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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
It's a modular flight integrator bug. There is a new version of it out I'm pretty sure though I don't know what it fixes- 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
Pretty excited -
[1.3.0] Andromeda Visuals: Daydream [0.3.5]
Galileo replied to Matchlight's topic in KSP1 Mod Releases
Sorry I'll remove my comments! Didn't realize!- 685 replies
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You are either playing on Linux or a Mac or you are forcing OpenGl or DX11. This is an issue with the textures being in dds format. OpenGl seem to have an issue with them. (directX11 will have this effect even with .png files.) @CaptRobau What i would suggest is making your textures for OPM ALL .png. or at least making a version for the Mac and Linux users that only has PNG textures.. It is what i had to do for my planet pack and for SVT. The only downside to this is the amount of ram that png files use. With x64 thought that isn't as big of a deal as it used to be. As for the white planets that occur when switching from vessel to vessel or scene to scene, that is a conflict between Scatterer and Kopernicus calling on the same color and normal maps. I dont know why Scatterer calls on them, but it does. To remedy this, add useOnDemand = false to any celestial body that has an atmosphere that may get a scatterer cfg in the future.
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Is the default name for a female Kerbal head still kerbalGirl_06_BaseColor? I cant seem to replace it with that anymore
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[1.3.0] Andromeda Visuals: Daydream [0.3.5]
Galileo replied to Matchlight's topic in KSP1 Mod Releases
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I just started playing Empyrion: Galactic Empire again after a year and the progress they have made is so impressive. The game is still early access and in an alpha state but I may have to take a break from ksp to explore the planets that the game offers.
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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 havent tried any other contracts besides the stock ones. so i wouldnt know but i would assume most will work unless the contracts are bound to stock planets.- 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
Just to give you a heads up, Gaels radius in 600,000 Career works perfectly fine I usually play with no contracts though and science funding so I can create my own agenda.- 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
Don't edit your comment now... lol I seent what you said... i seent it- 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
That seems to be the case but what is even stranger is that ground textures can be dds. -
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Galileo replied to Galileo's topic in KSP1 Mod Development
Let me know if you see any other texture issues. I updated from class and couldn't test. I just changed the file extensions. I hope I didn't miss any- 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- 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
OK both version should be good now- 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
Windows version should be fixed I have to fix the Mac and Linux version now.- 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
yes it also happens when you force dx11 -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Galileo replied to Thomas P.'s topic in KSP1 Mod Releases
I don't know what the issue is. It took me forever to figure it out because I don't use Macs or Linux. I made 2 versions for my planet pack. One for macs and Linux and one for Windows. The only major downside of having to set everything as Png is the amount of ram they use. -
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Galileo replied to Galileo's topic in KSP1 Mod Development
Yeah I used the wrong cfgs.. Fixing now That was a test... I was testing you guys. You passed- 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
Check to see if the texture files extensions match the cfg... I think I know what I did ugghh- 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
Good luck!- 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
Smile because I bet your speech is kick butt- 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
No that is caused by the rapid loading of Celestial bodies with hyperedit. I don't think you actually have to convert the heightmaps. I use photoshop to batch convert all my photos -
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Galileo replied to Galileo's topic in KSP1 Mod Development
hmm post a pic of your gamedata when you get the chance also post your output.log If you are talking about not seeing clouds in the main menu that's normal. Its a kopernicus bug that doesnt effect anything in game I just installed the latest version and I have clouds so my guess is probably just a little error in the install.- 1,030 replies
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