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Everything posted by BashGordon33
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It's alright, I'll just use 1.0.8 instead. Unless the radiation particles are only an indicator, if so I'll just have to deal without being able to actually see the radiation. Also, tell me if any of my old science definitions won't make sense with the new radiation module and I'll change them. And I'm sorry, but because I can't get 1.0.9 to work, I can't make any patches for NH or any other planet packs.
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Nirgends Planet Pack Planet 9 is the hypothetical massive planet located beyond the orbit of Neptune. It's existence was first hypothesised when scientists noticed the strange orbits of dwarf planets. They predicted a massive body must be causing all these objects to possess these strange orbits. I have created Nirgends to become an analogue for the fabled Planet 9. In this thread I will be posting updates on the Nirgends Planet Pack's progress towards completion, along with giving the community a space to post suggestions and recommendations for the future of Nirgends. I plan to include at least 3 major moons that will orbit Nirgends itself. I will officially post the planet pack once I create 2 of the moons. So far I have only completed Nirgends itself: Mod Album All constructive criticism and suggestions are welcome. I will read all of them. The first moons will appear in a month or two. Credits: TheWhiteGuardian for his amazing tutorials that taught me how to create planets Sarbian for Module Manager, the backbone of all KSP mods. The many developers of Kopernicus, which this mod will use KillAshley for the atmospheric curves SpaceEngine for the textures
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Neither of the testing mini_particle.compiled worked for me. Just to make sure i'm doing it right, I go replace the mini particle file in the shaders, open KSP, open my save, wait a few minutes and go into the tracking station, where I tick all those boxes. At this point, i'm still in the tracking station and nothing is happening. I did some testing: It seems that clicking on a planet that doesn't have a radiation profile, it shows the radiation from it's parent body. Normal?
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I didn't see anything. Nothing at all. I have no planet packs, lowest graphics settings, 64-bit KSP, GTX 960, and did both tests. Is there some third party mod I need? I heard that Kopernicus Extended does the particles, do I need that?
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Just to clarify, I copy the content found in the low GPU build into 'mini particle compiled'. And then I get rid of all planet packs?
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I still can't get any radiation fields. I have no planet packs installed currently. Do I have to wait a while for anything to appear? I seriously don't know what the problem could be. And the GPU thing didn't work
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
BashGordon33 replied to Thomas P.'s topic in KSP1 Mod Releases
How would I get an atmosphere for my planet? I'm making a gas giant, and so far the atmosphere is the only thing I can't get. Everything else works fine, I've been using a temporary atmosphere from Kopernicus Examples, but how would I make a custom one? -
Hate to tell you this, but I think you might have made a mistake on the radiation profile for the stock bodies. You gave Vall the Ionosphere, but I think you meant to give it to Laythe. Also, I can't seem to get the particle effect. I ticked all those boxes but I still can't see it. EDIT: Could it be possible that having planets without radiation coding could be affecting it?
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I kind of get how to make KSP planets now, but how do I get those maps? I'm trying to make a planet located far out from the solar system. Its going to be a gas giant with a few moons. How do I make the planet maps and textures that Kopernicus loads? Also, unrelated topic: You said you were naming one of the planet packs in your developing pack Titania. Hate to tell you this, but Titania is a name in KillAshley's New Horizons.
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I'll be happy to make magnetosphere patches for other famous planet packs, but it might take awhile depending on how hard the patches are to create. I actually know a lot about real life magnetospheres so the science part of this shouldn't be too hard, but the coding might be difficult. The first patch I'll make will probably be for New Horizons. I'll just reverse engineer the OPM file you make.
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[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
BashGordon33 replied to MrChumley's topic in KSP1 Mod Releases
*mad scientist voice* They told me: Bash! Don't fly above Asclepius' dunes, you'll die! But I showed them! I showed them all! Muahhaha. No but seriously, I have no idea how I managed to actually fly over the 10000 kilometre mark. And by the way, those engines are the KAX electric motors. Same as normal engines, except it requires electricity to run instead of fuel. And I somehow managed to get a suborbital trajectory. I think it's mainly due to the low gravity, light design and big wings. There was so little atmosphere, I was getting speeds of 800 m/s I had to use a ramp to get enough lift to get off the ground though XD Love the planet, it's cracks and rivers look amazing! I'm working on a huge exploration mission, including ISRU and colonisation. I play New Horizons and put Asclepius in a binary relation with Laythe, for no other reason than because it looks awesome.- 141 replies
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@ShotgunNinja I did some more research into module manager syntax, turns out it didn't NEEDS it and I think it was loaded before OPM. This patch seems to work OK. It also allows us to change definitions for Eeloo! http://www.filedropper.com/kerbalismopm_4
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Actually, I meant science definitions. I couldn't get the definitions I made to manifest into the actual game. I basically copied coding from OPM itself, and their science definitions, but it must not work on experiments from mods.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
BashGordon33 replied to KillAshley's topic in KSP1 Mod Releases
There are 2 ways to fix this. One involves a having a copy of the original save and going to the tracking station on that, which will mess with orbits, but when you go back to the original save there will be no problem. Another solution is to download the patch file made by @Sigma88, which will create a fake body that your satellites will orbit instead of Kerbin. It requires you to know how to edit the persistent file to change your ship's reference body. -
@ShotgunNinja Actually, I lied.... I got it done today :D. Got it done quickly, as a thank you for helping me fixing my dodgy modifications and just generally making this mod. Kerbalism definitely my award for greatest gameplay mod in all of KSP! http://www.filedropper.com/kerbalismopm_1 I'm really sorry, but I couldn't get the patch file I made to actually change the science values in game :(.
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That seriously looks amazing. I'm so hyped for the update . Seriously, make this Kerbalism 1.1, it's such an awesome feature it needs a new digit. And just an update, I'm nearly finished with the OPM science definitions. I'll have them finished in at least 2 days.
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I think I might have found a possible bug with the planet pack.
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Alright now that looks awesome. So particles in map view would be used to visually represent magnetosphere and radiation belts? Great idea!
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Yeah, but unlike today, USA would be 75 years more advanced than anyone else. Today just being 5 more years advanced can lead to huge advantages. And it's not like USA would be alone. Europe would have helped them in anyway possible, as would Canada. Yeah there would be rebellions and extremist groups, especially from Soviet Russia, but America would be that advanced there would be nothing to fear. America is already the only existing superpower, if it got a 75 year advantage it would rapidly become a hyperpower. The definition of a hyperpower is that you could take on the rest of the world combined and still win.
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Is it possible to temporarily disable background resource simulation? I want to time-warp to get an intercept trajectory, but I'm afraid my extra-planetary bases will be destroyed. Would it be easier for me to use KittopiaTech to just move the planets? @N70 I'll be working on OPM definitions next
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1: Yes, your ships orbit different planets to what they used to. If you don't already know about Planet Ids and the Persistent file ask me and I'll give you a workaround so you don't break existing saves 2: Yes, but when you get to Cercani I highly doubt you will still need science. Especially when you have OPM.
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@nosscireYeah IKR. Gas planet radiation belts are deadly as hell. But they also are in real life, so I guess it makes sense. I play with NH and I am terrified to go anyway near Sonnah. Seriously, it's not as bad as Jool or Sarnus, but because it's in the system you start out at, you don't get good enough to know how to avoid or minimise damage. I killed 2 Kerbals because I put them through the belt. @ShotgunNinja Yeah it worked, but I haven't played long enough to check if it works permanently. But at least I know I can edit the persistent file to fix damage. And what do you want me to do for science definitions? I guess I'll do OPM first, it's the most known planet pack. Sorry, but I don't know how to make patch files that check if a certain mod is downloaded, or edit existing science definitions. I obviously have to change Eeloo's definition. I'll see if I can find out how to do that first. EDIT: Is it possible that using 64 bit KSP could cause these errors? EDIT2: It happened again too one of my orbiting vessels. The Climate and Radiation levels for my Kerbals also say NaN. Normal or not? EDIT 3: I've been playing for around 6 hours since the last NaN error and had no problems. Might just be a one off thing
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@ShotgunNinja Thanks, I really should just stick to playing the game shouldn't I? Also, muh science definitions! Should I work on definitions for various planet packs like OPM or NH? Or try to make definitions for the telemetry experiment? But due to the nature of telemetries expect vague and repetitive definitions.
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@ShotgunNinja Yeah, about that. I basically modified over 20 config files to be consistent with Kerbalism Realism profile. About 10 in Planetary Bases and another 10 in Universal storage, not to mention what I did to the realism profile. I'll send that as I'm pretty sure its causing the errors. Either that or it's something to do what I did to the sabatier and reclaimer modules for both Planetary Bases or Universal Storage. I built a base on Serran from New Horizons, with modded Planetary Base modules, and had a station with Universal Storage in the station orbiting it. But because Serran is an oxygenated moon I used my scrubbers for oxygen. I'm 99% sure it's either the modded moon i'm landed on, Pregas from Kerbol Plus, which is the only place I've had troubles at, or it's the sabatier and reclaimer modules that I've only just included in my Pregas Mission. But the problem with that is I had an error with my Pregas Assent Vechile, which did not include sabatier and reclaimer modules. Here is the files I think might be causing errors, plus my persistent file. EDIT: The PAV was touching, but not docked, to my station, with the S and R modules http://www.filedropper.com/configs_5