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Everything posted by Nightside
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Nightside replied to Thomas P.'s topic in KSP1 Mod Releases
Thank you for your help @OhioBob. -
Terrainium - World building experiments
Nightside replied to Nightside's topic in KSP1 Mod Development
@KAO, the wolf is correct. The only method I know of for making caves, etc is to build a static model for Kerbal Constructs. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Nightside replied to Thomas P.'s topic in KSP1 Mod Releases
How do I define the location of my own heightmap? I'm trying: MyFolderInGameData/Subfolder/MyHeightmap I also tried: GameData/MyFolderInGameData/Subfolder/MyHeightmap But kittopia doesn't seem to like it, and doesn't even enter the heightMap parameter at all. This is the Kittopia output MapDecal { absolute = True absoluteOffset = 5000 angle = 0 cullBlack = False DEBUG_HighlightInclusion = False heightMapDeformity = 3000 position = -1924392.88,3701183.5,-4822956 removeScatter = False radius = 60000 smoothColor = 0 smoothHeight = 1 useAlphaHeightSmoothing = False order = 100 enabled = True name = GrandCanyonEast } -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Nightside replied to Thomas P.'s topic in KSP1 Mod Releases
@OhioBob,et al, do you know where I can find more information about the parameters of MapDecal? I poked around the wiki, but I couldn't find any documentation there. I've been using a similar function in Kerbal Konstructs, but only just learned that it is possible in Kopernicus and I'm curious to compare the workflow. I'm documenting my efforts over here: -
Terrainium - World building experiments
Nightside replied to Nightside's topic in KSP1 Mod Development
Thanks @drtedastro I just learned that Kopernicus has a method for adding these features. Link for reference: -
Terrainium 0.1 - Mahia Launch Complex 1 The objective of this project is to bring detailed and accurate real-worlds height maps into KSP. Realistic geographic features have so much more detail and depth of experience, see the picture above DEPENDENCIES - Kerbal Konstructs & Omega's Stock Structures & Module Manager (not included) TEST RELEASE Terrainium 0.1 Mahia Launch Complex 1 - Brings an actual size recreation of RocketLab's LC1 to Kerbin at the actual latitude. I will port this to RSS at somepoint int the future. more pix: ASSORTED IMAGES (Some areas shown may not be included in download yet.) Mt Hood, Oregon, US I have created these features from grayscale height maps (found online or created in ArcGIS) and bringing them into the game using Kerbal Konstructs.
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RSS works in 1.4, See my note above.
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Seems to be working for me in 1.4.5, I think you will have to follow the instructions on the first post to file a bug report if you need more help figuring this out. The only thing I can think to ask is if you are installing a MJ enabled pod upside down. If your guidance computer thinks the rocket is upside-down it will act upside down just like IRL:
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Some posts seem to have disappeared from this neighborhood, but it seems that there is doubt about whether RSS works in 1.4.5. RSS v13.1 seems to be working fine with kopernicus 1.4.5.4.
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[1.3.1] Rescale! Comprehensive SD Configs [1.0.2.8] [03 Dec 2017]
Nightside replied to Galileo's topic in KSP1 Mod Releases
Hey @Galileo, what is the issue with this mod in 1.4.? Is it only Scatterer related?- 310 replies
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- dimensions
- sigma
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-------delete--------
- 1,022 replies
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- beautify
- visualoverhaul
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Besides Real-Solar System are there systems that are made “real scale”?
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[1.4+/-] Tanks, But No Tanks - Hide stock tanks in editor
Nightside replied to Nightside's topic in KSP1 Mod Releases
New version, featuring: more compatibility, less clutter! Declutters new Squad tanks introduced 1.4.X and Making History Download from spacedock -
I have a few patches I'm updating and developing. What do I need to do to get that nifty .version file working. Can I just make one and include it in my mod folder or do I need to go register it somewhere and update it whenever I make a new release?
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It looks like a puppy to me.
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Looking for Mod: Tone down reentry effects
Nightside replied to ebigunso's topic in KSP1 Mods Discussions
Oh, my bad, I thought that only affected the damage. -
Looking for Mod: Tone down reentry effects
Nightside replied to ebigunso's topic in KSP1 Mods Discussions
Another alternative would be to increase reentry heating in the difficulty menu. I usually do this just for more “boom-boom”. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Nightside replied to Ger_space's topic in KSP1 Mod Releases
Oh really? I will try again. I had a custom config, maybe I just messed it up on my end. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Nightside replied to Ger_space's topic in KSP1 Mod Releases
SigmaDimensions (and KKtoSD) are not working in 1.4.4-1.4.5, so It will depend on the version of KSP you are running. If you can't wait for an update, you can use a previous, stable release of KSP, like 1.3.1. -
@Nhawks17, @sarbian or anyone else familiar with the configs of this mod or Smokescreen, what variables should be changed if I want the plumes to get really fat at low atmospheric pressure?
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Hi and welcome to the forums @XxLedvin25xX thanks for your efforts to update RSS to the current KSP. I have been missing it in my recent games. Regarding installation, can I ask why this mod overwrites the Kopernicus/config/System.cfg? Why not alter the configs with a Module Manager patch? I'm always a bit wary of changing files directly, because I will probably forget that this file needs to be over written next time Kopernicus gets an update.
- 30 replies
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- reality
- solar system
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