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TheSpacePotato

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Everything posted by TheSpacePotato

  1. This is a very big plan you have here. KSS, for example, has been in development for a couple years and has reached 100 bodies a few months ago, so good luck with that The mod still looks pretty good, and I hope for the best
  2. If you're messing with Universe Sandbox and you are trying to rescale everything, then everything has to be moved to 1:1 ratios, so orbits have to be bumped up to 11x their in-game size, and radii would need to bump up 10x, while mass would stay the same, since they would have the same surface gravity.
  3. Soon. We've gotten into the final testing stages of the Kerolon System, and most of what you'll see on the Planned Features page is final, give or take a couple things, but other than that I can say definitely within the next couple weeks
  4. Progress Update #3 After the release of v0.2, I think I have enough to start talking about what I have planned for v0.3 First, I'm working on getting the moons of Minian together. I've already got good concepts, and so far I have basic versions of two of the moons, and the other 3 shouldn't take as long. I'm also trying to work on moons of other bodies, such as Titius and Pentum, as well as Tidas and its moon. The plan is that by v0.3 all the bodies will be implemented in-game. I'm also working on improving the existing bodies in-game. I've done flight testing for many of them, and I've been working on fixing the albedo bugs (some of the bodies show up way too bright), and the crash-in-SOI bug (the craft immediately explodes when it enters the SOI of some objects). I'm also going to work on fixing the atmospheres of some of them. For example, Dune's atmosphere is way too blue, and Dus' atmosphere is way too red. I've also started working on biomemaps for the bodies, so then a career-ready version should be available by at least v0.4/5. I also found that a few of the heightmaps were a bit weird, and I had those fixed for v0.3 Another thing that's been worked on is sciencedefs, thanks to @Gyrfalcon5. He's been working on a ton of sciencedefs, and has already finished a ton of them, so they'll be put in the game so orbital science can be customized, and landing will be done later.
  5. Can confirm. StarCrusher did everything except for descriptions, sciencedefs, the wiki, and a few of the concept ideas for planets I also really like the concept for this mod. I'll be sure to try it out in the near future
  6. We never said we hated writing sciencedefs for KSS. Sure it can get repetitive at some times with less exciting bodies, but it's always fun We aren't enslaving people? The point of having other people help is so @StarCrusher96 doesn't have to do everything with the mod and can put more focus onto the mod itself, rather than doing everything with his mod. Tons of modmakers do this; it's nothing new. If you want people to help write sciencedefs, just go ahead and ask.
  7. They aren't timed though. We pick a body that we want to write for, take as much time to write it, then put it into the configs. We have no deadline so long as we're writing sciencedefs for the mod at a decent pace. If you look at the Version History, you can see only 7 bodies had sciencedefs for 0.6. In Part 1, 21 new bodies had sciencedefs written. In Part 2, we're planning on adding sciencedefs for 9+ bodies, and you can check here to see what we've added, and I always update it whenever we finish sciencedefs for a body.
  8. To be fair, writing sciencedefs and descriptions isn't that hard. So long as you can think of something decent and witty to say, you're pretty much good
  9. Actually, compatibility with Sigma Dimensions is confirmed for a later update
  10. KSS won't work in Universe Sandbox because the sizes are 1/10th real and the orbits 1/11th. @StarCrusher96 is testing compatibility with Principia, and he says that most of the Kerbol System and Nova Kirbani System is for the most part stable.
  11. Good work so far! May I suggest when you start exploring Duna, you should look really carefully for a few hidden surprises
  12. Well, Hetoo isn't likely to be coming out in Part 2 (it was bumped into the Kelar System, which isn't nearly finished yet), but Tide is
  13. If you do a bit of looking on the wiki, you'll see that all the exotic forms of life possible in KSS use oxygen, and that is because oxygen is a very reactive element, as well as it is very common in the Universe. Chlorine isn't nearly as common as oxygen, which is why there isn't a lot of chlorine in the atmosphere of Earth Kerbin. Examples: Sulph, Hetoo, Laho
  14. Actually, it's the exact opposite. Atoms having 1 or 7 electrons in the outer shell are more likely to bond with other atoms. Hetoo's life have taken advantage of this, and used the chlorine to replace water and oxygen.
  15. Hetoo has chlorine based life, which you can read about how it works on the wiki. It does have a slight connection to the story, but probably not in the way you'd expect
  16. v0.2 has been released! Download it here! CHANGELOG: - Added a bunch of new planets and moons - Did some retexturing, tweaking - Descriptions! Thanks to @Greatness101 - Fixed a bunch of bugs - Everything is for the most part playable
  17. Beautiful. There's just something about those bodies that make them look so real
  18. Progress Update #2 v0.2 is almost ready, and it's planned to have a lot of stuff added! First, of all, we have a few bug fixes. Planets and moons no longer face sideways to the Sun, which means that they actually have a sense of realism and not crappy development to them. I also have a bunch of planets and moons added, for example I have almost all the planets done, and around half of the moons too. At this rate I can expect all the planets and moons implemented by v0.3, which is my goal. I also added descriptions (thanks to @Greatness101!), and it gives a bit of backstory (as well as a bit of lore) to the planets and moons being added. I also figured out how to add oceans onto terras, so we'll be seeing our first terras in v0.2 as well. A bunch of tweaking was done also. Planets and moons now have more realistic orbit colors (opposed from the colorful ones from v0.1), and a few of the bodies were retextured. Unfortunately, I'm not able to add in Orm (the new homeworld) right now, as it seems something is preventing me from setting it as the homeworld (anyone know how to get that working? ). Instead I moved the moons of Orm (Lunas and Minus) to orbit Kerbin until I can get that fixed, so it doesn't prohibit gameplay. You can expect v0.2 to come out within the next week!
  19. I can't confirm a KSS 2.0, but after KSS is finished @StarCrusher96 has the idea for an expansion pack for KSS If you want to plan a few missions to bodies before actually going there, I strongly suggest looking at the wiki. It tells a bit more about what to look for so you don't go there blind
  20. Anybody interested in writing descriptions/sciencedefs for the mod? PM me!
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