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Posts posted by darwinpatrick
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Strictly cosmetic, or will the nature of the planets themselves change at all? I recall a discussion when Toutatis was added about how prevailing sun-to-shade surface winds might produce vast barchan dunes and even carve sweeping canyons...
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On 5/9/2022 at 10:58 PM, OhioBob said:
I've never actually traveled to Grannus when installed as a secondary system. I just never got that far when playing GPP+GEP. The only times I've explored the Grannus system was with it installed as primary. I think it's a pretty fun system to play that way - different than most other things I've played.
After my Grannus primary run a couple years back I did a playthrough as secondary and it absolutely delivers just as well. I had never played with other star systems before but there really is no feeling like pushing the partcount limits to get a gargantuan ship across interstellar space to Nodens. Makes me thrilled for KSP2.
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1 hour ago, DanDucky said:
Is there ore in OPM? I can't seem to find any on tekto for example
Are you using a survey satellite?
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2 hours ago, Starhelperdude said:
this is a strange question, but can I add GPP as a secondary with GEP, OPM and MPE already installed? would it be possible that ciro kind of orbits kerbol like grannus does? and would it be possible that grannus and ciro aren't together in some way`?
What you're looking for is GPP Secondary. Not sure how it works with the other two packs but there's more info in the github.
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Mystery goo is protomolecule confirmed?
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1 hour ago, Daedalus3000 said:
I tend to just completely build a new ship from scratch for every mission and have been trying to break that habit.
Subassemblies are your friend in the mid to late game
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Very exciting. Can't wait for boots on the ground of Brovo. There's some interesting stuff there, that's for sure.
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8 hours ago, DaBakonAder said:
This mod works just fine for 1.11 believe it or not, only problem is a “lazer light show” appears when you pan the camera in a certain way
That's an issue that's been around for quite a while; I think it's with Kopernicus. You get used to it
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Thank goodness this is back! Making me itching to boot KSP up again... The new minecraft snapshots are kinda occupying my gaming time right now though lol
I forgot I had written the ocean definitions too... the real pirate treasure was the friends we made along the way
What are you planning for the Sirona windows?
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Hox was completely revamped at some point but visual mods may help with the atmosphere effects
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I imagine the best way to implement this would be something like the Tylo cave.
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10 hours ago, GEPEG_Unconscious said:
I am curious how you handled the outer planets, especially on the power generation side of things. I can't image the large solar panels were generating anything out at Cernunnos.
On page 8 of this thread I gave a rough overview of how I tackled those, with a couple pictures. Power generation wasn't a huge part of things, but when I did surface or asteroid mining I always just used a couple nuclear power generators. For the landers I went around the issue by using alternator engines.
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Very exciting playthough and documentation! Are you playing with engines that are more efficient than stock? I honestly don't know; they seem really neat but I've never tried part mods. If they're not too OP I can't help thinking about what Taranis holds for you... I didn't write those surface sample science definitions for nobody to read them!
I'm happy you picked this up again. Let's go Sirona!
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Something very strange is going on with Nodens... take a look at the periapsis value.
SpoilerBasically, Nodens is small. In map, tracking station, even flight above around 80km. The proper surface slowly fades into existence around 80km and the mini-Nodens is gone past 30km. Needless to say, it's incredibly frustrating. I'm putting a video together on this grand colony mission so I have footage of what exactly happens when vessels hit ghost Nodens (very, very unnerving) if anyone is interested. The video's production may end here unless I can get Nodens to stop being tiny; it's been doing this for, as far as I can tell, since I started this career. (Also, it's hard to tell from the picture, but mini-Nodens's oceans are missing...)
Is this something that anyone has ever encountered? I'll test more stuff in a sandbox but for now I'm just baffled. -
If I have both GPP and GEP, will I need to add both this and the one on the GEP thread?
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I'm surprised that the large high plateau groups on both of Catullus's poles remain polar with the intermediate axis theorem at work. Eventually the moon would spin 90 degrees such that they'd both end up at the equator, but I'm not sure how Gauss and Tarsiss would come into play. Interesting to think about
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Thanks! I'll try the patch tomorrow but my Gauss grand tour is over and I don't think I'll be putting boots on Tarsiss again soon- still, from a development perspective, I'll sandbox it and see how it looks. I almost wonder if using Eve's ocean textures would look good as it's a light purple which is much closer to the desired light blue than the dark blue...
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I don't have it installed, no. As for the oceans, I'm looking at the config and I'm pretty sure this is the relevant bit in the GPP_Planets/Tarsiss file. What I'm wondering is, what's the ocean color like on your end if you splash down there?
SpoilerOcean
{
density = 0.423
maxQuadLengthsPerFrame = 0.03
minLevel = 2
maxLevel = 8
minDetailDistance = 6
oceanColor = 0.96,0.96,0.94,1
Material
{
mix = 0.2032745
color = 0.96,0.96,0.94,1
oceanOpacity = 0.85
}
FallbackMaterial
{
colorFromSpace = 0.6401961,0.6852941,0.7921569,1
color = 0.96,0.96,0.94,1
}
Mods
{
AerialPerspectiveMaterial
{
globalDensity = -0.00001
heightFalloff = 6.75
atmosphereDepth = 150000
DEBUG_SetEveryFrame = True
cameraAlt = 0
cameraAtmosAlt = 0
heightDensAtViewer = 0
enabled = True
order = 200
}
RemoveQuadMap
{
map = GPP/GPP_Textures/PluginData/Tarsiss_heightmap.dds
deformity = 0
maxHeight = 0.5
minHeight = 0
order = 1000
enabled = True
name = QuadRemoveMap
index = -1
}
OceanFX
{
Watermain
{
waterTex-0 = BUILTIN/sea-water1
waterTex-1 = BUILTIN/sea-water2
waterTex-2 = BUILTIN/sea-water3
waterTex-3 = BUILTIN/sea-water4
waterTex-4 = BUILTIN/sea-water5
waterTex-5 = BUILTIN/sea-water6
waterTex-6 = BUILTIN/sea-water7
waterTex-7 = BUILTIN/sea-water8
}
framesPerSecond = 1
spaceAltitude = 50000
blendA = 0
blendB = 0
texBlend = 0
angle = 0
specColor = 0.000,0.000,0.000,0.000
oceanOpacity = 0
spaceSurfaceBlend = 0
enabled = True
order = 200
}
}
Fog
{
fogColorEnd = 0.06401961,0.06852941,0.07921569,1
fogColorStart = 0.2401961,0.2852941,0.2921569,1
skyColorOpacityBase = 0.7
}
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@OhioBob Circling back to the issue of Tarsiss's lakes color- I see in the config that the stock textures for water are used, making it look blue-green from within the atmosphere and while floating in it.
SpoilerThis is significantly different than what's seen everywhere else- in the map view, tracking station, from low orbit in flight, and even the texture file the lakes are blue-white.
SpoilerIs this color discrepancy intended? It seems to me like the water you float in should look totally different (i.e., blue-white, same color as from orbit) than the water back on Gael. I mean, it's methane!
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Yep! If you get far enough from Ciro it gets faint enough that Grannus is comparably bright.
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On a slightly related note, after taking a world's first contract to splash down on Tarsiss, I was at first slightly frustrated at the lack of any equatorial methane lakes, but after getting a drone to one and looking around I discovered just how cool it was that I got off the equator. Something about everything on an angle made for a view that was well worth the plane change.
SpoilerHats off to the devs on this. Thanks for making us work for the coolest views!
Also, I noticed from orbit that the lakes are a milky white but on the surface they're blue-green. Is this intended or a bug? -
Whoever designed Catullus, thank you for the equatorial plateau... Despite a minor explosion on the way up Jeb was still able to make it to the Catullus orbital station thanks to the delta-v savings of starting at 13km altitude. Here's the best picture I got from the whole affair. If anyone's interested in the lander I can share that too
Spoiler -
@JadeOfMaar I figured it would be be most practical to just check the Cercani wiki for the star's orbital stats- https://outer-planets.fandom.com/wiki/Cercani- but (at least on my end) all the parameters are just error messages
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Are you playing on 1.9.1? I had a similar crash recently but the game never generated a crash report.
[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
in KSP1 Mod Releases
Posted
That makes sense- looking forward to seeing it! Perhaps Cernunnos still deserves those Chariklo rings