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Gameslinx

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Everything posted by Gameslinx

  1. I'm aware of this, I think I had this happen to be during the last episode in the series I'm recording. Thanks - I labelled it off as a 1.7.3 problem as I hadn't had it happen before. I'll look into that. I hope to have it fixed by the next update. Not sure what's causing this. Again, I'll look into it. I'm assuming you have science set to 100%. The mod is quite young and I've already sorted out half of the planets for the next update. When scatterer is not installed, i'm fixing up the atmosphere gradients (as some are still orange!) and their scaledspace gradients. I might add EVE glows too. Cheers! I have a feeling i know what's causing this. Can you find Lua.cfg in BeyondHome/Configs and remove this code - see if that works? PhysicsMaterial { bounceCombine = Average frictionCombine = Maximum bounciness = 0 staticFriction = 5 dynamicFriction = 4.8 } Thanks for the reports. Hopefully I have them all solved for the next update (which is already a huge one as it is!)
  2. Optionally, make Rhode green https://www.dropbox.com/s/t47iendbbo1lc2y/RhodeGreen.zip?dl=0
  3. This is a very rough delta V map. It won't work for Gateway, but should be fine elsewhere. What do you mean by pulling science from an object? If you don't have breaking ground installed (Not sure how it behaves with it) you should be able to get science from any rock or tree or surface feature!
  4. Not yet! Besides, where would you even start? Almost every planet is a wasteland!
  5. I'm still working on the atmospheres when Scatterer is not installed - It's still quite an early mod I might create an EVE alternative to it as well, because EVE can do minimal atmosphere haze.
  6. When I feel like the mod has reached a good state, yes I think I'll support this
  7. Thank you so much! The lore of the ship will be revealed when the update drops, so my lips are sealed for now Orbit altitude is above 50km I'm currently tweaking a delta V map. Use Astrogator to get an idea for transfer windows!
  8. I did some digging. GEA is almost identical to stock EVE and Scatterer with only a few changes. All the cloud maps and detail textures are in BoulderCo/Atmosphere/Textures. The detail textures are different to what I've seen, but the cloud maps kerbin1, eve1 and duna1 are the default cloud maps that almost everyone uses. How can you tell? The iconic left/right hook in the clouds near the top left of Duna1.dds and bottom right of kerbin1.dds The scatterer configs you bundled are identical to the stock scatterer ones. You have not changed a single value from the configs I looked at. Not really a problem, but your aurora detail textures are 8k. This is a detail texture, not a planet map. Detail textures are tiled many times across the entire texture. The detail texture you have is twice the resolution of the main texture! Lite or not, this is not optimized and will bog down people's computers. The same goes for the detail1.dds texture, which is 4096 x 4096. An optimal resolution would be 1024 x 1024, since you're tiling this texture. Again, RAM usage will skyrocket. Your cloud maps for Jool appear to be Jupiter's cloud maps with a filter applied. I haven't seen this done by another mod before, but it's helpful to produce your own maps Your other cloud maps for Jool (BoulderCo/Textures) are literally a direct copy paste of the Jupiter cloudmap from a simple google search. Again, helpful to produce your own maps - Jool is not Jupiter I didn't do any more checking around the mods you bundled, so I haven't commented on any of the others. Additionally, since you bundled Scatterer - GEA must fall under the GPLv3.0 licence (or closely related), at least as far as I am aware. Anyway, to conclude, GEA is pretty much regular EVE and Scatterer. There are some textures that are not optimized, and there are some pretty much copied from google or default EVE. Not much of this is original. The wheel was well and truly re-invented. I don't expect performance to be as good as AVP or SVE. Hopefully those points give you a foundation to work upon, Davian.
  9. No there won't. I'm glad it's working and I hope you enjoy
  10. [EXC 21:06:50.485] Exception: Failed to load Body: Fury I see the problem now. You're using the main kopernicus for 1.7.0 and not a backport, since in KSP 1.7.1 and above, Kopernicus went under a huge change and I had to update the mod to that change. You are forced to update to KSP 1.7.3.
  11. Upload the log to somewhere like Dropbox and send me the link please!
  12. Your KSP version must match your Kopernicus version. Please send a screenshot of your GameData folder and upload your KSP.log file
  13. Wrong thread to ask this, use the release thread. Use the Astrogator mod to give you a rough idea for transfer costs. There are tables of values on the Kopernicus discord but nothing official yet.
  14. Hey all! Next episode if out, and there's a teaser!
  15. I'll take a look. What are your CPU and GPU usages on ansia?
  16. I have not tested the most recent BH update (1.2) on KSP 1.6.1, but I should imagine that it works!
  17. For 1.6.1, you will need to use the Kopernicus Backport for 1.6.1. https://github.com/Kopernicus/Kopernicus-Backport/releases ____________________________________________________________________ For everyone else, the next episode is out!
  18. Ah, that's unfortunate. When KSP updates to 1.7.3, one of the dependencies (Kopernicus) that Beyond Home requires to run will update. Because Squad being Squad announced 1.7.3 immediately after releasing 1.7.2 it was pointless to support 1.7.2.
  19. Yep, what Extreme said above. The mod version at the top of this page is 1.7.1, so you must be using 1.7.1
  20. Placeholder texture so far, and the model is not yet done, but here's a prototype of a crashed ship I'm developing. I'm really happy with it. It's my first large scale model I've ever made.
  21. In case you haven't seen them yet, I'm doing my own career mode series with BH!
  22. It's a known scatterer problem. If you downgrade the version, that problem goes away, but it introduces a bug with the ocean instead. The last scatterer update was in March. Unfortunately it's something we all have to deal with at the moment. It's out of my control
  23. Hi @taniwha, I've been using the plugin but I cannot get a working model in game. I loaded up the standard blender cube and hit export as a .mu. I didn't see any extra options along the way. It was not a valid MU, and did not appear in game. When changing the model path to a stock part or "city", it worked fine. Do you have a step-by-step of what is absolutely necessary for a mu model to work? Clearly I am missing something, but I have no idea what. Thanks
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