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Everything posted by Galileo
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Galileo replied to Galileo's topic in KSP1 Mod Development
HyperEdit would be easier to use. Just land where you want a ground station to be and use your current latitude and longitude You could also use KER or mechjeb- 1,030 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
I thought about doing that but I didn't think it would make a difference. I haven't even tried it yet though. I don't know if the moonlet actually affects the rings that why I haven't tried anything. I just figured it didnt. -
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Galileo replied to Galileo's topic in KSP1 Mod Development
there isn't a height parameter. that is something you will have to play around with and figure out this is what my KSC node looks like in the Gael cfg I dont know how adding remote tech ground stations work as i have never used the mod so im not going to be much of a help- 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
i do have the coordinates for KSC on Gael but if you wanted the actual tracking station to be the location of a ground station, the coordinates would be different slightly. here are the coordinates for KSC latitude = 8.510 longitude = -168.250 To use Kittopia you would need to go into the PQS tab and find that you are looking for. KSC is labeled KSC for example. its pretty straight forward- 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
Everything works fine with the lastest Kopernicus As for figuring out the coordinates for the ground stations, you can use Kittopia tech or Hyperedit to figure that out. Kittopia will give you the exact coordinates or you can use Hyperedit to land where you want your ground stations to go and use those coordinates.- 1,030 replies
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Or maybe even this planet pack will make forget about procedural generation for a little while
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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
If you are talking about not having clouds in the main menu, that is normal. It's a known bug with kopernicus. The clouds are still there in game. You would have to go into the game to actually see them. Also, when you are done playing and exit to the main menu, the clouds will show up but will be rotated 90 degrees and only cover half the planet. This is also normal and it does not affect anything. -
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Galileo replied to Galileo's topic in KSP1 Mod Development
@JadeOfMaar is one step ahead of you- 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
yeah? hmm i dont remember..- 1,030 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
Ok so i have been trying to use the new PQSCity2 loaders in my cfg and even though i have changed the longitude and latitude, when i load a game they are still in the stock locations. This is what im putting it in my cfg. I only have the first CommNetDish location changed in this example. Maybe im doing something wrong. I know it was untested so maybe it never worked. i dunno. Its a start though! -
Yes. this is a performance based visual pack for those who don't have very strong computers. There are no volumetric puffy clouds
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Galileo replied to Galileo's topic in KSP1 Mod Development
yeah ill look into it. not supposed to do that- 1,030 replies
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I call those kickstands
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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
Absolutely- 1,019 replies
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Muahahahahahaha
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Galileo replied to Galileo's topic in KSP1 Mod Development
If you go into the cfg for Gael and lower the contrast to 1 or 2 it should brighten the area up a little- 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
All intentional. As for making ksc prettier, I like how it looks. Stock is too colorful and cartoon-ish. And I don't know what you mean when you say blank cliff faces. I use custom textures for cliff faces and they are more detailed than stock.- 1,030 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
yeah but most people dont know how to convert images.. glad that worked for you. The thing is, png files is heavier on your ram. DDS files do not stay cached on your ram so they are more ideal.- 1,019 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
Disregard -
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Galileo replied to Galileo's topic in KSP1 Mod Development
Nebulas? I don't think I'm following you?- 1,030 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
No that is the only way unless you want to convert all the terrain textures to png- 1,019 replies
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I think the latest Kopernicus update causes some issue with kittopia tech. When trying to save a body, I get this error This happens with any celestial body and any change that is trying to be saved. output.log