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Everything posted by The White Guardian
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E.V.E update! Even though there are a few bugs left to squash and some celestial bodies haven't been touched yet, I might, I repeat might be able to get it all finished on Christmas. But it'd be a Christmas miracle though. As for the things on the To-Do list of Kerbol Origins, I could tackle the science balance and custom science defenitions. @amarius1 just give me the green light and I'll balance out the sciencevalues from Dropbox. While I won't touch the configs, I'll add a .txt file with balanced science values. Since you have more experience with Kopernicus, I'll leave updating the science multipliers to you. I could do it myself, but I'm far too afraid that I'd break something. As for the ScienceDefs, just give me the green light and I'll add another textfile with custom science defenitions. I'll need a list of biomes for each body though as well as a description of the terrain, and pasting that here would spoil stuff.
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Scatterer needs special configs to work with NH and as far as I know nobody has made those yet. Don't look at me, I tried but it's way too confusing for my taste. And even though you should really go to the Scatterer thread for issues with Scatterer, yes, using a version that is specifically designed for 1.0.5 but using it on 1.0.4 will cause issues. In fact, I'm surprised the mod is still partially functional when you use the 1.0.5 version in 1.0.4, it could have broken your KSP. So, for the oceans, I'm pretty sure you need to update your KSP to 1.0.5.
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I have some experience with E.V.E, so perhaps I can help. However, I need to know a few things first: - What version of E.V.E are you using? The older version (KSP 0.24, that direction) or the latest reboot (1.0.5)? - Could you paste the contents of the OPM clouds script file in your GameData folder? - Could you give me the names of the cloud textures, and their filepath? (GameData/BoulderCo/Atmosphere/Textures or GameData/BoulderCo/Clouds/Textures?) - Could you describe the issue: are the clouds not showing up, or does the game crash when entering a building? - Is there a special PQS file with content like this somewhere in the GameData folder (but instead of 'Jool' it reads 'Sarnus', 'Urlum' or 'Neidon'): PQS_MANAGER { Jool { deactivateDistance = 175000 } } Explanation: Since the 1.0.5 reboot gas giants need a special, extra PQS mod added by E.V.E. Adding clouds to a gas giant who hasn't got this PQS mod will result in a glitch when entering a building. If the problem is the clouds not showing up, perhaps you are using the E.V.E reboot in combination with a config designed for an older version of E.V.E which obviously doesn't work since they use diffrent config file setups. Needless to say I will soon try to update the clouds to the rebooted version, PQS file included. Another cause of the problem can be an incorrect filepath of something missing in the config, therefor I need to see the cloud config and therefor I need to know the folder setup in the BoulderCo folder: KSP may be looking for a 'Clouds' folder while the folder is actually named 'Atmosphere'. In this case the game is trying to load a texture that it cannot find.
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I see. I presume Plock is next on the to-do list? Also, I re-installed OPM recently (had to de-install it for 1.0.5), and for some weird reason either the moons or the rings of Sarnus and Urlum have moved: Polta and Priax are now orbiting inside Urlum's rings and Hale is no longer orbiting in the gap in Sarnus' rings. Instead, Hale smashes through Sarnus' rings.
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You were mentioning me, so what's up? What is this thread anyway?
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I must say the new forum look is surprising to say the least...
So far I'm having quite a lot of trouble navigating that the site itself is a bit wobbly, but nothing time can't fix I guess. (<--Hey, the Kerbal heads are still here!)
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Hmm. Odd to see the past messages after the site update broke codes and quotes... Anyhow, today I've worked on porting Arkas' clouds over to the latest version of E.V.E. So far the fullcover config is almost finished, the other three configs have yet to be viewed in-game. The way the clouds are installed has also changed. From now on the cloud textures are included in Arkas' files, as well as the configs. All you have to do is delete the configs you do not want. Arkas' fanmade moons have also been worked on. Apparantly Vin's script broke, I'm currently working on fixing the asteroid. Larr still works, Kras needed a rewrite. Kras also has procedurally generated craters and a working atmosphere as well as a list of biomes, and I've started to work on Kras' clouds. This week I'll finish updating Arkas' clouds to the newest E.V.E config format. The changes are: E.V.E: - Atmospheric glow is broken and I have no idea how to fix it, so that is removed. - Clouds now cast shadows on the surface - Sandstorms and cloud layers under a 'full' cloud layer are not visible in scaledspace to lower memory usage - Because sandstorms are not visible in scaledspace, they do not cast shadows on the surface. Yes, I can add shadows, but it'll make Arkas look terrible in scaledspace so let's not do that, shall we? Moons: - Kras and Larr are nearing completion and will be released soon. Custom science has not been written yet, though biomes are already supported. - Larr might get a thin, brown-ish haze above the ground that provides very little drag. - Vin is broken, but will be fixed soon. - I have come up with a new moon: a faraway, fourth moon named Oresn that is deep blue in colour. I might also add a small easter egg on Christmas...
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Everyone, you can use BetterTimeWarp, but beware, apparantly the Kraken [I]loves[/I] mods that alter time warp speeds... [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='Olympic1']I think EVE or scatterer is causing that to the rings[/QUOTE] EVE and Kopernicus' rings have a tendency to conflict, yes. For some reason though the last version of the E.V.E pack I am developing for OPM works quite nicely with the rings. Here is an old image of the three gas giants. Yes, it's an image I took a while ago, but nothing has changed since when it comes to the gas giants. [IMG]http://i.imgur.com/0JWXMt7.png[/IMG] However, I have yet to port the clouds to the latest version, I've been working pertty hard on getting KerbolOrigin's clouds to work before Christmas, not to mention that I also have to fix the clouds I made for Arkas because the latest version of E.V.E needs a new config setup, I have to make clouds for Jungis [I]and[/I] I am making a fanmade moonpack for Arkas. Yeah, I've got lots of stuff to do.
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[quote name='Waxing_Kibbous']Is this working with 1.05 and kopernicus .5? I'd love to try this planet out :)[/QUOTE] Probably works fine with .5, but I'll check for you. And, to everyone: I spoke with the developer of E.V.E, and let's say that if all goes well Arkas' clouds should be up and running again in no time. I will also try to set up the clouds in such a way that they can be included in the /Arkas directory directly so no confusing file placing, but I can't promise anything yet.
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[quote name='CaptRobau']Asteroidal moons are a dime a dozen. We've waited 80 years to get a good look at Pluto and I still can't get enough of it. Thus Plock and its moon will be tributes to those distant, but strangely active and intriguing worlds. Plus I'm using SigmaBinary to make it a true binary system, very different from Duna-Ike's interaction. It's quite a sight, I assure you.[/QUOTE] Ooh, I can't wait to replicate New Horizons! (The mission, not KillAshley's (awesome) planet mod)
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[quote name='KasperVld']Note that [B]not all data will be transferred to the new forums[/B][/QUOTE] Hmm. In that case I will make a local backup of the contents of the only thread I've started so far. Thanks for the heads up. [quote name='KasperVld']and is scheduled to last between 30 and 40 hours[/QUOTE] Ah, so the KSP forums will be down the entire next weekend. Dang. Oh well, I'll live, and so will Kerbalkind. This does mean, however, that during that weekend it will be impossible to download mods from the forums, so I'll download the most recent version of every mod I use Thursday afternoon. Good luck [s]Bob[/s] everyone with the forum migration! :D
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[quote name='amarius1']Well that's cool![/QUOTE] Alright then. However, the current dev version of Kerbol Origins seems to hate Kopernicus 0.5 and 1.0.5 altogether, and it's pretty hard to make clouds for a planet that doesn't exist when you start the game... I also have good news though: I am also developing a cloudpack for CaptRobau's Outer Planets Mod, and for Tekto I tried to create a 40km thick layer of smog. Well, it worked maybe a bit too well, it's practically impossible to see. However, this does mean that I can replicate the effect on Fonso (though less intense). When I'm done, it'll be impossible to see further than ~500m in the misty canyons of Fonso.
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[quote name='amarius1']Yeah, cool! Update the folder after each milestone you acheve. I'll update it with Sarvin System's all new files after I finish Potatus and Shayle[/QUOTE] Alrighty then. However, the clouds are going to take a lot of time now that E.V.E 1.0.5 needs a new config file format, and I have no idea how to add surface dust and glow to that config format. I'll try anyway. Ah, at least there'll be clouds on atmospheric planets and moons and fog on Kralaus.
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[quote name='FungusForge']It sounds like the dust storms are going to be absolutely terrifying now. :D[/QUOTE] Perhaps not. I've just installed the latest version of E.V.E, and so far I've seen no sign of the shadows. Perhaps on Eve I'll see the effects? Add to that, I'll probably succeed in porting Arkas' clouds over to E.V.E 1.0.5, though I have no idea how to add the atmospheric glow in the current version. Perhaps Scatterer will work, I'll take a look at the mod and if it's configs aren't too complicated I'll make a config for Arkas.