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Everything posted by Galileo
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
That is also creative license- 7,371 replies
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
No, but the directories have drastically changed and I haven't had time to figure out CKAN over the last few days to get it up there correctly. School has been keeping me busy lately. -
I'm not having this issue, so I'm unsure what is causing this for you. Post a screenshot of your gamedata folder to the SSRSS thread when you get a chance
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ALIEN SKIES: A 6.4-scale playthrough of GPP/Rald
Galileo replied to CatastrophicFailure's topic in KSP1 Mission Reports
I am laughing so hard right now... oh my gosh that was funny! i have no idea what a sears is on Niven lol ask @JadeOfMaar I like to think it's the department store. But seeing as nearly all biomes in GPP have some relation to food, I think he was referencing grill marks like you would see on a steak perhaps? Oh man, that was a good way to end my night. Thanks for the laugh!- 445 replies
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
Post a screener once you do it! Maybe it will convince me to add it again -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
You could. The format of the cfgs hasn't changed I wonder how it would look with the EVE integration stuff... if you get around to it, post a screenshot! -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
of so the little pink textures were causing that? gotcha! good to know those damn textures messed up so much -
Yeah, that is whats causing it. I guess choosing a vessel directly from the launch pad is a no go. I assume ECLSS configurations aren't applied to the vessels if you do that. I was just trying to pick a vessel to perform a test with and thats how i typically choose my test vessels, straight from the LP. I just happened to notice it. Well, at least i know that now, before i start a playthrough EDIT: that .dll fixed the problem
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
Maybe.. I will have to recreate the texture as I no longer have it -
Seriously, copy and pasted another thread AND it's your first post?
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
have you tried uninstalling all mods and just running SVE? try that first -
Its just the stock kerbal X. I chose it from the launch pad and never entered the VAB. Maybe that's why its acting up?
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
most contract packs wont work with GPP. The contract pack makers will need to provide compatibility.- 7,371 replies
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@ShotgunNinja here is the save you requested SAVE FILE.Just load the save and go to the vessel on the launch pad---- also note the mod list below. I'm using the included and recommended GPP mods
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
yes you can just be sure to drop the CareerSaver cfg into your gamedata. That will allow you to continue your career from an older version- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
yes with HyperEdit you can, you can save a temporary setting that saves the position of the planet but it is only persistent if you use the same hyperedit each time when playing OR you can use hyperedit to move the planet to where you want it, and write down the values you like and plug them into the planet cfg for it to be a permanent position- 7,371 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Galileo replied to Thomas P.'s topic in KSP1 Mod Releases
you have to use these in your ring node: unlit = false useNewShader = true penumbraMultipler = 10.0 and yes you need to be using kopernicus 1.2.2-5 AND use blackracks kopernicus dll read back a few pages to find everything I just talked about. -
(1.2.2, W.I.P) Kerbol Intergalatic. Looking for devs!
Galileo replied to AR3S_TGL's topic in KSP1 Mod Development
This does seem very ambitious! What I would suggest to you is this: work on 1 system and do as much as you can on your own, then when you have something in place for others to see, other people may want to help. I don't expect others to just jump onto such a big project when the only thing laid out is an idea. I was like you when I started my planet pack, I had barely any Kopernicus experience. As I played and tested things, I got better. Textures are cool and tough to get right, but the hard work is, well, everything else. Getting your planet configs to work and function the way you want and getting compatibility with other mods is a pain sometimes. What I'm saying is, get well versed in all aspects of planet making (mod compatibility, Module Manager cfgs, visual enhancements, etc.). Don't have other people do the hard work for you because you don't understand it (not saying you are, just a rule of thumb). Because what will end up happening is the other devs will stop working on it because of (whatever reason) and then you are left with a partially finished planet pack that you can't complete because you didn't take the time to learn the ins and outs. Burn out is a real thing when making planets, or mods in general. Start small and if you still feel you have enough motivation to make 11 other star systems, then go for it! *Just for reference: I have been working on GPP since September 1st 2016, so 8 months, and its still not perfect...AND its only one star system. I couldn't imagine adding an additional 11 star systems unless I didn't care about quality. -
Yes I can. Give me an hour or so (writing a paper for class) and I will upload one for you.
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If you reload the scene it should go away. It happens when I load a saved game from time to time. It happens in a bare stock game as well. It's more noticeable with cloud shadows though. It happens with nearly every part (mostly command capsules), not just stock struts or USI launch sticks. Having @Waz disable all of the shadows on parts will likely lead to some unnatural looking lighting. Having a shadow on the runway with a vessel that doesn't have a single shadow casted on it would look weird I suspect (out of place and too bright) if cloud shadows are really that big of a problem, just disable them in the GUI. Then at least you have consistent lighting on all parts and terrain.
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@Waz what setting do I need to adjust to extend the diameter of visible volumetric clouds? I have a volumetric cloud layer and i need the clouds to render a little further out. Well to be fair, KSP is an ugly game. However, those trees are not a part of stock ksp. They are from a mod. The latest EVE fixes the stock shadow issues. So don't install a mod with trees and you won't have to subject yourself to the ugliness. Those trees are low poly models. It uses 3 quads or billboards to make the model, which is 3 rectangle images with transparency. There is nothing EVE can do to fix that. It's just how the models were made. While ugly, I use these models in a few of my mods, and nobody seems to complain. My guess is people are just grateful for anything new and would rather have new stuff like this than play with the stock aesthetics.
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I might be slow, but I don't know what you are referring to? lol
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Im seeing a issue with Kerbalism and GPP. Im not sure what is causing it but i have the steps to replicate it. 1. put a ship on the launch pad. do not launch. 2. return to space center 3. return to the vessel on the pad 4. witness hundreds of this in the console: NullReferenceException: Object reference not set to an instance of an object at KERBALISM.Configure.configure () [0x00000] in <filename unknown>:0 at KERBALISM.Configure.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Does not happen in stock, so that's good. (didn't test with mods though) Here is the full log. hopefully it helps. OUTPUT LOG Let me know if you need anything else.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
What do you mean? Do you want to move it away from Gael? If that's the case just edit the semiMajorAxis and make it a bigger number until you get what you want- 7,371 replies
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