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MOPC

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Everything posted by MOPC

  1. Tried adding image quality upgrades for the camera part for extra progression in career. I weren't sure if the ModuleNeptuneCamera supports PARTUPGRADE, but to my surprise it seems to work correctly? The upgrades do show up in game and the saved images' quality matches the tech level I'm currently on. I'm not really knowledgeable about the backend workings of part modules, so that was a pleasant surprise Here's the config if anyone wants to try it
  2. Just tried Taerobee in my current early career and fell in love on a sight. Thought I'd share the progress on TURD recolour support I've been working on, the only thing I felt was missing for it to be up-to-date with modern KSP: Not sure if @zer0Kerbal is still maintaining the mod, but if you are the pull request will be ready soon. As per the mod's licence I couldn't release the patches separately since they're derived from original textures. UPD: Sorry, couldn't stop at just the TURD, managed to fix Waterfall support (still relies on StockWaterfallEffects for LOX engines but also Avalanche Plumes for the Little Leo SRB, optional), and added RocketSoundEnhancement patch on top of that
  3. Posting some patches I've been working on: Near Future Exploration. Still playing around with it, so expect updates, but I think I did improve the overall balance already. It's mostly the antennas progression that might need tweaking now. With the included CTT patch, the majority of NFE probes were unlocked in the same node deep into the tech tree, and the corresponding bus structures were for some reason nowhere near them. I moved simple and small probes earlier and merged bus parts with them. RND and QBE cores are unlocked together in Stability as they're nearly identical in stats, so that more probe designs are possible in early game. I also added some new tech tree links: AdvancedUnmannedTech got ScanningTech as requirement to justify the sudden appearance of phased array antennas in that branch; Mechatronics got the heaviest and the most advanced probes, but is now linked to ArtificialIntelligence, connecting two branches together in the end. SmartParts, mostly moves the parts further in the tree the more complex their behaviour is: fuel controllers unlock with fuel systems and actuators, radios with unmanned, condition triggers are spread over the engineering branch with only the basic sensor readers available early on. Taerobee. The first section of the patch hides the AirplanePlus X1 parts, if present. I did spread the parts around the early tree instead of giving them all away at the start. The idea being that a proper first rocket would require collective work of multiple KSP R&D departments. So when you finally get it flying, there should already be some tech to play with and the parts list isn't dead empty as in stock career. Logically, the engines require Basic Rocketry research that also provides you with other parts, control utilities naturally direct you a couple nodes into the engineering branches, a fancy fitting fuel tank requires Fabrication, etc. All that should be more than easy to unlock with just KSC science, even more so if you use Grounded or Kerballoons as start alternatives. Apoapsis & Periapsis Motors combined. SRB kick motors are simple, so you'll get the majority of them before the rocketry branch split, but the heaviest kickers and sepratrons unlock only with appropriately-sized boosters.
  4. Is it even possible to make realistic rivers at the scale this big without massively increasing biome map pixel density?
  5. Thanks for keeping my fav tech tree mod updated! Got some TETRIX configs here that I wrote last year for a JNSQ playthrough. I just updated the mod after a half a year break and think these are still missing, so feel free to include them if needed. They should still work fine if no nodes were moved in the latest mod update: Simple parts allocation patches for Apoapsis & Periapsis Motors and Kerballons. One for Ven's Parts Revamp that adds new nodes for survivability-focused command modules. However, I think I only used a couple odd parts from that mod since ReStock is much more relevant now, so the config might be rather lacking. A big config for AirplanePlus & Open Cockpits that enables some pre-WWII looking parts from the start, places a couple additional but cheap nodes for early aviation and adds a separate but dependent branch for helicopters and advanced prop engines. Did that to slow down the space race, declutter the parts list (I, for example, barely ever used helicopter parts) and add some depth to atmospheric exploration when playing with extra aviation contracts and such. There are custom icons for new nodes, but tbh I have no idea how to upload them here or whether I'm allowed to do so AirplanesPlus & Open Cockpit: Ven's: Apoapsis & Periapsis: Kerballoons:
  6. Jumping on the praise train! Went for a new JNSQ playthrough, but couldn't make myself ignore all those incredible new mods so much that I even started working on a volumetrics patch myself lol. Needless to say that you overtaking me with the release and delivering this beautiful addon makes me so much happier
  7. Correct. 0.077 will work as is, anything above only with the patch. Yes, you will need it for Parallax to work, as there are no configs provided with JNSQ
  8. Oh don't talk that way about yourself! I'm in exactly identical situation, my KSP modding experience is basically just a couple MM patches and reading the forum, learning it all as I make stuff.
  9. Exactly why I asked the developers personally. Licenses are surely to be respected (a least, for public releases), but from my experience modding other games and having my stuff updated/reworked by community after I had decided to step away, they're usually posted rather to protect your work from unauthorised and harmful actions (paid reuploads, unfair reuse etc.), while fan-made updates and expansions often rely on devs' worded permission and can be discussed. If I were to officially make a JNSQ update, I'd say working from original textures would be a respectful and favorable a way to go. That'd ensure the original planets design and stylistic choices have better chance of being preserved. Like, I cannot know if Galileo thoughtfully put that one specific hurricane on Kerbin and if that has any personal meaning to the developers.
  10. Glad to see you guys bringing up this topic here, since I too have been working on a personal JNSQ + EVE volumetric clouds compatibility patch lately, and considered asking you for an upload permission later on if it ever gets "looking good and bug free". I got a question about sort of an edge case for what you discussed. Would it be okay for a public release of JNSQ + EVE patch (especially if you won't find it good enough or your time won't permit to incorporate it into main JNSQ package) to use your textures as base, but edit them significantly in account for new EVE features? Answering the question quoted: reusing the single original texture as is doesn't yield good results, as all that volumetric stuff works quite differently to 2D clouds and needs more data in textures. That means with said patch the clouds layout, general visual design all stay pretty much the same as were made by Galileo, but textures are going to be edited, renamed and reassigned in configs to work as cloud coverage/type/weather maps for EVE. Obviously, I'm not going to take any credit for original textures, all configs will be of my own, and said mod won't work properly without JNSQ as it's fine tuned for it specifically. Would that be possible? @zakkpaz would you be interested in combining our efforts, if permitted? I ported Scatterer configs to new version, and currently am finishing Kerbin clouds galore and got Duna somewhat done, but didn't do much work on gas giants or other planets yet.
  11. Heellll yeah! I need some time to test these patches further (mainly science balance, also BetterSRB has been throwing some B9 errors I couldn't figure out yet ), and then will post the link here
  12. Hi @RoverDude! Just wanted to ask nicely for a permission to post here some personal edits I did to learn MM patching and tweak Sounding Rockets to my liking. That includes: PartVariant compatibility with new "serious" stockalike theme (had to edit your texture for that) Stock science rework + Kerbalism compatibility. I rewrote every experiment to give them different use cases and encourage making of different sounding rockets and tweaking them for each launch (to reach higher, to stay in air longer, to land safely with samples after high hop), also multiple launch programs as some experiments take quite some time to yield full science RocketSoundEnhancement compatibility with custom engine sounds BetterSRB compatibility with their grain profiles and thrust curves
  13. This is a known bug mentioned few pages back, the path to the texture used by these connectors was changed in one of KSP updates. Change their texture path in GameData\AirplanePlus\Parts\Structure and Fuel\ShortBoom\part.cfg and \ShortBoom2\part.cfg to this to fix: texture = placeholder , Squad/Parts/Aero/cones/Assets/Cones
  14. I am so happy to witness this almost live, what a great time to open the thread hahah Thank you to all the developers
  15. @Invaderchaos oh my, this looks fantastic! Mind sharing graphics mods/presets you're using?
  16. Oh, I didn't notice the new patch released Should've just reloaded the page instead of asking dumb questions. Also editing my posts like crazy, it's really hard to get used to old-fashioned forum conversations pace after Discord. Thanks again for the help, and the mod itself of course <3
  17. That sounds really weird - why would console state affect continuous errors in C(G?)PU operations, heh?.. Even weirder is that for me the log spam caused stutters even with closed console (and actually was a reason to open it for the first time ) Anyways, thanks for assistance with the issue. Hope you could get it figured out in next releases ^^
  18. Yep, didn't help me either. I noticed in ksp.log, that the spam begins after packing launch clamps. Just a thought, may this spam be related to some LOD models being broken or incorrectly set up?
  19. Thanks, will try. Here's one more log file, killed the game as soon as the real spam began. Just as @thunder175 said, it popped out of nowhere 40 seconds after launch, effectively dropping FPS to 5
  20. New log from the aforementioned modded game, I extracted it as soon as these errors popped for the first time, so they are close to the end of this file. Game's still loading. btw, is it okay if with JNSQ 0.8 amount of MM applied patches dropped by thousand? That's the first appearance, I believe. After loading new JNSQ models?
  21. Getting a huge performance drop with JNSQ 0.8, got this log on KSP 1.7.3 all DLCs, MM 4.0.3, latest Kopernicus and few visual mods, with terrain scatters enabled - https://www.mediafire.com/file/22hs76tounsxog0/output_log.txt/file I'm talking about this set of entries: On this setup these only appeared in flight (I alt+f4'd afterwards, that's why the log suddenly ends), but on my heavily modded game I noticed them for the first time during loading, and then in-flight. Log spam continued all the way to space, so I think it's not related to old problem with Kopernicus and new terrain features.
  22. That's an insta-download from me! Can't wait to see all these new features Some more pics of my turtle-speed space program, if anyone interested: Please tell me if that's an inappropriate place for all these pics, not really sure where to share them ~_~ UPD: maaaaaan, for real? That's like the most unexpected and unique surface feature we got so far brb building Titanic replicas
  23. This is just amazing, so many new launch sites! Should speed up Kerbin biomes exploration Doesn't KSP use LODs for buildings? I just reached Mun for the first time in JNSQ career, really happy about that. First landing attempt was an absolute failure, though, more than 200 m/s short on deltaV
  24. It's the name of controlling surface part of the model, you can look for it in Blender. They seem to be pretty random, named as author wants :shrug: https://github.com/ferram4/Ferram-Aerospace-Research/wiki/Deriving-FAR-values-for-a-wing-using-Blender-2.7
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