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Everything posted by JadeOfMaar
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@CatastrophicFailure I've done a lot of troubleshooting and found nothing to celebrate about. I got a few visible errors but it's out of my hands where big things like an actual atmosphere glow and terminator are concerned. But I did realize that Lili doesn't cast her shadow on Tellumo and I can fix that.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
Just for shiggles I'm going to troubleshoot that right now. Kerikbalm and Galileo never collaborated so Scatterer compatibility cannot be promised. Also, Rald's scatterer config at least adds entries for all the stock planets (which I assume is redundant) and itself, and doesn't append to GPP's scatterer config. Eddie must be coasting on NREs or other redundancy-based errors just for that.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@eddiew I consider someone part of a dev team if they're the one who gets its hype train rolling. Moreover I have a strong impression that contributed a lot of consultation and troubleshooting as that should come naturally if you play enough to produce promo content. I started similarly for GPP with the Elite-Dangerous style KSPedia and other promo artwork, and building upon the earliest artwork first produced by @Galileo- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@CatastrophicFailure- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
Rald is a Mars-like planet (though not as lifeless, it has greens and oceans and an intriguing atmosphere curve) produced by @KerikBalm and @eddiew. It similarly had a lot of soul put into it as any GPP world and has many configurations for alternate positions in the stock solar system. After a hefty struggle to get it to agree with GPP and Scatterer, well, there it is. If you check out his mission logs, linked in his sig, you'll see a lot of Rald action in his first season when he did a science quest through Stock + OPM.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@Iso-Polaris The files exist when KSP is running. Thalia indeed has the lowest albedo of all planets so its sunny side should be quite dark despite its closeness to the star. @OhioBob ...Carbon planet? Or other reason? *curious about that now*- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@Galileo I find that so peculiar but I completely get it.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@DarkFighter Can you send me your KSP_x64_Data\output_log.txt ? I'd like a glance at your modlist. There just has to be something in there that's dulling the game.- 7,372 replies
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It would be possible, I'm sure. I can try to tempt the environment gurus or TR's maintainer. Since the dll is tiny I'm hoping they find it worth the effort to produce the feature.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@eddiew How about this? Download :: Gallery Codename Sapphire Starmap- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@eddiew I've been sitting on a few because they're not quite the optimal resolution I want but there is one I think can float your boat with clouds and stars. It'll appear in a few minutes. (It's shades of blue.)- 7,372 replies
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To Boldly Go interstellar challenge!
JadeOfMaar replied to daniel l.'s topic in KSP1 Challenges & Mission ideas
Any mod is allowed except actual FTL engines and any sub-light engine that give Physics the finger. @Jarin (Go ahead and spam OPT and B9 engines if that's what you're thinking) -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
The two numbers in bold were respective to the two settings parameters also in bold. The third number is 1/x for the scaling size. Your stuff needs to look like this or lower: flareSettings = 0.7,1,0.06 spikesSettings = 0.6,1,0.1- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
Just posted 3 more skyboxes. Now there are 11 of these to pick from. See my signature.- 7,372 replies
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3 is a very powerful number. There's that many more for you to pick from and install. See my signature. That means 11.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
Make sure that you install Scatterer from GPP's bundle and not from its normal place(s). Your config seems just fine. If you have any mods installed that affect ambient light they need to be reset or uninstalled.- 7,372 replies
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@wasml Good description. I was about to say similar. @TheJangleMan What do you intend to do with this new resource? As wasml said, you'll need to create a RESOURCE_DEFINITION node and a PLANETARY_RESOURCE node as you'll find in the config files they're pointing you to. Here is some explanation for the parameters to help you along. Based on the following you'll want to create a global distribution to make your resource present on all planets by default, then create planetary distributions with 0 for all distribution fields for each planet you want it to be absent from. RESOURCE_DEFINITION (gives substance to your resource) PLANETARY_RESOURCE (per ResourceType per planet) GLOBAL_RESOURCE (use once per ResourceType) Just like PLANETARY_RESOURCE but omit PlanetName and only use once. This works just like PLANETARY_RESOURCE but affects every planet present in a game. BIOME_RESOURCE (per ResourceType per biome per planet) Just like PLANETARY_RESOURCE but add BiomeName = Biome name with or without spaces, after PlanetName = , useful if you want a planet to have your resource only in this biome or to have it in any biome except this.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
Now if I could create one myself that would be greeeeeat. *wants* I haven't the skill or patience to do an 8K skybox, let alone an SD wallpaper fit for a game.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
Lol. Open GameData\scatterer\config\Sunflares\Ciro.cfg and take a close look at the third number after flareSettings and spikesSettings. Divide those by the scale factor of your solar system (because the scale unit is 1/x) ......or reduce them however you feel to. Replace the original numbers in the config with the answers and save. For example I have 0.6 and 1 in my config......If I were to play 10x GPP now I would want to have 0.06 and 0.1 instead. I have not actually even opened KSP with any up-scale of a solar system so I don't know if 10x sunflare is actually overkill.- 7,372 replies
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@Enceos This may be far ahead in time and possibly out of scope but can this rain emitter be fixed (not to the camera, rather to the vessel orientation), bound to a hotkey or a part module, even the throttle, and the rain particles be given a custom texture and even a glow? If you say yes, the KSP warp drive experience just got real. If you say no or maybe, a dude can dream, hahaha. Keeping a little close to home now, I can foresee tall mountains and enclosed basins, forever shrouded in clouds/fog and with unending rain @Galileo Whole new varieties of Kopernicus planets, or of their climates. Swamp planets, Laythe monsoons, Venutian sky storms...
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Someone ...from a deep, dark corner of the Administration Building seems to be a thrill-seeker and borderline sadist. Nonetheless this insane 65-part low-tech machine was born and some willing victims pilots quickly hopped aboard. Ascent power is not important but braking power before crashing, is. The Vomit Comet Y (Axis), guaranteed to KO every one, every time. Gallery :: KerbalX. 14+ Gees or your back!
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I had to open KSP quite frequently today; doing some precise terrain editing and learning while doing so (adding gentle inclines to the KSC island's shores for GPP). I had some fun with Jeb, both above and below sea level in a new race car, and wrecked the VAB with a larger on-road craft. ...I was previously quite upset that a hard drive failure lost me my DAKAR car. Later, watching @RocketPCGaming's stream today I got inspired by his pod-recovery cargo plane to create something loosely similar with an added Kabonite RATO (his plane doesn't contain OPT though...it's made with Mk3 hulls, Nertea's Mk4 engines, and SXT wings). It can leap around the planet very well but its stall speed is very high. I currently consider it a fail because it keeps exploding on unpack (a weight problem, I'm sure) forcing me to use Unbreakable Joints. It's also therefore unworthy (for now) of a decent name.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@eddiew Don't apply my settings. Those are my settings for stock scale. You might want to divide whatever third value number you have by 3. I have flareSettings = 0.7, 1, 0.6 You should put, maybe 0.7, 1, 0.2 ...maybe lower @CatastrophicFailure The same link (my sig) that I gave you... There are 8 EVE Online skyboxes to pick from now. In my screenshot is currently the last of them, Minmatar #1. My editor is indeed Notepad++ And I Jebbed below sea level.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
It should be as simple as including this per sigma config: (But this assumes everyone with scaled GPP has Scatterer. Maybe the NEEDS tag will work and prevent NRE if Scatterer is absent) @Scatterer_sunflare { @Ciro { @flareSettings = x,y,z @spikesSettings = x,y,z @ghost1SettingsList1 { @Item = x,y,z,a } @ghost2SettingsList1 { @Item = x,y,z,a } @ghost3SettingsList1 { @Item = x,y,z,a } } }- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@Galileo @OhioBob @eddiew @CatastrophicFailure @RocketPCGaming How to train your dragon scale your sunflare Do it with Ciro.cfg inside Scatterer folder.- 7,372 replies
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