posted by Gameslinx

  1. If you upload your image to an image hosting site like Imgur (.com), you can copy the image link and put it here. I'm glad you enjoy the planet pack - It's approaching its third month of development!
  2. I can't specify where to put ore, unfortunately. It is generated at random as far as I know. PLANETARY_RESOURCE { ResourceName = Ore ResourceType = 0 PlanetName = Volux Distribution { PresenceChance = 2 MinAbundance = 0 MaxAbundance = 20 Variance = 0.8 Dispersal = 0.4 } }
  3. Whoops - It looks like I've dumped 5000 tons of oil into Volux. Why's that? It's getting a new look! It's keeping its islands, but it's gaining a large streak of land and also a more polluted colour. Oh, and the hurricane spins the right way this time! And to fix its strange atmosphere VS mountains, I've upped its radius to 250,000 from 100,000 and reduced its gravity from 0.78 to 0.68
  4. @JadeOfMaar has offered to create custom resource configs for the different planets. Since there's not too much work to get any more planets into the mod, it's time to sort out dependencies for those playing career. Eventually I hope this mod integrates smoothly with the stock planets
  5. Resources! I'm only sorting out the stock resources at the moment, but hey it's a feature on its way - just finished Olei: and now Niebos:
  6. I'm also wanting to add Nebulae into the game, perhaps by using either a mesh, or the way SpaceEngine does it. Unfortunately I don't really know how to do this, even though I found the code that SpaceEngine uses to generate nebulae.
  7. Welcome to version 1.4a! CHANGELOG: IMPORTANT: If you are landed at SONUS, get to orbit or make a backup of your save as the terrain is changing. Reconfigured Sonus's terrain Added planet 'Vulcan' Added moon 'Vulkine' Updated nearly all descriptions Evened out the Olumnian system - there are less inclinated planets Reduced average Olu'um temperature output by 10% Corrected Olu'um's hue Added red/purple nebula skybox Changed Olu'um's texture so that it is slightly more pink for non-scatterer 'peasants' Made Olu'um's accretion disk slightly more purple/red Complete Tetra overhaul. It's no longer a plain sphere Added dust to Olemut and Dread Corrected science values for most planets LOTS MORE BUG FIXES.
  8. I hope you're doing well now! And I'm sure your PC welcomes you back with 'open arms' "We've discovered the origins of the mystery too - it came from this strange moonlet! Funnily enough, it seems that due to the temperature on the moonlet, it turns a strange yellow-brown colour. It sticks to the surface which explains why olemut has 'water'"
  9. Olemut has no atmosphere, but the ambient temperature of the sun on the moonlet allows for liquid water. The salt in Olemut's lakes lowers the freezing point enough to stay liquid.
  10. (raises eyebrows) Would that happen to be a terrain scatter? (raises eyebrows further) If I had any 3D modelling programs, I'd definitely try and make models that I could add to the surface of a planet. I've been eying 3DSMax for a while since apparently it can import into the buggy unity... But I'm not sure. Either way, I'm excited to see what this secrecy is about!
  11. The description was changed on Tuesday last week after version 1.3. It should be fixed by tomorrow's release. "Olemut is a rocky moonlet. It has pools of water because it is warm enough to melt ice since it is close enough to the sun".
  12. This occurred on Minmus which happened to be caused by a mod. If you remove your mods, the issue goes away. It is not an easter egg, it's one if your mods. Probably interstellar
  13. Mission report from an Olei and Olemut lander: (PICTURES ARE IN REVERSE, SORRY!)
  14. It will come with the mod so you only need to drag and drop into gamedata as per usual
  15. Just doing some more Eye-Candy stuff with the skybox and Olu'um. Reduced some lag caused by scatterer so it should be less intensive in the Olumnian system. (Just upped the brightness of the image by around 10% so you can all see it clearly without having to peer too closely.) EDIT: Just levelled out the Olumnian system a tad. I noticed that when I was trying to complete missions in career I had to adjust inclinations everywhere, which is no fun!
  16. This is the config file: @Kopernicus:NEEDS[Scatterer]:AFTER[Kopernicus] { @Body[Niebos] { useOnDemand = false } @Body[Sonus] { useOnDemand = false } @Body[Olu'um] { useOnDemand = false } @Body[Telos] { useOnDemand = false } @Body[Butai] { useOnDemand = false } @Body[Fume] { useOnDemand = false } @Body[Volux] { useOnDemand = false } @Body[Scorch] { useOnDemand = false } } (Ignore the discolouring, it's because Olu'um has a " ' " in its name) I think it's sorted now. Not seen the issue for ages! Thank you
  17. Of course it is! I think 1 planet gets close to one of OPM's planets somewhere in the orbit, but there are no collisions. As for Sigma Dimensions, I imagine it is scaleable depending on how Sigma's configs work.
  18. Thank you. It's fixed the issue to an extent. I rotated both by 180 degrees and the 'seam' has gone away. There is another issue, and this might be because of how SpaceEngine exports textures. The Y parts of the skybox are slightly darker. Not sure if this is TextureReplacer because when I join the textures in photoshop they go together flawlessly... Hmm.
  19. Getting an interesting issue with trying to create my own skybox. I'm using textures exported from SpaceEngine, and they are all named correctly. (Apologies if I have made an obvious mistake here. Flipping the positive and negative Y textures doesn't fix this issue.)
×
×
  • Create New...