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KSP2 Release Notes
Everything posted by The White Guardian
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Yes. Provided that you use a version of Kopernicus that works for 1.2.2 That's a no to the second question, unless you have crafts orbiting high over Eeloo. But I don't know why this isn't commonly known here at the KSP forums, but back when I did Minecraft modding literally every thread had it in bold and caps: "WHEN INSTALLING MODS, ALWAYS BACK UP YOUR SAVES". It's a nice and easy precaution and ensures that your valueable data is safe no matter what happens.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
Firstly, make sure that there is a line adressing Kopernicus at the start, for example, @Kopernicus:FOR[MoreLaytheLand] Next, make sure Kopernicus is installed properly. Then try debugging it. Add a cacheFile location per usual and force a generation by adding the following code: Debug { exportMesh = true update = true } This entry goes directly inside the @Body[X] node, aside @PQS. Keep in mind that the scaledspace Laythe is not the 'actual' terrain, it's a low-defenition representation for memory reduction that is not updated upon editing the terrain. You'll need Kittopia for that. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
ModularFlightIntegrator installed as well? It's a Kopernicus dependency and comes bundled with it. -
Not one for advertising my own stuff, but I've made a planet pack called 'Planet Cyran' that adds something between a brown dwarf and hot jupiter planet. The planet actually emits heat. Is that what you're looking for?
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
What? In that case, are you absolutely certain Kopernicus is installed correctly? I'm using the exact same code for Kerbin for Total Rebuild and it works like a charm... -
Just played GPP for the first time. I'm... I'm at a loss for words. This is the most epic thing I've ever seen. Also, I think this has been the first time in months that I have actually played KSP, and GPP delivered. Landed on Iota and Ceti within 50 in-game days, both missions went just right. Surprising, as I used to be terrible at KSP... But right now there are only two questions on my mind: Holy cow did this pack deliver. It blows up my laptop (it actually crashed the thing... but then again it's an Intel i3-3110M dual core processor plus an Intel HD Graphics 4000, so that's not enough power for this pack by far), but on my desktop it works like a charm. Never has KSP looked this absolutely breathtaking. I salute you, @Galileo. You're an absolute god, man. *Faints of epicness*
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
I'll just elaborate a bit more on what @Sigma88 said, make something like this: @Kopernicus:AFTER[Kopernicus] { @Body[Eve] { @Template { removeOcean = true } } } Also, please do not use :FINAL unless you have to, if all packs would start using FINAL things will get messy eventually. The best option is using :FOR[PACKNAME]. An example from Uncharted Lands by @KillAshley: @Kopernicus:FOR[KAUL]. This means that all configs using FOR[KAUL] can be adressed with AFTER[KAUL] and NEEDS[KAUL]. This also means that you can adress specific parts of a mod if they use different FOR values, instead of having to adress the name of the mod's root folder. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
Under the Template. Add 'removeOcean = true'. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
Don't underestimate VertexHeightOffset, I often add a few kilometers to the radius of planets to avoid any land from dipping below an altitude of zero, since traversing terrain below zero is glitchy when no ocean is provided. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
No. VertexHeightOffset raises the entire terrain by the given amount. The problem you're having is a result of high deformity and frequency settings. -
[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Just found it myself. It's a sneaky little bugger, but it'll be gone in the next update. -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
I think the problem is that 99% of it appears to be from a Kittopia export. Don't rely on those. -
[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Huh. Strange. -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Nerf the texture quality resolution in KSP's settings then try again. That's the biggest performance impact. -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
I doubt I'm gonna make Scatterer stuff for this. Not that I don't want to, but hear me out - just INSTALLING Scatterer makes MY computer lag, and my computer is a beast of a machine. Thus if Scatterer makes it lag, I don't even want to know what kind of terror it'd unleash on low-end machines. I'm going to do further research on the cause of the problem, but I thing Scatterer isn't designed to work with dual stars. -
Same thing I was thinking. I'll load the two mods together and see what's up. Since I'm running an SSD loading times are but a few seconds for me anyways. I'm also planning on using more original cloud textures in the next update as I'm getting the hang of EVE, here's what I did with that minLight trick you told me:
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[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
I might as well answer your ring-related question in style, with MORE SCREENSHOTS! I got the EVE configurations finished for all bodies implemented thus far, and this is the result: Thanks to @Galileo for teaching me the glowing cloud trick. Also, CommNet works great with TR so far, if you orbit the moon shown above you should barely have a connection to Kallahan with basic antenna stuff, which means that relay systems are required. Also, I doubt you can see it well in the image above as it's only two pixels wide in the image, but those rings have a secret. As @Galacticvoyager asked a few pages back, here's the current planned layout of the system (be warned, in here be spoilers) -
Wait, EVE conflict? I wasn't aware of any, and they shouldnt' cause any conflicts since the cloud configurations only use textures that come with Cyran, and do not alter any existing bodies. I'll take a look at GPP's code, see if I can push out a version tailored for GPP compatibility, such as using the cloud textures of GPP to reduce the amount of stuff loaded.
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[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Nope, that's one of the key parts of the mod! Kerbin becomes a desert planet. -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
The White Guardian replied to Waz's topic in KSP1 Mod Releases
I'm actually running on SVE there out of desperation. I found the problem though, this planet 'Tursan' is from a WIP solar-system replacing pack much like GPP. The problem was that I had an old DeactivateDistance PQS file for Jool lying around which, of course, no longer exists in this pack. @Waz for a future update, can it be added that EVE ignores configurations for non-existent planets? Because right now this tiny config specifying something for a non-existent planet crashed clouds for all gas giants. -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
The White Guardian replied to Waz's topic in KSP1 Mod Releases
I found the exception in the logfile where EVE seems to have trouble: [LOG 22:31:39.938] [EVE CloudsManager]: Unable to parse config node: OBJECT { speed = 0,0,0 altitude = 32000 body = Tursan name = TursanGlowLayer settings { _Color = 64,210,230,255 _DetailScale = 8 _MainTex { value = TotalRebuild/Textures/TursanCloud } _DetailTex { value = TotalRebuild/Textures/DetailCumulus } } layer2D { macroCloudMaterial { _MinLight = 0.5 } } } [LOG 22:31:39.940] EVEManager: Issue loading CloudsManager! Error: UnityEngine.UnityException: Unable to apply node! ---> UnityEngine.UnityException: Unable to apply node! ---> System.NullReferenceException: Object reference not set to an instance of an object at PQSManager.PQSManagerClass.ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerBase.LoadConfig () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[PQSManager.PQSWrapper].StaticSetup () [0x00000] in <filename unknown>:0 at PQSManager.PQSManagerClass.GetPQS (System.String body) [0x00000] in <filename unknown>:0 at Atmosphere.CloudsPQS.Apply (System.String body, Atmosphere.CloudsMaterial cloudsMaterial, Atmosphere.Clouds2D layer2D, Atmosphere.CloudsVolume layerVolume, Single altitude, Vector3d speed, Vector3d detailSpeed, Vector3 offset, Matrix4x4 rotationAxis, Boolean killBodyRotation) [0x00000] in <filename unknown>:0 at Atmosphere.CloudsObject.Apply () [0x00000] in <filename unknown>:0 at Atmosphere.CloudsManager.ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerBase.LoadConfig () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 at EVEManager.GlobalEVEManager.Setup (Boolean late) [0x00000] in <filename unknown>:0 Granted, I have no idea what this stuff means but I have a gut feeling it's related to DeactivateDistance. -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Exactly what I was going for. -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
MOAR EYECANDY Featuring only hand-made cloudmaps here. Here is Kallahan from space with EVE: