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Everything posted by The White Guardian
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[1.3.X] [Kopernicus] Cerillion
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Nope! You really got to seek and find them. -
[1.3.X] [Kopernicus] Cerillion
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
They're named after these two for fun. And the thing on the moon named Shirley, I'm not gonna spoil that. Only thing I can promise is that I'll be hiding plenty of easter eggs. -
[1.3.X] [Kopernicus] Cerillion
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Definitely. The mod list can help me rule out the possibility of a mod conflict, although part mods usually don't mess with Procedural Quad Spheres so I doubt that's the case. Flight assistants don't mess with terrain either, and you don't seem to have Scatterer or EVE installed so the only things I can think of are these: - I left a stupid mistake in (probably) - Another planet mod is conflicting (unlikely) The atmosphere colors were a bit wonky with Cerillion, probably since I forced it to use Kerbin's 'color ramp texture' although it uses Duna's by default. Scatterer should fix that but for non-scatterer users I'll have a look at the color values to see if I can improve the terminator. Alternatively I'm willing to go the extra mile and create a custom atmo ramp, but that's not something I've done before so I'd prefer not to. If anyone is wondering, currently there are at least four moons on the planner for Cerillion, but only two of them have near-finished concepts at this point, and these are named Mavis and Shirley. I still have to fine-tune Mavis' concept but it'll be dark in color, small, low gravity but lots of ore - perfect for refuelings. Shirley is gonna be a lot larger, with one half being white and the other being black-brownish. It's also going to feature something... strange. Yes, there's a reason behind those names, and I'm willing to explain it... if anyone asks, that is. I'm also working on KSPedia integration for this mod with the following layout planned (moons are not yet included) Cerillion System Cerillion Geographical information Atmospheric information Orbital information Points of interest Physical properties -
[1.3.X] [Kopernicus] Cerillion
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Stuff added already for the next release: - Auto-installing scatterer configs - Reworked EVE - Reworked atmosphere - Reworked surface textures Some beauty screenshots: -
[1.3.X] [Kopernicus] Cerillion
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
@linuxgurugamer It has no .version file, what is it even for? -
[1.3.X] [Kopernicus] Cerillion
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Stuff for the next update: - Terrain scatter rework (colliders?) - Perhaps even more easter eggs - Complete atmosphere rework - Scatterer - MOONS Shoutout to Disparia Books on Youtube by the way who has started a series on returning a lost kerbonaut from Cerillion! @linuxgurugamer is there anything I need to do when I update the mod for CKAN to pick it up? -
And for everyone who wants to know how to survive HazardousOcean - the curve takes height (x) and returns a value. This value is the amount of degrees (Kelvin) that will be added to your craft PER FRAME. Imagine it's 10/frame, at 60FPS that's 600 per second.
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I can make a few in ten minutes. Thing is - you actually don't need more than 4. You can just select the same texture twice. Three even: 12321232 - as you can see it'll follow up perfectly. I also personally lower the 'framesPerSecond' to make it less liquid.
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THAT is awesome! Do you need a lava texture for the ocean by the way? Also, know that HazardousOcean doesn't take altitude vs. heat-per-second but rather altitude vs. heat-per-frame
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Turn on the ringshaders when filming! They're too unstable to use on multiple rings at once so for gameplay purposes they're not yet suited but for something like this? Definitely.
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[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Already working on it... -
[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
I already made something that I think should be able to do the job. Still, thank you for the offer! I may use them in future works but not by recoloring, in that case it'd probably be part of image layering. Should I do something like that though I will let you know in advance and credit you should I proceed. The image above was made by using GIMP's pluginwork on a rendered lens flare and a star texture that I painted. -
[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Pssst... @JadeOfMaar I got an idea for doing something like this with Infernas using this plugin. (Image credit: @Gameslinx ) -
If you haven't found it yet, it should be in KerbolOrigins/SarvinSystem/Eeloo, delete the file Eeloo.cfg and it should be okay. Looking at the codes this file is only repsonsible for changing Eeloo's orbit and description. I personaly never altered Eeloo in my mods seeing as two mods already do that, but I did alter Dres once. I'll add a line to the code that ensures that this can be reverted with simply adding a single, empty config file.
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[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Ah, I was wondering if I had found the correct link. Been a while since I installed that plugin myself. Thank you! -
[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
I use this and this. Also, for everyone who is interested: Features planned for Cyran version 4.0 (planned for release in April): - Reworked atmospheres - Reworked scatterer - Reworked EVE textures - New Glacia texture - More mod support - A few... 'secret hidden things'. -
A aurora is the reaction of an interaction between charged particles and a planet's atmosphere. Allow me to explain: 1. Charged particles from the Sun aproach Earth. 2. Earth's magnetic field pulls on these charged particles and pulls them to the poles. 3. The charged particles smash into the atmosphere, resulting in a lightshow known as an aurora. So rocky planets technically can't have aurora's. But hey, this is KSP, so if you want to, then why not?
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Evolution [1.3.1] [Kopernicus]
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Just gonna leave a little... 'something' here.- 169 replies
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[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Public beta release! (Version 0.3_Beta) -
Evolution [1.3.1] [Kopernicus]
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
EVOLUTION planned for beta-release this weekend!- 169 replies
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[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Beta testing has been scrapped, instead prepare for a release this weekend! It's not finished but good enough to start the beta-phase! -
[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
For gasplanets it is not possible to create a good-looking texture with Kittopia in any way. Cyran's textures are the result of half an hour in GIMP. Yes, Cyran has an 'ocean'. If you would somehow be able to survive 40 Kelvins per frame (which would cause crafts to overheat with +2400 Kelvins per second at 60FPS) you would eventually reach a point where the atmosphere gets so dense that it liquifies. -
[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Why, thank you! Cyran has a 'heating curve' provided by hazardousOcean. Ergo: beyond a certain limit the craft will begin to heat up with a given amount of Kelvins per second. At 500km (atmosphere limit) this is 2 Kelvin per second. The effect fades out completely at 5000 km, and at sea level reaches a maximum of 40 Kelvin per second. I haven't tested how long a craft would survive, but I suppose if you add enough radiators it might survive long enough. -
That appears to be scatterer. Seems like the shaders have crashed.
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