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Everything posted by Gameslinx
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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
We just hit 5,000 downloads!! (Prepare the cliché speech) It's amazing that the mod took off at all - it started out looking frankly horrific, and I definitely set myself very high standards from the very beginning, which is in part why I didn't stop developing the mod in the first place. As some of you older folks may know, the mod was originally called Olei Planet Mod and was released on January 29, 2017. I began development on my birthday (January 22), and now that we are exactly 5 months in, we have reached 5000 downloads! It's been a pleasure to work alongside the very best @The White Guardian, @JadeOfMaar and at times, @Galileo . I'm sure I've pestered all three of them equally when I've been stuck! Thank you everyone for downloading, playing, providing feedback and reporting bugs - here's to another 5000 downloads! <3- 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
Hey all! Small development update. Niebos (especially its mountains) doesn't look up to scratch in the current build. I'm working on a better heightmap which uses the base niebos heightmap, but with more! (watermark for stealing reasons)- 2,454 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
Content aware fill in Photoshop <3 (I'm guessing that's how you collage real world height maps. I've been experimenting with those, too but not on a massive scale like you)- 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
An amazing screenshot taken by @Tutur- 2,454 replies
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With the tide: GPO science mode gameplay: Chapter 9 (Olei)
Gameslinx replied to Alpha 360's topic in KSP1 Mission Reports
This series is amazing! the plot thickens! -
[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Last time I tried it works only for certain probe cores? Try the rovemate. Send it into orbit, make sure it's powered and has an antenna, and a scanning thing (the silver one which opens out like a radar), then try. Last time I tried it worked. You have to have comnet enabled too- 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
Again, it isn't happening for me and I don't see at all why (I doubt the issue will be in the log file either) Will take a look at Kerbnet when I'm home as I usually have it disabled.- 2,454 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 cannot disagree there. I've recently loaded a lightly nodded GPP save and it's a lot of fun - it's like a new start to the game (Maybe because it is!) Blasphemy!- 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
P e r h a p s there was- 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
Welcome to version 2.1 for KSP 1.3: IMPORTANT - Terrain changes to Sonus, Sheathe, Olei. 1.2.2 SUPPORT HAS BEEN COMPLETELY DROPPED, THE LATEST UPDATE WILL NOT WORK FOR KSP 1.2.2! Sheathe radius increased Sheathe gravity decreased Sheathe terrain detail added Updated biome maps for Sheathe Updated biome maps for Sonus Added a lot more varied terrain to Sonus Added more detail to Sonus Added more clouds to Sonus Added more detail to Olei Updated biome maps for Olei Updated terrain and colourmap for Olei Many bug fixes and improvements thanks to @TheWanderer05 on the forums. Other more subtle features and changes.- 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
That button will not appear if your craft is out of electric charge. If you are using a probe and run out of power, you are not able to control your solar panels. This problem is not being caused by this mod from what I can see- 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
I think it's because deactivate altitude and fadeEnd of the PQS {} are the wrong way around. Either that, or I didn't specify a deactivate altitude and so it defaults to the Mun's. I'll experiment with this tonight when I'm home from school- 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
What are the solar panels being blocked by when you right click them? Also, which ksp version are you playing, and list any other mods you are using Thanks!- 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
I saw that Dr Doof who regularly streams GPO had this, but I had no clue what caused it. I think I now now - the deactivate Altitude for Gol. Can you do this for me: Go to Gamedata > Olei-Gaia > Configs > Gol.cfg Scroll down to ScaledVersion { and change these (if they don't exist, add them) fadeStart = 20000 fadeEnd = 25000 THEN UNDER PQS { change these: fadeStart = 25000 fadeEnd = 30000 deactivateAltitude = 50000 If you're having problems editing, open them in notepad++. If you have problems knowing where things go if they're not there, look at a different planet config as a guide. I'm sleeping now, so if you manage to succeed in getting rid of the flickering please let me know!- 2,454 replies
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Do not try to recompile planet mods to 1.3 without the mod author doing it themselves, mainly for security, licence and general use reasons. But if you want to know, it is because in each update, parts of the game code change. Kopernicus.DLL will try to look for that code but it will find it was changed or or no longer exists, and crash. Simply delete Kopernicus and Modular Flight Integrator and redownloading the later version of Kopernicus and install that.
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With the pack progressing very well and coming along nicely, I must warn you of something which happened to a couple of modders including myself. I would send this as a private message (you can continue the discussion there rather than here if you wish), but others may want to see it too. At some point, your mod will be reviewed. I will not mention any names, but it is a guarantee that it will be noticed by someone. What happened with me was that my planet mod was reviewed by this person a very long time before I was ready for it. This lead to people getting wrong idea about the mod, because back then it didn't look anything like it does now. And in turn this means people are more likely to dismiss the mod instead of downloading it, which I have certainly not failed to notice. Don't let this happen with your mod, because it definitely plays a huge part in your actual career in real life. You can mention it on your CV depending on what job you get, and the reviews of the mod will decide whether it will be noticed or disregarded as 'just another one'. A simple notice on the OP thread saying 'not open for reviewal yet' would stop this from happening - if it does, he is in 'the wrong' and not you. I might seem overly protective, and a review of the mod may sound absolutely amazing (it does) but think of it from the way I see it: Looking back to the past nearly 5 months ago, when my own mod was 1 month old, if I was not a modder I would not download my own planet pack. I'd think to myself that there is better, like Galileo's, the classic OPM, The White Guardian's creations, Kargantua, Kolyphemus, Kerbol Origins, Kerbal Star Systems. I'd think, looking at what the mod looked like back then, that it's just another attempt at things that already exist. It's a pessimistic view but I'm a pessimistic person. I set myself a high standard which I will always try to achieve, which is either good or bad, possibly both. The thing is, the review will give you a short boost in terms of 'popularity'(*) but in 5 months time, perhaps the opposite. (*): I don't want to say popularity. Modding is not about the number of downloads, videos made, screenshots or comments on a thread. It is a passion which is why we do it and haven't stopped. Sure, it is nice to see pictures, videos or even people's opinions of your own work and it is certainly motivating, but you cannot truly be finished when you - yourself - step back for the last time and appreciate everything you have gone through, to finally turn your back to it at last and say to yourself that you have finished what you set out to do. I hope this hasn't been a rant, but just keep the above in mind. - Linx.
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It's fine (You can load a save backup which KSP does automatically.) You can find it in KSP > Saves > (Save name) > backup. Rename the persistent backup to Persistent.sfs and move it to Saves > (SaveName) replacing the existing one.
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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
Of course it will So far I've made slight changes to Sheathe and Olei (adding more features) but Sonus has an awful lot more stuff to see which has eaten 3 days out of my schedule- 2,454 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Gameslinx replied to Thomas P.'s topic in KSP1 Mod Releases
Put the @ back of it worked. Quick save and quick load after hyper-editing your vessel. That will fix it. -
[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Perhaps I need to finish ironing a few things first, though.- 2,454 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Gameslinx replied to Thomas P.'s topic in KSP1 Mod Releases
Edit: ignore that quote ^^ Remove the @ in front of referenceBody? No need for it AFAIK. Also, it will look flat from the surface. You need to delete its cache file / update its mesh for it to appear flat from orbit. Either that, or add into ScaledVerson {} "useSphericalModel = true" I'm tired, dunno if anything I said made sense. -
Nooooooooo As the developer, do you have any feedback which you want to share so that I can improve the mod (and make it more worthwhile to play?) Your playthroughs were very entertaining, so thank you for doing those
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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
Preparing for a new trailer within this month hopefully. I'm looking for some song suggestions (preferably copyright free) to go along with the video, similarly to the last one. I wasn't lying when I said about detailing planets, as I've mentioned to @eloquentJane PS: Sonus's radius is going to rise to 1,000,000 m, with a gravity ASL of 1.3 Gs. It will be the largest landable planet in the pack, but not as harsh as Eve.- 2,454 replies
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I did quite a lot of stuff today, after getting back from a 30k expedition over 2 days: First of all, I spruced up the heightmap of one of my planets called Sonus and applied EVE and Scatterer configs to them. The results are simply breathtaking: Have a great day everyone!