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BashGordon33

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Everything posted by BashGordon33

  1. I downloaded MKS from the GitHub download, which says it's the 1.3 version. And my configuration problem is that when I click on Next to cycle through the configs, it doesn't change. Do I need USI-LS to run this? And here are my pictures:
  2. I've been having trouble downloading and getting this mod working. Firstly, I have been having trouble installing, the mod either crashes the game or doesn't work properly with my game. When it doesn't crash the game, I have problems changing the configuration on my modules in the assembly buildings. I click on the B1 Next/B1 Prev and nothing changes. For some I can't even set the configuration, it just says ???.
  3. Thanks, It was just something I thought of after reading this. Before I found this I was seriously considering making my own based on my modded planetary system
  4. @ShotgunNinja That ocean/atmospheric thing explains it... It's Asclepius, a modded planet. Has both an oxygenated atmosphere and an ocean, but the atmosphere is very thin. I don't think those factors would affect the radiation absorption in real life, so you should base the calculation on the given planet's atmospheric curve. That would be much more realistic and accurate. I could also just make a radiation profile for the rest of the planets adding atmosphere stuff. And yeah, I don't think the calculations are not correct at all. Kerbin has a 70km atmosphere plus oceans and oxygen, but absorbs 99% of radiation, while Asclepius absorbs all radiation.
  5. Sorry about this, but the gamma absorption makes no sense. I have a planet with a 80km, 4atm thick atmosphere absorbing 30% of gamma radiation, but a planet with a 22km, 1 atm thick atmosphere absorbing all of the gamma radiation. Can you make these settable so I can release new patches including the atmosphere settings?
  6. So I just finished the science definitions for all the NH bodies according to the current radiation model. Here's the link to the file: http://www.filedropper.com/newhorizonsrad
  7. You know what would be really cool? If the computer code in Kerbalism was similar to real life Python or C so you could create complex scripts. Things like the print() function could be used to display a message when a condition is met. And instead of the message that pops up when you run out of oxygen, for example, being a background process, it would be a script added by default into the computer, and could be edited. Also, when I used 1.1.2, my ship's energy levels rapidly depleted. It happened one by one from the oldest to the newest ships I launched. Once the previous one was completely depleted the next one lost all power within 10 seconds
  8. Would there be any issue with adding 2 radiation models to one body? I want to add an atmosphere profile that will give planet surfaces a high amount of protection if they possess an atmosphere, which is meant to symbolise radiation being absorbed by the atmosphere, but don't want to remove the existing radiation profiles. EDIT: Also, first post on page 100! Monumental moment for this mod
  9. So I should delete the experimental file? And the KSP wiki says that Vall is Europa. I know that Europa looks nothing like Vall, but it's the best they got. Laythe is the Io analogue, even though they are nothing alike. The developers of KSP wanted to make Laythe more hellish like Io, but people liked the present Laythe to much to change it.
  10. So I just decided to make detailed radiation profiles for every planet pack I use: http://www.filedropper.com/radiationarkas http://www.filedropper.com/radiationasclepius http://www.filedropper.com/radiationextrasolar http://www.filedropper.com/radiationkplus http://www.filedropper.com/radiationnh_1 http://www.filedropper.com/radiationopm Yeah, I have a lot of planet packs XD. You should use the new version of NH it's better and more realistic than the other ones. And I made a way more detailed OPM patch. I'll be working on updated science definitions and new science definitions. Also, I looked at the 1.1.1 changelog, and Vall isn't meant to represent Io, it's meant to represent Europa. There is no actual Io representation in the game. And whats this science experimental patch in configs and what does it do?
  11. Oh alright then, so you use Kittopia to create a planet texture? I thought you meant just colouring the planet based on height. Thank you for clearing that up. I'll go and try to do that to my planets now. Thanks, now I can finally make good planets!
  12. @ShotgunNinja The levels of radiation based on the mangnetopause is very small, often around 0.008. This number is to small to be displayed in the Alt+N menu popup, so it displays that the planet has no magnetosphere. The radiation indicator doesn't seem to wan't to display radiation levels in the ten-thousandth level.
  13. I think you need to change the display for the magnetopause, because they are such low numbers it doesn't display them in the map/tracking station
  14. So I just decided to make detailed radiation profiles for every planet pack I use: Yeah, I have a lot of planet packs XD. You should use the new version of NH it's better
  15. Would you like me to do a more in-depth radiation profile for OPM? I could add some profiles for a few other planets. BTW Moho is situated directly in Moh's radiation belt. Moh is a gas giant. Time to stock up on shielding...
  16. Got it done way earlier than expected. Science definitions will come later. http://www.filedropper.com/radiationnh
  17. Thank you so much, turns out that was the problem. And I don't exactly have a permanent normal map, I'm just experimenting with different colours and textures. And I don't really think the type of planet I'm making would work with just altitude colouring. I've heard that Space engine textured directly are terrible for planets, so how would I convert them into textures KSP can use? How do good planet creators such as yourself get your textures?
  18. I will be temporarily ceasing development of Nirgends due to problems arising from the creation of rocky moons. Probably should have made this forum when I had completed at least one moon. I'm still pretty new to KSP and planet pack creation.
  19. Its... beautiful. :'OWill be working on patches for NH and other assorted mods for the new radiation profile immediately, thanks for fixing the the radiation profile for me. EDIT: What ever you did with the GPU fixed an annoying main menu bug with Sonnah from NH being different colours. Neat. EDIT2: Am I allowed to edit existing radiation profiles for planets, due to the way NH re-arranges the system. Moho's radiation would be toned down a bit, Laythe would have a proper Earth radiation field, ect. Also, shouldn't Minmus have surface radiation and Tylo have an irregular magnetosphere?
  20. I was talking to another guy and he said don't use space engine textures. How am I supposed to create a planet without them? Where do the actually good planet makers get their textures from? And here's the config.
  21. Well, this is going to be a lot harder than I originally thought, if I can't use space engine. And I am not making this because I want to be a modder, I would have made this planet pack anyway. I just thought a gas planet with moons would be a lot easier than the other ideas I had. I genuinely enjoy coding and problem solving. I put this up online because I though it would be a good place for people to post ideas and recommendations for moon ideas. I don't think the actual planet will be uploaded as an official add-on for at least a few months. I even plan to eventually turn Nirgends from a gas giant to a super-terra. I started this so I could get ideas for the moons, to increase variety of the Nirgends system. I do like End and the rest of your planet packs, and I'm not trying to make a rip-off of anything somebody else has made. EDIT: How would I go about getting textures without Space Engine?
  22. Thank @The White Guardian for teaching me to make planets, I finally made myself a gas giant! But I do have 1 question though: I got space engine to get the textures, but when I export the planets the textures acquired look nothing like what they do in Space Engine. And when I use them for a KSP planet, they look horrible and glitchy. Am I missing an in-between step here?
  23. Yeah, I did look into that, but I felt that End purpose was more as a target for the challenge, rather than an actual planet. Nirgends is designed to fit in with the rest of the solar system, End is designed to be a mysterious challenge. I'm basing the structure and features of the Nirgend system off of OPM planets. If you want to know how I named Nirgends, it's German for Nowhere. I really couldn't think of a better name
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