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Gameslinx

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Everything posted by Gameslinx

  1. I guess that's just my style. It's not gonna change, so if you don't like em... sorry!
  2. Well, here's what I have now: I'm quite happy with it, I just need to iron out the seam at the poles (when fixing the pinching at your stage 2 I wasn't sure how to do it seamlessly)
  3. Ummm.... No. Hold up I'll be back soon with a picture That's what you should have in gamedata. If the game crashed, you didn't install the mod correctly.
  4. Awesome screenshots! I have a problem, though, which nobody has been able to help me with. If you could spare a moment, could you tell me how you distort your planet textures at the top and bottom? (I think it's called polar coordinates?) - I haven't been able to find anything that will do that for me Thanks!
  5. Please do the following: Remove ALL mods (only have SQUAD in your game data folder) Download version 0.8 of this mod Follow the instructions provided inside the ZIP file You should end up with: Olei, Kopernicus, modular flight integrator, module manager and CTTP inside gamedats Launch the game in 64 bit mode Let me know if that works.
  6. Do you mean that Olei has been replaced by Olu'um? Or that Olu'um is the only planet from the mod in the game? Make sure you have these mods in your GAMEDATA directory: Olei Kopernicus Modular Flight Integrator Module Manager CTTP If you are still experiencing problems, please post your Kopernicus.log (Kerbal Space Program > Logs > Kopernicus > Kopernicus.log), thanks!
  7. Hey I'm having a little trouble developing my latest planet for my planet pack. This image sums up my issues: The top image: My planet looks nice and round without much issue. But, there's a serious problem when looking at the image below it. That's what I would like my planet to look like - very deformed with very high mountains. I'm using these textures as my colour, normal and height:
  8. Hey 9gagger! You may know me under a different name (CephalonSimaris, or Gameslinx). On the forums I couldn't change my username, so I'm stuck with this one! I hope you enjoy the planet pack, I've spent longer making it than you have been finding a reason to leave Kerbin's Atmosphere (200 hours!). But please note that the pack is in beta, and I apologise for bugs. Enjoy!
  9. Anyone feel like mk2 hangar bays don't cut it? Me too. A lot of the time the odd shape of mk2 hangars make it very difficult to fit even a small payload (mainly rovers and base parts) within them. The narrow vertical space makes this worse. So I propose a mk2 fairing. You can enlarge the fairing like a normal one, but it is in the shape of a mk2 segment. This means you can have the fairing fit snugly or on the end of another mk2 segment without needing a mk2 -> 1.25m adapter, then a 1.25m fairing, then another adapter to join to another mk2 part, which adds unnecessary weight. If your payload is too large for a mk2 cargo bay, the fairing allows for that tiny (or large) bit of extra room.
  10. It takes time to make moons. I haven't added the recent one, and I did mention that in the post above: That ^
  11. I think that might leave the rest of the moon rather boring, so I want to try and avoid just 1 feature, but I may make a moon with 1 very high mountain range which reaches above its atmosphere
  12. I don't support Kerbnet yet. I have no idea how to. Unfortunately it is a rare occurance - I'm very sorry about that Today's Round Up: Hello! Since I am unable to upload a new build to the Spacedock site, I'm going to start making a daily log of my progress (might skip some days because I make no progress, it depends how time limited I am!) So here's today: Dread. Despite its name, it's a very friendly, calm planet. It's got some terrain alterations but I reckon it's fun to land on. It orbits dres (Does dres even exist?!) as a valentine's present. Nobody loves dres, so it has a small rock which is gravitationally attached (pun intended) to it.
  13. I have optional EVE support for the planet, pack, but i'm not focusing any effort on it at all. Two planets have clouds and that's it. Someone else can do the rest! By Stockalike, I'm talking about relative masses and radii, comparable to the current stock planets. I know some stock planets are definitely quite plain - Duna, Eve, Ike, and so on. Here's a screenshot of the latest one i'm working on, which orbits Dres: I think that looks very diverse and I'm extremely proud of it, even though it's a 0.1g moonlet (compared to the stock planets)
  14. The only reason I'm suggesting this is for newer players or those inexperienced with reentry. Although it may be more suitable as a mod, I feel like the main game lacks in the reentry and safety aspect of the game. The reason being because most reentries and done by computer with little input from the crew. So what does the RGCU do? Well, it is like a second SAS module. You activate it either through staging or right clicking it. It prioritises the crew pod, then parachutes, then scientific experiments in the course of reentry. What it will try to do is if a part is heating up rapidly, it will then turn the craft accordingly to protect it. If another part exceeds the temperature of the first, it will spin the craft to accommodate for both overheating parts. If one of them explodes, it will protect the part which isn't. If nearly everything is overheating, it will force the craft into a prograde or radial outwards roll to distribute heat evenly whilst keeping a large surface area to slow down in the atmosphere. This module can be toggled on and off, and uses electricity. What are your thoughts?
  15. Thanks for the detailed reply! I imagine quite a few of my planets fall into those categories. I'm no artist, unfortunately, so it takes a long time to add a mountain to a planet. So far I've been focussing on 1 planet in the pack and telling everyone that's the only 'career compatible' one. I've only spent 200 or so hours making the planets (which I imagine isn't really much when it comes down to it) and there are 12 planets in the mod. Now that I have all the planets I'm going to start drastically improving them, as I know a lot of them have quite a few flat, boring places. One of the planets (Teloslate) is similar to Minmus but has massive mountains instead of those lumpy hills, which I think is original to an extent. Thanks for the feedback and I'll definitely try and put a lot more work into the mod - quality over quantity
  16. From a fellow mod creator myself, who is currently developing the Olei Planet Mod/Pack, I am looking for feedback. As you say you like planet packs, may I ask what yourself looks for when choosing the right ones? Are there any cool ideas you have? A lot of planet variations have already been covered, but I'd like to keep mine as stockalike and true to the game as possible, as well as having variety and diversity. Thanks!
  17. That's a cool idea, it will be more efficient to land when doing an insertion burn the way it rotates. Technically that could save fuel if you land in a certain way. Awesome!
  18. ANNOUNCEMENT Hey everyone! I have an announcement for you all. Over the next week there will be no release. This is because I am away. There is very limited internet, so I will not be able to upload a release for the mod until I get back. I am still going to be developing the mod but I shall only get 1 hour a day, plus I'm on a laptop which will make going a bit slower. I shall try to get a final release out tomorrow or friday if I am able to, then it will be a week before you see another one! So, here's what I'm finishing off today: day:Telos now has clouds, plus I have worked the terrain so that the mountains are just as high but the base terrain is lower. This sorts out a few atmosphere bugs I wasn't very happy about. I have also adjusted Telos's atmosphere curve so that it doesn't slam into you when you try and land, it's more gradual! Overall, Telos is nearly finished for this current sweep. Tomorrow I am going to try and add some dust effects to the moons (It's a cloud layer but you can't see it from space). Hopefully that should go relatively well. Vega is definitely getting brown dust - not every moon will, though! I'm certain the smaller moons will Edit: No release until next week.
  19. Welcome to version 0.7. I've been putting it off for ages but today I have been solely focused on fixing Niebos for good! And as a reward, y'all get clouds! Here's the rundown for this update, regarding all and just Niebos! (note: Volux and Telos will get clouds soon) IMPORTANT - This is an experimental release. If this doesn't work, please use the release before (0.6)! CHANGELOG: - Added clouds and EVE textures to Niebos! - Lowered Niebos's terrain and lowered the deformity - Niebos now has flatter flats and higher highs! - Fixed normal map for Niebos - Niebos's atmosphere is now BLUE! - Fixed Niebos's strange atmosphere cut at low altitudes - Lowered Niebos's ocean. Let me know if that's bad!
  20. Unfortunately I have absolutely no idea how to embed an imgur gallery/album. I've tried but the tutorials are outdated. As for compatability, I have designed the mod with that in mind. I imagine all the planets are compatible with nearly all planet mods - but please note that I have only tested this with the OPM mod. Kerbal Origins sounds alright, but anything that changes the stock solar system might get a bit weird. Here are the orbits with some information about what planet orbits what: Yeah, then I realised that it just makes the same, horrible features all over the planets, and there's no way to control specific regions
  21. Olei is, Dusk is, that's it. Although I admit I am not being entirely honest with that statement, it's better to put 'Precise, handcrafted terrain (not generated with space engine)' than 'Precise, handcrafted terrain (not generated with space engine apart from 2 planets, them being named as 'olei' and 'dusk''. I like to be open about how I develop the mod, as I give frequent updates and information into its development and assets, but saying that two out of twelve planets are different is ridiculous in my view. Thanks for pointing it out though. Olei and Dusk will be getting an overhaul soon. They were my first planets. All, and I mean ALL other planets use a fractal noise layer from After Effects layered on top of others (well, apart from Olu'um, it's a darn gas giant!), with additional tweaking in Paint.net afterwards.
  22. I managed to push out a new update for my planet mod! Unfortunately I'm not getting as much feedback as I need to develop the mod, so it is tough going, as every release I need to check every planet to see if they still work. Im also looking for someone who is able to take a look at all the planets so far and give constructive criticism! Here is the link to the mod:
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