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Everything posted by EricL
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
EricL replied to Thomas P.'s topic in KSP1 Mod Releases
contractWeight? Where does that go? Under Properties? -
[DISCONTINUED] Intergalactic Development Thread
EricL replied to EricL's topic in KSP1 Mod Development
I'm making a video of that right now, actually... I'll add it to the OP as soon as it's finished. -
[DISCONTINUED] Intergalactic Development Thread
EricL replied to EricL's topic in KSP1 Mod Development
I was just wondering... is it okay if I use the system from IA-Revived as a sort of base to develop the system from? It's understandable if you decline. -
Hi everyone, As I continue developing my mod Intergalactic, I'm starting to wonder... what's the best method of texturing a planet? Procedural? SpaceEngine? Or simply drawing it from scratch on programs like Gimp? I'm just asking for your opinion on how I should go about doing this.
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@SamBelanger @DeltaDizzy How's the plugin going?
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[DISCONTINUED] Intergalactic Development Thread
EricL replied to EricL's topic in KSP1 Mod Development
Anyone have any ideas on what real-life systems I can put in here? Currently I have Kepler-62 and Kapteyn's star. (Tagging @ProtoJeb21) ---------------------------------------- In other news, I have decided to start doing a weekly progress report, so people can see how the mod is progressing! So... The Kerbol system revamp is going quite well, I hit a few snags early on but it's good now! Currently 2 out of 3 gas giants have been added, and all planets in the Kerbol system has at least 1 moon orbiting. There's also the lore, but I'm not going into that just yet. The Kerbal Galaxy itself can be described as barebones, at the most. Currently only 5 systems are orbiting the central black hole (because there was a huge lighting issue when I added an inner cluster of stars) but I plan to add more after I finish with the Kerbol system. Kandromeda, the other galaxy, will be just another boring old black hole until I have the time to add some systems around it. Stay tuned! -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
EricL replied to StarCrusher96's topic in KSP1 Mod Releases
New rogue planet?!- 4,170 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
EricL replied to Thomas P.'s topic in KSP1 Mod Releases
@alex_1313 @Sigma88 I've found the issue: By looking at the configs, I've found that you need to add a ScaledIntensityCurve and an IVAIntensityCurve to Kerbol, and increase the range. Your result should look like this: -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
EricL replied to StarCrusher96's topic in KSP1 Mod Releases
Looks like some good planets there. Those are some good looking planets. Have you added clouds to Mesmo? Nice progress you're making here, too. Just don't go too fast - or else you may miss a bug or something.- 4,170 replies
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Goodbye Cassini. We'll never forget the contribution you made to science. Next stop: Neptune! (or Uranus, maybe )
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[DISCONTINUED] Intergalactic Development Thread
EricL replied to EricL's topic in KSP1 Mod Development
I added the development playlist for Intergalactic, for those who want to see the mod in action. NOTE: These videos are outdated (back in the days of Kopernicus release 4) so it is in no way like how the mod is now! -
Unity UI Creation Tutorial
EricL replied to DMagic's topic in KSP1 C# Plugin Development Help and Support
@DMagic Nice tutorial, but it's a little confusing. For example, how do you make the scripts? Do you make them in one big cs file or create them separately? (in either situation, Unity complains about not being able to find the IExample interface) And some feedback: I prefer the tutorials that provide base code, which you can modify later to your needs -
Thank you to everyone for the enthusiasm in this mod, it's greatly appreciated and keeps me motivated! No, this isn't possible because of the way KSP handles physics. But it does seem like a good suggestion to Squad (if they decide to change the physics engine at all). Since 0.3, the scatterer planets (Germy and Fungler) are not tests anymore, and I'm planning to add sunflares to the other stars in the next update (hopefully... ). I'm pretty sure the basic version (the one provided by Curseforge) can handle 4 GB ram, but I don't know about the visuals... Nice screenshot
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[DISCONTINUED] Intergalactic Development Thread
EricL replied to EricL's topic in KSP1 Mod Development
@SamBelanger Done! -
[RELEASED] After Kerbin [AfK] - Billions of Years after Stock
EricL replied to Gameslinx's topic in KSP1 Mod Development
Oh, sorry, I didn't know you were trying to change Kerbin's name also... -
Hi everyone, I'm getting some problems with the scatterer sunflare not showing up on one of my custom stars, and seems to produce a glitching effect around the star (shown as an orange band). I have no idea what's causing this, although my other star worked just fine with a sunflare. Here's my log: https://www.dropbox.com/s/21ylk8ok2p8czq3/output_log.txt?dl=0 and here's the config: https://www.dropbox.com/s/33vvarqvzkcmpgz/Kendulon.cfg?dl=0
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[RELEASED] After Kerbin [AfK] - Billions of Years after Stock
EricL replied to Gameslinx's topic in KSP1 Mod Development
Really? This code seems to work: //for changing Kerbin when moving it @Kopernicus:FOR[Intergalactic] { useOnDemand = false Body { name = Kerbin flightGlobalsIndex = 3 orbitIndex = 0 finalizeOrbit = true cacheFile = Intergalactic/Cache/Kerbin.bin Debug { exportMesh = true update = true } Template { name = Kerbin //clone Kerbin removeAllPQSMods = false } Orbit { referenceBody = Kerbol } } } Thanks! I'll try that out! -
You don't need to. I've been doing procedural planets lately, and they seem way better than the Kittopia-SpaceEngine hybrids I've been doing up to now. (And I can't hand-draw textures easily due to the fact that I'm not an artist )
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[RELEASED] After Kerbin [AfK] - Billions of Years after Stock
EricL replied to Gameslinx's topic in KSP1 Mod Development
Wow! Looks very good! Will be giving this thread a follow, and see how it turns out. How about deleting Kerbin and create a clone of it? And reparenting the clone around whichever body you choose? (I used the 'template' node for this) Wait, how do you scale sunflares? Does it have something to do with the flareSettings or spikeSettings? -
Sorry, I must not have been going over the configs. I'll try to release a small fix later.
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
EricL replied to StarCrusher96's topic in KSP1 Mod Releases
That updated Kerbin looks nice! ...and what is this refreshed Kerolon System? Are you adding new planets to it or something?- 4,170 replies
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[DISCONTINUED] Intergalactic Development Thread
EricL replied to EricL's topic in KSP1 Mod Development
Yes, that is what this mod will do. But I'm going to start off with adding just one galaxy for now. -
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
EricL replied to Thomas P.'s topic in KSP1 Mod Releases
Try adding intensity curves and see if that helps, I did this for my own Intergalactic mod: ScaledVersion { Light { IntensityCurve { key = 0 0.55 key = 1000000 0 } // other star parameters } } or check this post: Hope this helps I simply deleted Kerbin, then added a new one exactly like the stock one, but reparented to Kerbol.