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Gameslinx

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Everything posted by Gameslinx

  1. @Destructogaming @Gorbaez I have fixed the visual issues. The new version has been released! To everyone else: This build includes everything I've been working on since last Sunday, so expect a smaller release this week!
  2. I'll release a build tonight that should fix this. If you're landed at Sonus anywhere, get to either the poles or orbit because the terrain had changed a lot.
  3. Ah... I see. I haven't been getting those since I remove the assets for the stock planets to save file space when uploading. I'll remove Balos from the cfg file and make sure the atmospheres point to the right place. By Null spam I assume 'Null exception, not set to a body' or something like that? That one's caused by Balos.
  4. OK, no worries! The only annoying thing is that I'm unable to find a change log for MFI apart from 'fixed a bug'. I have mo idea what actually changed and whether that will affect kopernicus or not. I'll experiment with updating it - I'm sure it will be fine, and should have it out for Sunday. I'm also going to look into adding more biomes to planets and perhaps varying Olei's terrain a tad more. Since version 0.1, it's gotten a lot flatter due to my user errors on the way. Dusk also needs a Brushup, as with Verex. I'm not adding Vega for a few weeks because frankly it annoyed me quite a bit! Anyone got any ideas for Verex? It's one of those darn planets that hate to comply! Only note is that it cannot be atmospheric because I've hit the limit for those
  5. Ah thank you! If you remove and install the newer version of MFI alongside the Kopernicus folder I provide, are you able to tell me if the planets load up or appear the same as usual? I'm not at my PC and I'd like to update it for Sunday's release. - If possible, just let me know what happens if you update MFI. Thanks!
  6. Sonus is getting some new terrain. In the current version it's mostly flat, but now there are mountains similar to Kerbin's topology!
  7. Ooooo. I'm interested in the resource configs. If you pop me a PM outlining what you would do so I have an idea of what to expect/prepare, I'll look into seeing what you can do! If you like, PM your spoiler suggestion as well if possible
  8. Hey everyone! I'm working on adding the clouds back to the EVE mod (already completed as of 16:00 GMT today) for @影之瑒 . As well as this, I am ordering the flightglobalindex values accordingly to difficulty. Someone commented saying that they got a mission to Olu'um before Olei, which shouldn't happen. I feel as if this is tied to FlightGlobalIndex. There will be a build releasing today or tomorrow with these fixes. Thanks!
  9. I assume by the effect of eve and jool you mean the clouds? Scatterer should still operate on them. I'll take a look into this! And for supporting kerbalism... It's a very large mod. I'm going to wait until I support planet dependencies (resources, customasteroids, all biomes) before moving to scientific mods. I hope you'll understand. Support will come eventually, it's just not that high on my priority list so far.
  10. Glitches like that appear to be Scatterer, as the ocean and atmospheres are affected. Have you installed a version of scatterer over this mod? you used mega so I can't download the file on mobile, so I can't see what exactly crashed. As Guardian said, it's a scatterer shader issue. I also don't know how well science mods and karbonite will cope with the mod, as they might look for aspects or properties of the planets which are null. Let me know how you cope - remember to always use 64 bit. Try removing absolutely everything except your Squad folder, and do a default install of GPO (this mod).
  11. Sorry I missed your reply! This is caused by two factors: A) You have Stock Visual Enhancements AND Environmental Visual Enhancements in your GAMEDATA at the same time. If you so, remove SVE. B) You MUST run KSP in 64 bit mode. The uncompressed size of the mod exceeds 700MB, and the 3 textures of every planet have to be loaded into RAM at nearly all times. The texture sizes are around 500MB uncompressed, so you need more tha 4GB of RAM to run this (run KSP in 64 bit mode by going to your Kerbal Space Program folder and opening KSP_64.exe) Let me know if that resolves your issue. ___________ Here's the install order if you have other mods. From first to last: Scatterer Gameslinx Planet Pack files and folders (overwrite ALL when updating or installing for the first time) Other mods. Please don't install EVE, SVE or Scatterer over the top of the ones I provide in the mod folder. The scatterer config is in one file (PlanetList) which gets overwritten if you modify it. (Addressing everyone): As a note to anyone browsing the mod contents, I urge you to not delete ant of the cache files. These store the mesh and other attributes of the planets so that they don't have to be generate on the game launch, allowing for faster loads. Deleted a cache file will cause Kopernicus to regenerate it. For some planets with map decals this can cause terrain issues. Let me know before modifying ScaledSpace. Also, dont mess with the PQSMods unless you know what you're doing. Butai has no height map which means it is generated entirely from PQSmods. Changing the seed changes the terrain. Aside from that anyone is free to go to ham on the mod, as long as nobody redistributes it as their own. Also be warned than proceeding to Gamedata > Olei > PluginData > Decals will reveal Easter eggs and spoilers. If you're investigating the mod contents, be prepared
  12. I'm trying to add pine trees (or any tree, I'd just like to see it work before I experiment more) on the land at Sonus. Anywhere will do. Thank you!
  13. @The White Guardian @Galileo Do either of you know how to add terrain scatters? I'm putting LandControl in the PQS { Mods part of my config but I'm looking only for the scatters, not Latitude, longitude stuff (that's plain confusing lol). Are either of you able to help me out with adding scatters? Cheers!
  14. That would be appreciated. Don't worry about messing stuff up. As long as you follow the template and the examples below, I can correct any issues It's better than me typing essays, so I don't mind I people make some mistakes
  15. Gonna edit this into the main post: You MUST run the game in 64 Bit. The mod uses a lot of RAM to store the textures, and thus it exceeds KSP x32's limit. To run in 64 bit mode, head to you Kerbal Space program directory and run KSP_x64.exe In your GAMEDATA folder you must have: - Olei, Modular flight integrator, Kopernicus, CTTP, Instantiator, Modulemanager (ONE version of it), Environmental visual enhancements (optional), scatterer (optional)
  16. Only mod support so far is OPM and Custom Asteroids. And a great thanks to Kottaboss!
  17. I'm going to need a screenshot of your game and GameData folder please
  18. I'm not going to add it to CKAN yet because then I would have to manage that as well, which I don't really want to - if I update something, theres a good chance CKAN will mess it up. In the future, I will probably add it to CKAN, but not yet since the updates to this mod are very frequent
  19. I'm on my phone at the moment, so I can't remember the code off the top of my head. If you have version 1.2 of my mod, open up Sojos's config and copy the MapDecal code. It will take tweaking but I can help you if you get any issues.
  20. Yup it confused me for days. There's no point in randomly flipping the colours! Anyways I hope it all goes well I'm needing some planet ideas myself heheh
  21. The atmosphere colour in your config (not ambient light, the other one) uses reversed colours. I know it's weird. So 0 , 1 , 0 is not green, it's purple. For blue try 0.75, 0.5, 0.05, 1.0 (RGBA). Remember that using Kittopia in game using the atmosphere editor can do this a lot better so that you can get the desired colour, then copy the numbers into your config.
  22. Also, what's the issue with this: Neebrille has a weird bug with the ScaledSpace atmosphere that will (hopefully) be fixed in the next update I can talk you through fixing it if you explain it a bit
  23. All this productivity! @electricpants , definitely go for the lore. I'm doing it through Easter eggs from science experiments and terrain deformities. If you want to go the terrain way, use the MapDecal PQSMOD. This allows you to add a heightmap on top of another. AKA, you can have veeeeerry small symbols in the terrain. I've got a few on Niebos and Butai in my own planet pack. You can also specify a colour map for them. This might be useful if you want to add features to the terrain but can't be bothered to Photoshop them properly! Though for lore, the ScienceDefs might be a good way to start/go, because you want a lot of people to see it but not straight away.
  24. Hey everyone! The new changelog is out and about! Version 1.2a for Kerbal Space Program 1.2.2 Released on 2017-03-19 IMPORTANT: Any ships landed on VEGA will be deleted. Removed Vega due to PQS issues Changed Niebos's atmosphere to turquoise and made it thicker Thickened Sonus's atmosphere Thickened Scotch's atmosphere Added Butai Added deep purple atmosphere to Butai New accretion disk texture around Olu'um Adjusted orbit of Olu'um to be slightly further out than Dres Updated tiling of textures on planets Removed unused textures from CTTP Fixed Niebos's strange shiny land Adjusted Fume clouds to rotate at the equator Fume atmosphere thickened Added more cracks to Scorch Added custom asteroids configs around Olu'um Added Olumnian galactic marker Easter egg to Butai (Terrain) Added Olumnian galactic marker Easter egg to Niebos (Terrain) Added Decals which I can use for adding detailed Easter eggs and whatnot Added Decal volcano to Sojos, 11KM high "Removed Herobrine" You may notice that there have been... Two new Easter eggs... Added to the planets. Let's just say that 'texture glitch' on Butai's mountain is not... A glitch... Whoever finds it first gets to name a ship in the mod lore if you like, perhaps a moon - within reason. All the Easter eggs on each planet tie into the lore Go on then - get searching! (I'd like a picture of the rocket before, during and after the launch if possible. No cheating!) PS: Why not hold a small challenge? I'm curious to see how long it would take. Remember you're looking for the (...thing...) on Butai. Careful, its atmosphere has no oxygen! And yes, if you find it first you can name a ship for the mod lore or a moon (depending on the name ) I've certainly ran out of name ideas hehe
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