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Galileo

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Everything posted by Galileo

  1. By the way, I just noticed this comment. Unfortunately, I will not package or support anything that requires you to remove original cfgs or overwrite anything. This will create confusion for users and will create bug reports that i really don't have patience for. I would highly recommend using Module Manager to accomplish this.
  2. I’ll have to take a look at this later today. I definitely don’t like the noticeable rectangular, flat terrain and I have tried my best to make all of my flattened areas blend in with the terrain around them. I would definitely like to keep that standard if possible. Tellumo is tough because Gaels height map was tailored for launch sites, as where Tellumo was made to look untouched and almost inhospitable with how much the terrain varies. It will be hard to find a high, flat area I would assume. You may want to look around at some of the plateaus as some reach a height at which they flatten out. Another issue that may present itself is that those plateaus may not be on the equator, like Gael. You can’t make the flat area less flat.. well, you can but the terrain will clip the KSC. No matter what, you will need a flat piece of land for the KSC to sit on. It’s about location, and having the KSC nestled on a mountainside isn’t going to be an ideal spot, unfortunately.
  3. I would bring it up with the contract pack dev. We aren’t responsible for whether or not they work. I know that that pack was confirmed to work, but seeing as how it was last updated for KSP 1.2.2, something could have changed. I disable all contracts when I play, so I have no idea if any contract packs actually work besides strategia.
  4. We have a optional mods folder in the GPP repo that this will likely make its way into. No need for another repo to keep track of. It is pretty cool though
  5. The dll doesn’t do anything at the moment. It needs, at a minimum, a recompile. Its a date and time formatter if I remember correctly. It’s been so long since it worked. Rule of thumb for RSS, considering it’s seldom updated, if it ain’t broke, don’t fix it. Especially if you don’t know what something does. You are better off leaving it alone. RSS is a house of cards at the moment, so set up your last card and walk away slowly. Moving, removing, delete it or adding anything could break it. Keep that in mind.
  6. You know that big mountain right next to the KSC? I’d start there.
  7. It’s also a lot easier to do when you haven’t already deleted all of the stock bodies lol
  8. I have it working but there are other bugs now that I have to deal with. I just haven’t had time to focus on it recently
  9. I don’t use kittopia to make my maps. Kittopia planets tend to all look somewhat alike. So if it is indeed caused by using PS to make my maps, then that’s something everyone will have to live with.
  10. No, it’s actually something that happens when altering PQS mods lol. Akin to the Mohole in the stock game or something of that nature. I guarantee there are a handful of spikes on other bodies as well, but I can’t fly around the entire body and scout for them unfortunately. I guess you can call them an Easter egg that even the devs don’t know about
  11. There should be a parameter in the cfgs called “post-processing” or something along those lines. Lower that value for less “haze”. As for your sun issue, post a screenshot because I have no idea what you are talking about lol
  12. Nope no fixes yet. The issue is known to the dev, but seeing as he is taking a break (rightly so) there probably wont be a fix for a while.
  13. @AG5BPilot I have noticed this too, but nothing has changed on our part since we made the cfgs almost a year ago. I would bring it up with Sarbian.. good luck!!! i will see what and if I can do anything on our part.
  14. Muahahahahahaha! **turns and swipes towel up towards face like a caped villain and runs away**
  15. Unidentified flying objects have been reported on Tellumo. We do not believe these images have been doctored in anyway. these are seagulls. They were definitely identified.
  16. Nothing I read from their responses sounded like they didn’t know what they were talking about. They were just, well, responding. That’s what forums are for, and to expect otherwise is odd. If you don’t want people to respond with comments that aren’t in line with yours, you are probably better off writing it on a piece of notebook paper. This is the internet, and nothing goes unnoticed and not responded to lol. That said, not everyone will agree with everything you say. This is not just true on these forums, but in the real world as well. You say “they should do this” others will respond with pretty much what you got above. It wasn’t disrespectful, it wasn’t condescending, it was just reasons why it probably won’t happen. Just like you put your reason up for why it should. Just your typical forum debate.
  17. It makes them look worse, but will help performance, not a lot, so don’t expect miracles lol
  18. just create a cfg and throw this little bit into it: @Kopernicus:FINAL { @Body[Jool] { !Rings {} } }
  19. I would use the PQS that poodmund posted above because of how much water covers the body. It will flatten anything below the defined altitude in your cfg
  20. I don’t know about the density, but I have put oceans on Moho templates before. So I assume you can with any template, you just have to define everything in the Ocean node
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