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KSP2 Release Notes
Everything posted by MOPC
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[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
MOPC replied to theJesuit's topic in KSP1 Mod Releases
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: -
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
- 129 replies
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- volumetric clouds
- scatterer
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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
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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.
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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.
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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.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
MOPC replied to RoverDude's topic in KSP1 Mod Releases
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 -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
MOPC replied to RoverDude's topic in KSP1 Mod Releases
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 -
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
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[1.12.5] Restock - Revamping KSP's art (August 28)
MOPC replied to Nertea's topic in KSP1 Mod Releases
I am so happy to witness this almost live, what a great time to open the thread hahah Thank you to all the developers -
@Invaderchaos oh my, this looks fantastic! Mind sharing graphics mods/presets you're using?
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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
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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 ^^
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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?
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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
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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?
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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.
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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
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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
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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
- 940 replies
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- aerodynamics
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Create a .cfg text file anywhere in GameData folder and add needed configs to it. As simple as that
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- aerodynamics
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Sent my friend to space in JNSQ career, got some more science from KSC and local biomes, landed on VAB with barely controllable VTOL, found out that probes cannot hold prograde Beware of 8k picture! https://imgur.com/a/Y5uml6B @MiscelanousItem beautiful pics man, absolutely love the lighting on those!
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Y'all probably seen this thousands times, but I'm pretty happy to finally reach high space UPD: Back to contracts and biomes - looks like weird situations stopped appearing in newly created contracts, so I'm pretty sure that the fix worked @JadeOfMaar
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@JadeOfMaar owo, that's cool! I'll send a mission to Sub-Arctic Sea ASAP to check the update, but looking at color HEXes on the map it all looks good now