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Gameslinx

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Everything posted by Gameslinx

  1. It's probably better to space out your updates a bit more so people don't have to keep downloading the mod, which can be annoying at times Try having a day either once per week or once per month where you add a lot of content and people can download it in one go
  2. Unfortunately for your RAM, yes. This is normal. There are ways to decrease this (in which case, drop me a PM here on the forums). There are 31 'things' added by the mod, and each require 4k textures - some have to use 8k textures to look good enough at close distances.
  3. Thanks Jonez! Would be awesome. Don't feel like you have make 31 ribbons though!
  4. Could you send me a PM with more details? I don't quite understand, sorry
  5. So far the definitions are looking amazing. Thanks guys it's really appreciated and will definitely add that extra touch to the mod
  6. CustomAsteroids has been dropped for the timebeing because it causes too much lag when at high timewarp speeds, no matter what the spawn-rate of asteroids are. Thanks for the offer, though, but CA will not be returning as I can add asteroids using Kopernicus, which is much lighter on performance now.
  7. True, but its atmospheric height is way too high, it's 150,000 if I recall. It's been a long time since I touched Fume at all, and I'm going to reduce its atmosphere to 80,000 and decrease its pressure, since the drag is immense there.
  8. Yeah. Fume definitely needs a good looking at. I'm going to work on that next, thanks
  9. I managed to finish adding the following desert planet to my mod: Also fixed some issues on the new home planet: and made pretty patterns in the sky around the gas giant
  10. I've seen your reply, I'm looking at your logs now and I'll reply shortly! EDIT: Found your problem: [EXC 14:29:38.424] MissingMethodException: Method not found: 'GameDatabase.TextureInfo..ctor'. DDSLoader.DatabaseLoaderTexture_DDS+<Load>c__Iterator0.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <LoadObjects>c__Iterator4A:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [LOG 14:29:38.437] Load(Texture): BoulderCo/Atmosphere/Textures/detaileve1 Delete BoulderCo! It's trying to apply clouds to kerbin, but kerbin doesn't exist anymore! The mod introduces clouds back to Laythe and Duna, meaning you can remove BoulderCo. It might also be worth using the scatterer folder I provided in the mod download, as it will fix some issues with the ocean.
  11. Ah ok, I misunderstood. Yeah, I agree. I've spent about 4 months on the planet mod as opposed to Galileo spending... a whole lot longer. Eventually I'll be happy with the mod, but there's still so much more to do!
  12. Competition is not what I'm aiming for. I'm trying to create a pack of high standard to meet the demands of those already existing rather than trying to be better than them. This is a hobby, not a sport.
  13. I noticed this with Gaia when I was trying to take up stuff to my space station in its rings. I didn't realise this happened with all the other rings. I'm going to disable the ring shader because it doesn't seem they work properly (just gonna revert back to unlit rings) Thanks!
  14. I managed to make some small moons for the planet mod I'm working on. I can't provide any screenshots, though, since I'm writing this on my phone. I've added 2 moons that orbit a desert atmospheric planet with 0.8 Gs. The first moon is rocky and reasonably smooth with varying terrain. The second has 0.1G and comprises mainly of sandy-rock as it lies within the pale orange rings of its host planet.
  15. Hey all! Just to let you know, but we're going to need a DeltaV map soon. I can't do these calculations myself (I don't actually know how), so I'll leave this post here for a while. There won't be many more objects added (3 moons to go)
  16. Sorry. A couple of people have been having a problem with the update because of this, but... (I have to do it. Kopernicus sorts planets by GFI and so adding a new one like that... rip) I might need to change it yet again which I'm going to feel terrible about.
  17. 1.96 released, but PLEASE NOTE THAT FLIGHT GLOBAL INDEX VALUES WERE CHANGED TO ACCOMMODATE THE NEW PLANET
  18. I will not be supporting this over the development of the mod. If you want to reduce the size of the textures yourself, feel free to do so. I have to ask - why are you trying to reduce the textures? First, go to Gamedata > Olei > PluginData. For all [Planet]_Color files EXCEPT planets with oceans, open them and resize them to 2048 x 1024 or 1024 x 512 (Lowest quality). You can do the same for all the [Planet]_Normal files.
  19. My fault again. I've fixed it (for good). KSP doesn't like GFI values above 1000, causing random teleports. I had to lower Scorch's below Gullis's so you will have teleported, sorry. Should be the last time.
  20. That's the last planet overhaul like this (I know it'll clash with your resource configs, and I'm sorry about that), I just felt like there's too many same-y planets (as in, look the same) so I decided to change Niebos. Its composition is still the same, it just doesn't have any life on it anymore.
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