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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
Whoa! You make this!? Nice! One of the entire system would be awesome..... I may have a new project...- 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 the one on Nero is from Saturn. So is the one on Tellumo, but it's a different texture just looks the same. Needless to say, I got lazy. I will try to make custom ring manana. Holy ground textures Batman!- 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 liked it so i put a ring on it.... uh uh oh uhuh ohohoh im off to bed i have class in the morning ya'll have a good one- 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
Sounds like a plan. this is true. i could add them to a few- 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 well ill let you guys decide im happy wherever the geysers go- 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 can do that, i think, since hadrian is tidally locked. i just need to figure out exactly which area on the map is facing the reference planet I also just finished the rings on Nero and Tellumo- 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
Nope no lakes on gratian but there are some on Niven. I thought about Argo but i wanted to choose a planet with an atmosphere and Hox was the my choice, being so far out there- 1,030 replies
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You rang? @sDaZe
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Galileo replied to Galileo's topic in KSP1 Mod Development
@JadeOfMaar i decided to try my hand at geysers. I looked at how KSPRC implemented them and it was about what i expected so i made some new textures and tried them out what do you think? @OhioBob I dont know what body could realistically have geysers so i just picked Hox. Its as easy as changing the name in the SVE config if they need to be changed- 1,030 replies
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Galileo replied to rbray89's topic in KSP1 Mod Releases
Yeah I think that could work excellently. But I do agree with the time-based transition as well like you said especially if it can be done gradually and still look realistic -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Galileo replied to rbray89's topic in KSP1 Mod Releases
While I believe this could work I don't know that a set number of days or any time-based event would be the correct way to implement a change in the texture because in the chance that you were orbiting kerbin you would likely see the transition. Now if the transition could be gradual that would be fine but I think a set distance away from kerbin should trigger the transition. That way we wouldn't notice when the textures switched. Edit : after a quick thought, like Tekener said, if the texture transition is gradual, then yes time based would definitely be the way to go. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Galileo replied to rbray89's topic in KSP1 Mod Releases
im sure it wouldnt be hard to implement that maybe this is what you should try @blackrack doing it manually is just a tedious thing that eventually you would probably tire of and just say screw it -
Beautiful. I'd drink his bathwater.
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you got me .......hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm @Nhawks17
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Galileo replied to Galileo's topic in KSP1 Mod Development
There is a folder in there for kopernicus expansions but It doesn't do anything as of right now. I cannot wait for expansions to be updated. I want to implement it so bad with SVT and this mod- 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 always figured that it was done with kopernicus expansions- 1,030 replies
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Galileo replied to rbray89's topic in KSP1 Mod Releases
I can see that and I know there are small changes like that over time but overall the same cloud formations are there. There isn't enough change to warrant the development hours is all I'm saying. -
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Galileo replied to Galileo's topic in KSP1 Mod Development
I was hoping for a few more people to be interested but I figured most people just wanted to play with the mod. Oh well. When I finally finish the visuals I can help you. I would like them all to be custom too please post that video of geysers on eeloo. I think I know how to do it. I've thought about it but never tried it- 1,030 replies
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I really hope so.
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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 dont really have a favorite. If you just want to do the most interesting planets to you thats fine. KSP does pull from a generic pool of science defs if there arent any custom ones so not all planets NEED them unless you want to do that.- 1,030 replies
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Galileo replied to rbray89's topic in KSP1 Mod Releases
Im not a big fan of the way that looks. It looks as if the cloud layers are made of water. my opinion is pretty objective but i cant think of another way to explain it @Waz Here is a gif from Nasa and you will notice the cloud formations don't change enough for the eye to notice. Now maybe something can be cooked up to allow for 2 or 3 different textures to be randomly used to simulate a change. for example i have 3- or 4 different cloud textures ranging from super cloudy to less cloudy that could be used. Maybe it can be set up that once you travel far enough away from Kerbin and return, it could swap the texture out? -
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Galileo replied to Galileo's topic in KSP1 Mod Development
So the only change would be pushing the atmosphere out 5k? If you wanna make that change go for it. But if it doesn't make much a difference should we leave it?- 1,030 replies
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How to Edit a Mods source
Galileo replied to Kerbol101's topic in KSP1 C# Plugin Development Help and Support
So are you asking for someone to update the mod for you or are you wanting to learn to do it? If you don't know c# it's not something you can just hop into unless you have some coding/programming background. Even then there is a lot to learn. It's not as easy as say, editing a cfg file. There isn't really anything anyone can post on here to help you learn it immediately. It's a long process. I'm a web developer and it took me almost 2 years to figure out how to use html, Javascript, Ruby, etc. I am currently trying to learn c# and I have been trying for about 2 months now. I still couldn't even throw together the simplest mod if I wanted to. Compiling mods to work with the current version is fairly easy but it's not always guaranteed to work. Hope this shines some light on the subject for you -
How to Edit a Mods source
Galileo replied to Kerbol101's topic in KSP1 C# Plugin Development Help and Support
You can open the source code with any text editor. Notepad, Notepad ++, Brackets (by adobe), etc. It's not like editing a cfg though. If you understand c# you will be fine though.