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Everything posted by Gameslinx
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[RELEASED] After Kerbin [AfK] - Billions of Years after Stock
Gameslinx replied to Gameslinx's topic in KSP1 Mod Development
Yep, been there done that. Kerbin drifts away from its orbit in the tracking station and things can get a tad funky. Won't be using PSO any time soon -
[1.4.2] Before Kerbin - 2 Billion Years before Kerbol
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
No. Adding ruins and structures to planets is not really feasible. Custom terrain objects are a thing, but it would lag immensely. This is the reason I don't include broken structures or terrain scatters on the planets. -
[RELEASED] After Kerbin [AfK] - Billions of Years after Stock
Gameslinx replied to Gameslinx's topic in KSP1 Mod Development
Front: Back: KSC will be placed on the terminator line (Dawn or Dusk) -
[RELEASED] After Kerbin [AfK] - Billions of Years after Stock
Gameslinx replied to Gameslinx's topic in KSP1 Mod Development
It's duna What do you say to it being tidally locked? Half is desert and grass, the other is icy. Or normal rotation? -
Published this video a few days ago, but only just realised it would be great for here! I made a Kopernicus Planet, but I recorded the process and sped it up.
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Nope. However I might ask the same guy again in the future.- 2,454 replies
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Planetary Texturing Guide Repository
Gameslinx replied to Poodmund's topic in KSP1 Modelling and Texturing Discussion
Texture Sourcing from Google Images / Websites - This is an intermediate technique which involves the overlapping of multiple satellite terrain height maps. This is the heightmap we will be using. First, you have a blank part of your heightmap which will look like a flat surface in game. We certainly do not want this because it stands out, even after applying PQSMods What we do is we copy the image into photoshop. Use ctrl + v to paste the image into a new layer. Press Ctrl + T to transform the image. Rotate it into a good looking orientation. Depending on however you wish to blend the seams of the heightmap, merge the layer down to the heightmap. Make sure you are not using indexed. At the top, go to image > mode > RGB. Then merge the seams by using any preferred technique. This includes simply rubbing out the edges, blurring the edges into the surrounding heightmap, content aware, heal tool or any other method of removing jagged edges. This is our completed height map! -
[RELEASED] After Kerbin [AfK] - Billions of Years after Stock
Gameslinx replied to Gameslinx's topic in KSP1 Mod Development
Eve won't have rings but Duna will, since Ike is getting close enough -
[RELEASED] After Kerbin [AfK] - Billions of Years after Stock
Gameslinx replied to Gameslinx's topic in KSP1 Mod Development
Yea, once I figure out how to reparent kerbin -
[RELEASED] After Kerbin [AfK] - Billions of Years after Stock
Gameslinx replied to Gameslinx's topic in KSP1 Mod Development
Thread limited to a few screenshots. Will update them over time, don't worry! -
[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
They should be there.- 2,454 replies
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[1.3.1] Imperial Planet Pack v0.6 [Alpha]
Gameslinx replied to The Cuttlefish Empire's topic in KSP1 Mod Development
You got the wrong guy buddy- 117 replies
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DOWNLOAD THE MOD HERE: Welcome to the development thread for [After Kerbin]. This planet mod is set many billions of years after stock KSP. Kerbol (now called Archangel) is midway through its fast journey to becoming a red giant. It has just consumed Moho. Eve is burning, and Kerbin is deserted. You begin your journey on Duna, around a warmer Sun. Begin on a tidally locked, colonised Duna, far into the future. This planet, known as Solitude, is the Kerbals' last hope. This is Kerbin. Four billion years has purged its surface of the space-faring civilisation. FAQ: Will this planet mod add any new stars? No. This is the Kerbol system billions of years in the future. Adding a new star means you will need modded parts to get there, which I generally disagree with. It also means separating planets and sentencing them to "will not be visited". I want to make sure all planets are easily reachable but also require a challenge once there. Is this planet mod compatible with present day mods like OPM? Yep! Even the visual mods will work together (they didn't with my previous planet mod), meaning you can install nearly any planet mod except those that also replace the home planet. How much RAM do I need for this mod? 5GB at maximum texture quality. The reason why the RAM requirement is no lower is because the planets use highly detailed, 4k textures for the best experience. Still waiting on a release? Click the follow button in the top right of this page, or join the planet mod discord!
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Gameslinx replied to Galileo's topic in KSP1 Mod Releases
I believe it is. After messing for a bit, it went away. It's a tad fiddly... Thanks- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Gameslinx replied to Galileo's topic in KSP1 Mod Releases
I think I found the problem - it's the corona Scaling the star means the corona ever so slightly clashes with the flat mesh, which is probably like merging to parts together in the SPH.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Gameslinx replied to Galileo's topic in KSP1 Mod Releases
Agreed. It might be it's huge radius... Which would be a real bummer since it's a red giant and swelled up...- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Gameslinx replied to Galileo's topic in KSP1 Mod Releases
Ah, a shame. Still, I don't expect anyone to fly into my red giant any time soon Thanks, the black outline is fixed. Still getting this funky issue, though- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Gameslinx replied to Galileo's topic in KSP1 Mod Releases
Unlrelated, but does anyone know how to fix this issue?- 7,372 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Thank you Some fixes to the incorrect solar panel tracking and planetary lighting soon!- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Ohhhh, I'll make a patch for that in the new update.- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Umm? I don't quite understand. Just download the mod and drag the files into GameData as per usual Hey all Got a fix for the solar panels and lighting on planets. Will release an update ASAP - just waiting for the same support through scatterer for multiple light sources- 2,454 replies
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[1.4.2] Before Kerbin - 2 Billion Years before Kerbol
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Sekhmet - Moho Eden - eve Serpent - newly added moon. Crashes into Eden before stock Atlas - kerbin Grain - Mun Amethyst - Minmus Seth - duna Arkus - ike Osiris - Dres Pearl - Jool Terminus - Pol Kamar - Laythe Thalius - tylo Shard - Vall Rogue - bop Frost - eeloo -
[1.3.x]MoonReorganizer 0.6.1-Dec. 3, 2017
Gameslinx replied to Mrcarrot's topic in KSP1 Mod Releases
Splendid- 52 replies
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