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Everything posted by Galileo
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Galileo replied to sDaZe's topic in KSP1 Mod Development
Now to figure out how to bundle that into the mod... People will definitely overwrite stock settings and then blame ssrss when their stock game doesn't look right...- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Galileo replied to sDaZe's topic in KSP1 Mod Development
Just loaded up your save and i didnt have any jumping... i have no idea what could be happening... try deleting your Module Manager cache and then reload the game and your vessel- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Galileo replied to sDaZe's topic in KSP1 Mod Development
just send me your save file also your video is private- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Galileo replied to sDaZe's topic in KSP1 Mod Development
I'm loading up now Ok I just landed a craft on the moon. Exited back to KSC and went into every building and loaded my craft without issue. I also quit the game and loaded the vessel and didn't have any explosions- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Galileo replied to sDaZe's topic in KSP1 Mod Development
ill look into it- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Galileo replied to sDaZe's topic in KSP1 Mod Development
Have you tried renaming the planets inside the setting cfg?- 2,401 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Galileo replied to Galileo's topic in KSP1 Mod Development
I'll look at it tomorrow and make any corrections I need to make. Thanks for bringing it up. I don't receive feedback very often so it's hard to find bugs when nobody tells me lol- 1,030 replies
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Yes scatterer now supports MM so you should be good there
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Galileo replied to Galileo's topic in KSP1 Mod Development
Hmmm I'll have to check that it's probably caused by the PQS being too high. I'm going to be releasing the 1.0 later this week barring any set backs so if it drops frames that bad it will definitely need to be adjusted- 1,030 replies
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Yeah in order for planets that orbit different suns to use scatterer, the sun they are orbiting needs to have a config set up. The configs are actually already written technically.. so really all you need to do is add as many suns as you need, and rename the suns to whatever name they were given. this is how you do it: In the scatterer config folder you will use these 2 folders. Inside the Sunflare folder you will see this....This is where I would copy and past as many stars as you need and rename them accordingly. Inside the Sun folder is where you add the textures for custom sun flares. When you open the Sun.cfg, you will see this at the top... change the names to whatever the your stars are named. Then when you go into the planetList.cfg, you will need to change the name in two places At the top... This is where you specify the main star. And at the bottom.. you will need to add the names of all of your stars to this node For you to do this with GN, you will need to add ALL of the planets from every planet pack in GN to the planetList.cfg If a planet pack already comes with scatterer cfgs like GPP or even OPM when its updated, you would just need to add the individual planet scatterer cfgs to the Planets folder. if this is something you you would want to do, I wouldn't mind helping out. Its not too hard, just tedious. Ok I think I laid that out decently... if not, maybe @blackrack can be of more assistance
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I remember seeing them in 1.0.5 but they were never THIS bad
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aww c'mon... just a wee bit... nothing to be afraid of
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The latest version is really nice.... and a wee bit dangerous
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Galileo replied to sDaZe's topic in KSP1 Mod Development
Well, I haven't walked away since April and im still working on quite a bit of stuff. The only reason i walked away from this for so long was because, well, this isnt MY mod and i felt i had helped get it to a place that didn't really need my help anymore. Once i was given the opportunity to take over SVE I got excited about making the best visual mod available and then I made SVT and THEN i made my planet pack (which, if you haven't seen it i would definitely check it out here) which took a tremendous amount of time and effort.- 2,401 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
it all comes down to what the stars name is.. you would have to change the name of the sun in scatterers cfgs -
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Galileo replied to sDaZe's topic in KSP1 Mod Development
I didn't work on this mod for a few months because i got distracted by my other endeavors, SVE and SVT and my new planet pack.. When the development for those slowed down, i was able to come and apply some of the things i learned and made to SSRSS.. Its still not perfect by any means but i hope to get it there in the future.- 2,401 replies
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ok i see what is going on... This happens because scatterer now can support more than one star as long as there is a cfg written for it. In Galactic Neighborhood, there are many stars so scatterer will likely wig out unless you are willing to write a cfg for each sun. So scatterer can work with it but it will take some elbow grease.
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Galileo replied to sDaZe's topic in KSP1 Mod Development
the upload is ready for download- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Galileo replied to sDaZe's topic in KSP1 Mod Development
So, last upload for a little while i swear... I renamed the 0 inclination folder to Stock-Alike inclination to avoid confusion. I also had to fix the sun.... just the aesthetics.. im kinda OCD I got rid of the ugly halo around the sun. Old Sun with ugly halo New Sun without ugly halo, more crisp and clean looking.- 2,401 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Galileo replied to Galileo's topic in KSP1 Mod Development
well im glad this is helping ease the frustration- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Galileo replied to Galileo's topic in KSP1 Mod Development
Is it now?- 1,030 replies
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This is a bug that was introduced with 1.2. At first I thought it was something I was doing wrong when I was working on SVT, but after running a purely stock game I have noticed the seams as well. I'm happy it wasn't anything I was doing wrong, but man is it annoying. makes rover exploration nearly impossible. C'mon QA team. I would think this is a really hard thing to over look. I'm am typically very patient, and really don't like having updates every month but I am eagerly awaiting a fix for this. I haven't checked to see if there is a bug report for this already. If not I'll make my way to the bug tracker and make one. That's if Squad hasn't already noticed this issue
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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
A LOT has changed in 1.2. You cannot compare 1.1.3 and 1.2. Scatterer in particular has changed and now, depending on what sun kerbin is orbiting, scatterer needs cfgs that point to that sun -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Galileo replied to Galileo's topic in KSP1 Mod Releases
No idea.. I make SVE and any compatibility will have to come from the other mod author. There are a lot of reasons why kss doesn't work with SVE. I suspect it's because KSS adds more sun's which scatterer doesn't play well with. -
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Galileo replied to sDaZe's topic in KSP1 Mod Development
Yeah I noticed that too and I'm unsure why it's happening. I assume it may have something to do with the fact that the bodies are scaled with Sigma but I'm probably wrong. I haven't done any testing on that assumption yet- 2,401 replies
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