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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
yeah i wouldn't go much lower than the soi. While its tough in the current release, the next update will make it much easier- 7,371 replies
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- gpp
- kopernicus
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Galileo replied to StarCrusher96's topic in KSP1 Mod Releases
Does the atmosphere actually disappear or is it just the visuals that disappear? If the scatterer cfgs are messed up, it doesn't matter because it is just visual and doesn't actually effect the atmospheres...BUT if the actual atmosphere curves are messed up that's a big problem that should be addressed immediately- 4,170 replies
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No problem! This is an issue I come across ALL the time because I edit a lot of my textures by hand and a constantly create seams. It's a bit tedious but it's very necessary to know how to fix the issue if you want to be efficient.
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Or you can just offset (filter>other>offset) the image and fix the seam with a mixture of clone tool/blur tool. Much easier than splitting an image.
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Galileo replied to Gameslinx's topic in KSP1 Mod Releases
You don't NEED pqs mods to make a planet. There are plenty of tutorials on how to make a planet. Just use the search bar and go find some. Before you start worrying about PQS mods, learn the basics of planet creation. Here is a quick basic tutorial @The White Guardian Has some good tutorials for beginners- 2,453 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
I cant help but read it like Mike Tyson says- 7,371 replies
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Use the default planets as a template. It makes it so much easier. Also, make sure in the planetlist you are defining whether or not the planet has an ocean. It can cause some issues if you don't. oh and when you are done, be sure to go back and delete the raw files. No need for them after the half files are made.
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You are doing something wrong for sure. This is how I use it: i typically use Kerbins scatterer cfg as a template and just rename the planet where necessary. then I use the config tool to create the color I want. I copy the proland textures(.raw files) remove the .half textures from the kerbin proland textures paste in the raw files load game up, and adjust the atmosphere to your liking with the GUI in game oh and when you are done, be sure to go back and delete the raw files. No need for them after the half files are made. Enjoy
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Galileo replied to Gameslinx's topic in KSP1 Mod Releases
What? Using photoshop has zero to do with PQS mods. You can apply any pqs mod to any body, regardless of how you made textures- 2,453 replies
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- kopernicus
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Well that's not the problem I have with mod packers. I couldn't care less if others think of them as modders or not. I just don't want to have to clean up their messes (which is inevitable)
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That would require more work than a mod packer would want to put in. This would still cause nothing but a flood of people coming to the original developer about problems that could arise in a mod pack. You could host the modpack on a foreign secret server in Madagascar and people would still find their way to the original developer.
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I have only had the game for a year, so it doesn't include me, but this still makes me very happy. good on you Squad!
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[bug] Stock Visual Enhancements
Galileo replied to Nekzuris's topic in KSP1 Technical Support (PC, modded installs)
Thanks, but it's not a bug :). It is just an artifact caused by cloud shadows. Most people don't mind them, but for those that do, I created the patch you used. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
Known issue with kopernicus. Doesn't hurt anything -
You need to download the source code of the mod you want to tinker with. You cannot access it from the dll. dlls are not like zip folder that you can just open. And, writing plugins requires knowledge in Unity and KSPs API. It's a lot to learn. I'm telling you this so you won't be discouraged when you look at the source and it looks like a foreign language. I assume you don't have much experience with visual studio or Unity since you are asking this question, so, if you want to do this, be ready and willing to learn a whole lot.
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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
Use the no shadow cfg. Link in the OP. Be warned though, you will now have cloud shadows. Please see the OP for how to get support for SVE. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Galileo replied to Galileo's topic in KSP1 Mod Releases
In order to get mechjeb and ker to work with GPP, kerbin has to exist in the game. In GPP, kerbin is merely renamed to Gael for compatibility purposes. You will see a lot of kerbin in many of the cfgs throughout GPP.- 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
WARNING!...CAUTION!...err SOMETHING KIND OF IMPORTANT!... That's more fitting. If I'm not mistaken, today is prerelease day for KSP. If you intend to opt in for the prerelease, be sure to make a copy of KSP 1.2.2 so you can continue your careers. I do not plan on releasing anything during the prerelease because we known how those things go. Besides, kopernicus is version locked and I'm sure the dev does not want to continuously release a version for each prerelease.- 7,371 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
man, its kind of deflating because i am trying everything i can to get DDS to play nice with OpenGl. its pretty frustrating. I may have to make a dual boot at some point and develop there too- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
ok i have pulled the latest update due to the OpenGl fix not actually being a fix. Sorry Mac and Linux users. 2.0.2 is now the latest version, again- 1,019 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Galileo replied to Gameslinx's topic in KSP1 Mod Releases
I think the highest cloud layer I have on Gael is set to 7000 in the EVE cfgs EDIT: yep 7000 for cirrus clouds 6000 for main clouds- 2,453 replies
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