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KSP2 Release Notes
Everything posted by EricL
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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
The hype for 0.7 grows!- 4,170 replies
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- 5
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- kopernicus
- planets
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Version 0.3 is out! Changelog: - Updated to release 6 of Kopernicus - Updated to the latest Scatterer - added a rogue planet - added some science defs Download here: kerbal.curseforge.com/projects/kerbal-exoplanets VISUALS: https://www.dropbox.com/s/q6ozin1jc1y7zer/Kerbal Exoplanets v0.3_VISUALS.zip?dl=0
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
EricL replied to Thomas P.'s topic in KSP1 Mod Releases
Even though my star systems don't have the inner planets close together, I'll try this out anyway. Thanks Is it possible to change the curve from a config file? Like from this cfg: Except that the game doesn't crash every time I load it up. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
EricL replied to Thomas P.'s topic in KSP1 Mod Releases
Really? Kittopia says that the stock sun has an intensity curve, and changing that in-game seems to fix the problem... -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
EricL replied to Thomas P.'s topic in KSP1 Mod Releases
I think the stock sun needs its intensity curves modified, because if it's set to default I'll have to limit the range of the intensity curve. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
EricL replied to Thomas P.'s topic in KSP1 Mod Releases
Added the light intensity curves and it didn't help. Here's my cfg if you're interested: ScaledVersion { Light { sunlightColor = 1.0, 1.0, 1.0, 1.0 //sunlightIntensity = 0.45 IntensityCurve { key = 0 0.65 key = 1000000 0 } scaledSunlightColor = 1.0, 1.0, 1.0, 1.0 //scaledSunlightIntensity = 0.45 ScaledIntensityCurve { key = 0 0.65 key = 1000000 0 } IVASunColor = 1.0, 0.977, 0.896, 1.0 //IVASunIntensity = 0.34 IVAIntensityCurve { key = 0 0.54 key = 1000000 0 } sunLensFlareColor = 1.0, 0.6, 0.0, 1.0 sunAU = 0 brightnessCurve { key = 0 0 0 25 key = 0.01 0.105 0.5 0.5 key = 1 0.6 0.5 0.5 key = 5 3 0 0 key = 10 3 0 0 key = 50 2 0 0 key = 200 2 0 0 } } Material { emitColor0 = 0.848,0.65,0,1.0 emitColor1 = 0.848,0.65,0,1.0 sunspotColor = 0.0,0.0,0.0,1.0 rimColor = 0.8,0.8,0.8,1.0 rimPower = 1.5 rimBlend = 2 } Coronas { Corona { rotation = 3 speed = 9 updateInterval = 5 scaleLimitX = 5 scaleLimitY = 5 scaleSpeed = 0.8 Material { texture = Kerbal Exoplanets/Keldo System/corona inverseFade = 2.553731 } } Corona { rotation = 3 speed = 9 updateInterval = 5 scaleLimitX = 5 scaleLimitY = 5 scaleSpeed = 0.8 Material { texture = Kerbal Exoplanets/Keldo System/corona inverseFade = 2.553731 } } } } } } -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
EricL replied to Thomas P.'s topic in KSP1 Mod Releases
So... The new update has really messed up the lighting system for the stars. For example: The planet appears to be lit by Kerbol, even though it's orbiting a different star. Is there any fix for this? -
Has anyone else been having problems with the latest kopernicus lighting up planets like crazy like what happened with my Intergalactic mod?
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@Space_or_Bust I have confirmed that it's a brightness curve issue in the latest kopernicus, I'll be releasing an update to the mod shortly. In the meantime, please use release 4 of Kopernicus when playing with this mod.
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Yes, I'll be sure to include brightness curve changes in the next update . (At least, I think it's the brightness curve...)
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[1.4.2] Before Kerbin - 2 Billion Years before Kerbol
EricL replied to Gameslinx's topic in KSP1 Mod Releases
Nice mod @Gameslinx! I'll try this out! -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
EricL replied to StarCrusher96's topic in KSP1 Mod Releases
More SSTV signals?!- 4,170 replies
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- kopernicus
- planets
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Yay! It's back!
- 9 replies
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- unreleased
- planets
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This seems like an interesting mod... I'm just wondering, do these atmospheres actually have color?
- 92 replies
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- deltadizzy
- kopernicus
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This looks like a nice mod @Stevie_D! I'm looking forward to the alpha release. And I have a question: will you add any IVA's to the command modules, or will you wait for a later release for that?
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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
I think I can see Jool and Voon... Also, what do you mean by 'part of the upcoming lore'?- 4,170 replies
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While I wait for a dependency of KEP to update, I've continued working on my Intergalactic mod, now with parts!
Behold - my first command pod.
The textures look pixelated a bit, and there are a few bugs with the ladder, but it's a good start!
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The update has unfortunately been put on hold because one of the dependencies is outdated, but I'll try to get it in as soon as I can. Sorry!
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@Cabbink any news on the mod (or the challenge)? This thread has been pretty quiet lately.
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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
@Axeon @StarCrusher96 I think there is a way to remove contracts... (the following config is taken from removeContracts.cfg in SigmaBinary) @Contracts:HAS[@Kopernicus]:FOR[SigmaBinary] { @ISRU { @RESOURCE_REQUEST,* { Forbidden = //body name } } ... } Maybe you could modify it to not accept the exploration contract, but I really don't know how... EDIT: StarCrusher, I noticed that you still use flightGlobalsIndexes for the bodies and this messes with the contract system. Try removing these values and let Kopernicus set those numbers.- 4,170 replies
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- kopernicus
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[1.2.2] Kopernicus PQS Library Expansion
EricL replied to The White Guardian's topic in KSP1 Tools and Applications
@The White Guardian Does this work with Kopernicus 1.3.0-4? None of the custom PQS mods show up in Kittopia anymore. Here's what my log says: AssemblyLoader: Exception loading 'CommunityPQSMods': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'KLE.PQSMod_VertexNoiseRange' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KLE.PQSMod_VertexCanyons' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KLE.PQSMod_HybridNoise' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'TWG.PQSParadiseSpike' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KLE.PQSMod_VertexNoiseRange' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KLE.PQSMod_VertexCanyons' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KLE.PQSMod_HybridNoise' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'LibNoise.Unity.ModuleBase' from assembly 'Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'TWG.PQSParadiseSpike' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'NoiseType' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'Indexer' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. -
@NickRoss120 PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 6 minDetailDistance = 1 } You should increase the minDetailDistance, because this value will make the PQS super glitchy if you set that value too low. See if that helps.
- 29 replies
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- newstar
- planetpack
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Still working on the update...hopefully I'll get it out by the end of the month.
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For the first problem: As I said before, the problem is with the normal map. You just need to convert it to the correct format (DXT5_nm) and it should work. Just export your planet maps using Kittopia. For the second problem: I believe the problem is with the PQS. Can I see your config?
- 29 replies
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- newstar
- planetpack
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