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Posts posted by Tonas1997
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Suggestion: a Cryonics node for DeepFreeze
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Any news on RealETNOs?
EDIT: I just saw your new mod thread and I understand the decision to halt the development of Real Expansion. If that's okay with you, would you mind explaining what specific stability improvements you were making to the modpack? I want to try and make the rest of them more stable - for personal use, obviously.
For instance, by comparing the current version of RealMoons with an older release I can see some PQS nodes were erased (ex: Adrastea):
VertexSimplexHeight { seed = 3339067 octaves = 3 persistence = 0.5 deformity = 10 frequency = 3 order = 12 enabled = true } VertexHeightNoise { seed = 45 deformity = 20 frequency = 5 lacunarity = 2.5 persistence = 0.5 octaves = 2 noiseType = RiggedMultifractal mode = Low order = 13 enabled = true }
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Reporting yet another crash under the same circumstances. Playing with RSS.
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33 minutes ago, Nightside said:
I haven't found a way to link specific scatters to biomes does anyone know if that is possible?
This is the billion dollar question. It makes sense for biome-specific scatters to exist - even more so than latitude-based placement.
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This is kind of a trivia/implementation question, but I've seen some people discussing how hard it is to implement signal delay with a bunch of different mods - ergo part modules - as you need to capture and cache each of their actions (deployable science from DMagic, starting or configuring KSPI/NF reactors and engines, and so on) via hardcoding.
Is this accurate, or could I expect Signal Delay to play well with a lot of different mods? I can test it, but I wanted to know beforehand how it'd work.
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Hmm... I think this is how I'd add scatters...
LandControl { altitudeBlend = 0.1 altitudeFrequency = 12 altitudeOctaves = 2 altitudePersistance = 0.6 altitudeSeed = 12249 createColors = True createScatter = True heightMap = BUILTIN/Home2 (G) for Aster latitudeBlend = 0.1 latitudeFrequency = 5 latitudeOctaves = 5 latitudePersistance = 0.6 latitudeSeed = 47373 longitudeBlend = 0.6 longitudeFrequency = 4 longitudeOctaves = 4 longitudePersistance = 0.6 longitudeSeed = 768453 useHeightMap = False vHeightMax = 40000 order = 999 enabled = True name = _LandClassOcean scatters { Value { materialType = DiffuseWrapped material = BUILTIN/scatter_rock_kerbin mesh = BUILTIN/boulder castShadows = True densityFactor = 0.25 maxCache = 512 maxCacheDelta = 64 maxLevelOffset = 0 maxScale = 1.5 maxScatter = 10 maxSpeed = 200 minScale = 0.15 recieveShadows = True name = boulder seed = 123887 verticalOffset = -0.25 instancing = False delete = False Material { mainTex = BUILTIN/rock00 color = 1,1,1,0.621999979 diff = 0.2 } } } landClasses { Value { alterApparentHeight = 0 alterRealHeight = 0 color = 0.180000007,0.100000001,0.0700000003,1 coverageBlend = 1 coverageFrequency = 2 coverageOctaves = 4 coveragePersistance = 0.5 coverageSeed = 121214 name = BaseSun latDelta = 1 latitudeDouble = True lonDelta = 0 minimumRealHeight = 0 noiseBlend = 0.5 noiseColor = 0.280000001,0.100000001,0.0700000003,1 noiseFrequency = 8 noiseOctaves = 4 noisePersistance = 0.5 noiseSeed = 453737 delete = False altitudeRange { endEnd = 1 endStart = 1 startEnd = -1 startStart = -1 } latitudeDoubleRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } latitudeRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } longitudeRange { endEnd = 0.5 endStart = 0.5 startEnd = 0 startStart = 0 } scatters { Value { density = 1 scatterName = boulder delete = False } } } } }
...but goddamn, I can't find any documentation for any these fields! Why are there even two scatters nodes?!
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12 hours ago, KerikBalm said:
I only know how to add pre-existing scatters to a new planet (like making hte trees normally only found on Kerbin appear on Duna), but I know of at least one mod that adds entirely new terrain scatters (or are they BG surface features? I don't know) - and I do not know how to do that.
And what I do know what to do, my understanding is a bit fuzzy on some points.
I understood well enough for this though:
To my mod world rald, I added grass tufts that appear underwater and at low elevation:
With grey rocks that appearing at the same elevation (and higher)
Red duna rocks that appear at the higher elevations
And I've tried trees too, but I ultimately cut them.
and I made a mod adding small asteroids in orbits similar to Dres... my first attempt at giving them scatter had the density way too high.
Thanks! I'm trying to add terrain scatter to the RSS bodies, but I'm completely clueless on how to do that. Trying to land on Europa's penitentes would be a proper challenge...
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I mostly use Planetary Base Systems, with Stockalike Station Parts Expansion Redux and Tokamak covering long-term space habitats.
Civilian Population also looks great, but I'm waiting for Kerbalism to update to configure the big greenhouses!
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8 hours ago, KerikBalm said:
I only know how to add pre-existing scatters to a new planet (like making hte trees normally only found on Kerbin appear on Duna), but I know of at least one mod that adds entirely new terrain scatters (or are they BG surface features? I don't know) - and I do not know how to do that.
And what I do know what to do, my understanding is a bit fuzzy on some points.
I understood well enough for this though:
To my mod world rald, I added grass tufts that appear underwater and at low elevation:
With grey rocks that appearing at the same elevation (and higher)
Red duna rocks that appear at the higher elevations
And I've tried trees too, but I ultimately cut them.
and I made a mod adding small asteroids in orbits similar to Dres... my first attempt at giving them scatter had the density way too high.
Thanks! I'm thinking about adding terrain scatters to RSS, but I'm a bit clueless on how to do that. From what I understand, Kopernicus also allows us to enable scatter colliders; trying to land on Europa's penitentes would be... interesting, to say the least
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37 minutes ago, hypervelocity said:
check Real Exoplantes by @AndrewDraws
Yup, that's the one I'm using!
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2 hours ago, "Our Benefactors" said:
Interstellar? In RO??? You must be insane
Just get a star system pack, handwave the ridiculously unbalanced sci-fi parts, press warp, go make dinner... and done!
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Is there some sort of comprehensive guide on adding terrain scatter to a planet?
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11 hours ago, Mandella said:
I'm also having this problem in 1.8.1. I'm not sure what KST is though, but I have about a hundred other mods. Could you show an example of which file to edit and how?
KCT stands for Kerbal Construction Time which, besides adding construction times to your rockets, also allows you to manage multiple pads. Both mods play well-ish together, with Kerbal Konstructs' own pads being recognized by KCT.
Anyways, to open your pads, just go to GameData > KerbalKonstructs > NewInstances and look for the launchpad config file. Open it and it should look something like this:
STATIC { pointername = TLC_36 Instances { UUID = 11311ff1-14d5-40d9-9a8c-9da830e1a8b7 CelestialBody = Earth RelativePosition = -11.3860998,-2.66599989,-5.51499987 Orientation = 0,170,0 isScanable = False ModelScale = 1 VisibilityRange = 25000 Group = LC-1 GrasColor = 0,0,0,0 LaunchSite { FacilityType = KKLaunchSite OpenCost = 0 CloseValue = 0 FacilityName = LaunchPadTransform = TSC_36_spawn LaunchSiteName = LVP-1 LaunchSiteAuthor = Damon LaunchSiteType = VAB LaunchSiteDescription = Tundra's Launch Complex 36 LaunchSiteLength = 7 LaunchSiteWidth = 7 LaunchSiteHeight = 50 MaxCraftMass = 50 MaxCraftParts = 250 InitialCameraRotation = 90 ILSIsActive = False ToggleLaunchPositioning = False OpenCloseState = Closed LaunchSiteIsHidden = False Category = RocketPad } GrassColor2 { GrassMeshName = TE_GRASS MaterialOffset = 0 GrassColor = 0.284799993,0.340900004,0.204600006,1 NearGrassTexture = BUILTIN:/terrain_grass00_new NearGrassTiling = 0.150000006 NearGrassGrayScale = False FarGrassTexture = BUILTIN:/terrain_grass00_new_detail FarGrassTiling = 0.00700000022 FarGrassBlendDistance = 110 FarGrassGrayScale = False TarmacTexture = BUILTIN:/ksc_exterior_terrain_asphalt TarmacColor = 1,1,1,1 TarmacTiling = 100,100 TarmacTileRandom = False TarmacGrayScale = False BlendMaskTexture = TundraSpaceCenter/Pads/TSC_36/TLC_36_Mask } } }
Just change OpenClosedState to "Open" and you're good to go
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Ok, just to confirm no one else is having this issue: are you able to save the grass color on your launchpads? Do they show up with the correct color after restarting the game?
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I've had the game freezing when enabling PRE in-flight. When restarting and going to the launchpad, it froze again (the settings file confirms the mod was enabled on the second freeze).
Now, I am playing with RSS in 1.8.1, and the latest 1.9 PRE release might have fixed my problem. Would that version be backwards-compatible, or is it hopeless?
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Update: just confirming that yes, I do need to mark the site as Opened by manually editing the instance file. Afterwards, it will work flawlessly, both in vanilla and KCT.
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I just had a crash using this mod in 1.8.1, just as a porkchop plot was being rendered. I know it hasn't been updated to this version yet, just posting this here for reference:
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3 hours ago, Nightside said:
Works for me, but I’m not using KCT at the moment.
Are you able to select a launchpad in the VAB?
Yup. I mean, I can open (and select) new launchpads from the VAB but they don't remain open when I come back. Also, if I try to brute-force it by closing the vanilla pad, only opening the new one and selecting it, it still takes me to the vanilla pad...
EDIT: after further testing, it does appear that opening the pads from the VAB is completely broken. I was only able to launch on a new pad once I physically edited the instance file itself. Even after opening the pad in-game and closing KSP, I get this:
OpenCloseState = Closed
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Is the mod working in 1.8.1 for anyone? For the life of me, I can't launch from KK launchpads - either vanilla or through KCT.
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1 hour ago, "Our Benefactors" said:
Haha sounds good then! I've been drowning in school work at the moment so I might be a while on RealTNOs update release. Are you playing realism overhaul?
Yup
I like having more long-term goals such as exploring beyond Neptune or even interstellar colonization
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Is it possible for a CONTRACT_GROUP node to have multiple agents? I want to, for instance, make it so that contracts on group "Satellites" are randomly assigned by a pool of agencies based on real-life satellite providers, but all the examples I find only contain one agency per CONTRACT_GROUP.
CONTRACT_TYPE, on the other hand, allows for a random contractor to be assigned by omitting the "agent" field. My question is: will this selection be made from the entire set of agencies, or is it possible to specify a subset?
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10 hours ago, "Our Benefactors" said:
Oh I thought I fixed that
That'll be a fairly easy fix I can integrate over the course of patching, and I can probably get the ones I've released fixed by tomorrow
I'll see about doing RealTNOs tomorrow as well. All the framework and textures are written, they just need tweaking. I was trying to decide on which to do yet. I'd love to see some screenshots of you playing RealMoons. Some of Jupiter and Saturn's moons give really pretty views if you play with RSSVE
lmao, you might have to wait a while I'm playing career and still trying to do unmanned lunar landings... but my first probe to the outer planets will probably be part of a grand tour-esque mission!
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Damn, that was quick! Can't wait for TNOs, but I'll test RealMoons right away!
Also a minor thing: for those of us playing with RealExoplanets, could the textures folder be renamed to something like RealExpansionTextures to avoid confusion? REX also stores its textures in a folder named "REX-Textures", which leads to files ending up disorganized.
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1 minute ago, SpaceFace545 said:
Regular KSP doesn’t even need a gpu to run decently-emphasis on decently.
I have an MX150 which, with scatterer and EVE on RSS, reaches 20+ in the atmosphere and 40+ in space. I reckon KSP2 would be able to natively render those sorts of graphics even faster with optimizations. Those predicted requirements shouldn't be taken as accurate, imo.
[WIP][1.8.x] SSTULabs - Low Part Count Solutions (Orbiters, Landers, Lifters) - Dev Thread [11-18-18]
in KSP1 Mod Development
Posted
Do the heatshield types have different max temperatures?