-
Posts
1,683 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by The White Guardian
-
[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Cerillion has finally been released! Go check it out on it's own thread. -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
You can use it as a black hole, in this case it only serves as a nigh-invisible point that the two planets orbit. Now, in style: I don't want to live on this planet anymore. -
Cerillion This mod adds a planet called 'Cerillion' to the Kerbal solar system, as well as it's four moons - Mavis, Shirley, Jacob and Disparia. Cerillion comes bundled with several configurations for other mods such as EVE, as well as hand-made textures, including an 8K cloudmap. Cerillion is entirely procedurally generated, has full science support as well as 15 unique biomes to explore. If that's not enough, we've got you covered! Cerillion has various strange geological anomalies to visit and fly through. It's orange atmosphere has a strange composition, but does contain enough oxygen for jet engines to function. Also, I love it when people make videos of this planet! Official Trailer Facts about Cerillion - a recordbreaking planet pack: - For the first time in history of KSP planet packs, a planet pack features easter eggs in the form of custom 3D models. - For the first time in the history of KSP planet packs, a planet pack features custom terrain scatter models (with working textures!) Image Gallery Downloads Pick one of the following websites. Current version: V4.0 'Limitbreaker' SpaceDock (V4.0) Google Drive (V4.0) Old versions:
-
[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
What the actual F is happening there? I'm seriously baffled, I have never seen that before in any of my tests. Could you try to remove Scatterer? I agree with @JadeOfMaar that that seems to be the most logical troublemaker here. Though, a planet going half-transparent? Just, what?! -
@Jebs_SY @blackrack I have this issue too occasionally, the KSC being submerged. I only use Kopernicus, KittopiaTech and the mod I'm working on at that time. I have found that it seems to occur mostly when moving to the Space Center view from outer space, ergo, when KSP has to load the planet Kerbin because it had been unloaded due to distance. I recall the first time I saw it, I reverted and the place was underwater. I burst out laughing and said 'well, that looks fancy!'
-
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
There's a way without Sigma Binary being involved. Granted, it's a bit more work but it'll leave you in control of everything. How I'm going to do it in TR: add a body 'Syppo-Naal' that serves as the barycenter, the reference body for the two orbiting bodies. I recall @Sigma88 once posting something about there being a 'barycenter = true' option somewhere but I'm not sure how to do that anymore, so I'll just stick with the good old-fashioned way for now: 1. Create a Jool template. 2. Set the radius to 60 3. Set the mass to the sum of the masses of both planets (load them once in KSP with a geeASL and Radius and you should be able to copy the mass of both planets from the planet.body file) 4. In the atmosphere node, only write 'enabled = false' 5. Set an orbit as usual. 6. In the ScaledVersion, set the color to 0,0,0,0 and select a rectangular, black map as the planet texture. 7. Update the Gradient{} with the following code: Gradient { 0.0 = 0.0196,0.0196,0.0196,1 0.5 = 0.0196,0.0196,0.0196,1 1.0 = 0.0196,0.0196,0.0196,1 } That should do the trick. The result is a tinier-than-tiny black dot that serves as the barycenter. It's hardly visible. It's not the best way but it works. I'll keep digging to see if there are better ways. -
[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
No, they only have to do with the colored rim around a planet in ScaledSpace iirc. @ModerndayLink64 could you provide an image of what you're seeing exactly as well as what mods you have installed? -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
As Far As I Know -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
1. Could work, though the acidity wouldn't have any big effects on crafts. It's very possible though, it rains Sulphuric Acid on Venus. 2. Possible, as mineral oils exist. Wouldn't be easy to explain it though. 3. Basically 55 Cancri e? Could work, a carbon planet! 4. Lightning was possible with an old version of AVP, I'll see what I can do. 5. OH HELL YEAH! THAT'S IN! 6. Good idea! Adding that. 7. Alright, that's in! 8. Already planned. 9. Huge waves, not sure how to get that to work. Waves aren't possible AFAIK. -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Here is the current estimated composition of Titan's lakes for example: (Quoted from Wikipedia) I can't find any information regarding trace amounts of Ethanol on Titan. Even if there would be trace amounts present, it are trace amounts thus a very, very small amount, therefore I still see no way for an ethanol-covered world to exist without some kind of Biological interference. -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Not Ethanol, but Methane and Ethane. Ethanol = C3H5OH Ethane = C2H6 -
[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Thanks! -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Hmm... 'alcohol' is actually referring to a group of molecules containing a carbon skeleton and that possess an Oxygen-Hydrogen group. Methanol, for example, CH3OH, is also an alcohol, though it is very poisonous. So is Ethanol, C2H5OH, to be honest, though we still put it in drinks for some weird reason. That's the alcohol you're referring to I assume. (note: Ethanol is less poisonous, but trust me, it's not healthy) In that case, let's look up it's statistics. Melting point: -114.4 degrees Celsius or 158.75 degrees Kelvin. Boiling point: 78.37 degrees Celsius or 351.52 degrees Kelvin. So that could work, temperature-wise. There is only one problem: Ethanol is an organic compound, so I don't see any reason as to why it would be there. Also, Ethanol in drinks is in a low concentration. Pure Ethanol would probably kill them... -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
Over at @Sigma88's GitHub I found the following values in a Kittopia export: saturation = 1 contrast = 4 Maybe there's your answer, stock KSP has contrast = 4 while you set it to 1.7 -
First rule of modding: always back up your saves. I'm not sure why that's not so commonly known here, I used to install Minecraft mods back when I still played that, and every mod I downloaded had it posted in a font size of at least 70: "WHATEVER YOU DO, ALWAYS BACK UP YOUR SAVES" If I may ask, how did KSP 'eat' your current save game?
-
(WIP) 'Out There' Planet Pack
The White Guardian replied to TheSealBrigade's topic in KSP1 Mod Development
Looks pretty sweet! I could donate some textures if you'd like. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
Saturation and Contrast had to do something with this iirc, I had to tone down the brightness recently, let's see... I halved Saturation and Contrast on Kerbin to make the terrain darker (both set to 0.5), perhaps inverting the process could do something? -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Thanks a lot for the offer, but I already got that covered as well as Scatterer configurations. That's easy to do but not very practical, and a true pain when it comes to playability and memory usage. Add to that, I doubt KSP's terrain texture mechanisms will like such stretched terrain. But I could bring the idea back to a more basic form, a planet with extremely uneven terrain, and work that out more, playability and memory usage taken into consideration. Thanks! SPE is first though, I'm gonna work on that for a majority of the day tomorrow, let's race 2017. -
[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Strange. I'll look into it, thanks! Leftover debris from impacts, that was pushed into this formation by Infernas, Dres and Iltan in the past. -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Well then, how about we FORCE them into such a configuration? Just say the word. -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
True, but that doesn't mean it's a lot of work. If you'd like, @JadeOfMaar, I could send you a basic binary gas giant configuration. -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Your files got what now?!