Jump to content

TheGhastModding

Members
  • Posts

    19
  • Joined

  • Last visited

Everything posted by TheGhastModding

  1. The link isn't public, so I can't see the files. I'm aware of this crash being oddly common, but cannot reproduce it. Do you mind sharing your mod list as well? I need specifically the KSP.log file next to the game executable. Mod list would also be appreciated. Thank you. Also, anyone having issues, please try updating KSPCommunityFixes and re-installing KopernicusExpansionContinueder.
  2. This issue occured because the mod's folder got renamed from "Avalon" to "zAvalon" breaking all file paths.
  3. @destroyerofGPUs I cannot help you without a complete copy of ALL of your log files @destroyerofGPUs Your homeworld should be changed to Avalon, and the Kerbol system removed entirely, unless another planet pack is interfering. Check your mod list. But, once again, no logs = no support. Oops, first ping was supposed to be for @NyneTheBeast . Apologies.
  4. Have you tried going to the GitHub repo and doing Code > Download ZIP? Gets you the same files as the SpaceDock download. Also, sharing the exact error you get while downloading or installing would help me, like, actually know how to help you. However, you are the ONLY person I’ve ever met that has issues downloading large files (which seems like a problem at your Internet Service Provider, you should let them know), so I hope you can understand that I cannot take hours out of several of my days to engineer a custom download solution for just one person.
  5. Solakku is canonically located AT LEAST 24,000 ly away from the Sun / Kerbol, assuming it even is in the same galaxy. I could make it happen, but....good luck. (It is canon to Avali lore that their home is close to a galactic core, which is also why the default skybox looks the way it does)
  6. I only ever tried 2.56x scale using Sigma Dimensions, if you mean that. It works fine as in, its not bugged at all. But I don't know how it affects difficulty in this already fairly challenging mod. Good Luck, I guess? I'm striving for a higher-quality experience then that though, so I will definitely not do that. As for the KSC people, I don't know if they can even be replaced. I cannot find the code for them, so it is possible they're not even physically in the game, and just pre-rendered GIFs or something.
  7. Unlikely for now. I'd need a way to generate Avali textures on the fly in a way more than "randomize three colors". I do like how each Avali in the pack right now has a unique look. Its quite a different challenge than generating Kerbals procedurallly, since those only need a unique name, and then re-use the same texture. I may, however, boost the amount of Avali in the mod to 20 - 30 at one point, and force the game to only show Avali in the astronaut center until they run out. That should be all most people need, especially in Career. Never going to replace Jeb & Co, though, because I think that might make some people upset.
  8. 24/01/2024: Important update 0.2.0! Major performance fixes! Read the two sections below "Download" for more info. APP (Avalon Planet Pack or Avali Planet Pack) is a planet pack for KSP, built to tell not the story of Kerbalkind’s first venture into space, but that of the Avali, the avian alien species known from the popular Starbound mod. Avalon comes bundled with a mod to replace some of the Kerbal models in-game with Avali, and some flavour texts have been changed to include Avali references. APP has you start from the Avali homeworld of ’Avalon’ (hence the mod’s name), which isn’t a planet, but a moon orbiting an Ice Giant! This means an abundance of early-game destinations and science, but it’ll only get harder after that. Avalon is orbiting Solakku, a high-mass star near the galaxy’s core. Having a more massive star means planetary orbits are scaled up compared to the stock Kerbin system. Transfer windows are rare, transfer times long, and antennas don’t reach nearly as long as you might want them to. To make it far, you will need to plan ahead, and get the most efficiency you possibly can out of each launch. ISRU will be a heavy part of any playthrough, and Avalon is ready, with complete configs for CRP, SpaceDust and Kerbalism resources. There is also three interstellar destinations in the pack: Crest, a red-dwarf directly orbiting Solakku. Karat, a dead white dwarf a medium distance away from Avalon, and Amber Light, a red giant flying by the rest of the systems, luckily quite far away. Avalon Radius: 0.75 Kerbin Radii Gravity: 0.25g Atmospheric Pressure: 1.5 atm Orbiting: Valaya, ice giant Avalon is difficult to launch from, due to the intense atmospheric drag, through an optimal location for building SSTOs (you can break orbital velocity at sea level or eject to escape velocity using only jets), and, being a moon, also provides an increased difficulty for navigation. Its surface is covered in oceans made not out of water, but of a mixture of water and ammonia, as the mean surface temperature is a round -30°C. It does still posses an ocean of liquid water, but deep underground, warmed by tidal forces. Its surface is additionally cooled by the constant presence of a cloud cover blocking light from reaching the surface. Its perfectly habitable conditions for the Avali, an ammonia-based life form. It shares the sky of Valaya with 5 other moons, some easier to reach than others. They will be your most valuable locations for early exploration, and good spots for fueling up. The journeys between planets here will be long and fuel-intensive. System Layout Full map of all solar systems in the pack (names only, no image spoilers): Map of just the Solakku system, with images of each celestial body (slight spoilers!): Screenshots (spoilers) Tips for playing Build relays! The stock antennas aren’t anywhere powerful enough to reach even the outer planets, so you will need to strategically deploy relays not just around the planets, but also orbiting Solakku itself. Over-do transfer burns! Even getting to the nearest planet to Avalon takes over a decade. Getting to one of the outer planets takes up to 200+ years. It is basically required to burn additional dV on each transfer to get to where you’re going in a reasonable amount of time. Near-Future electric engines are really good for this. Launch multiple missions per transfer window! A few particular windows only come around every few decades (the window to Edith being the longest, only once every 20 years), so you really need to launch all the missions you can for each. ISRU is your friend! SpaceDust is a heavily recommended install. The other moons make for really good places to fuel (or build, depending on your mods) interplanetary crafts. If in science mode, set science rewards slider to 40% in difficulty settings for a more balanced experience. Bundled mods These mods are required, but included with the pack download, and you shouldn’t need to install them individually. Better Skybox (custom-made for this pack, License: MIT) Tholin’s PQS Additions (custom-made for this pack, License: MIT) Required mods These mods must be installed before the planet pack. Kopernicus Kopernicus Expansion Continueder Scatterer KSP Community Fixes (see "Known Issues" below) Heavily recommended mods! The pack will technically load without these, but may be unplayable past a certain point. I designed the pack with these mods in mind. Avali Space Program Near Future Technologies Far Future Technologies Though KSP-IE should also work Community Tech Tree JX2 Antenna EVE In general, you will benefit from having a large set of mods while playing this pack. Mod support Additional, APP supports the following mods, if you have them installed: Community Resource Pack SpaceDust Planet Shine Distant Object Enhancement EVE Rational Resources Kerbalism (resource configs only) Known Issues You will need to install KSP Community Fixes and disable the stock manouver tool in its settings, or else the game will lag heavily, and eventually crash when orbiting one of the other three stars. This happens even when not currently using the manouver tool, as its code is always running in the background. This is a stock KSP bug, and not something I appear to be able to fix, unfortunately. Distant Object Enhancement may interfere with my custom skybox shader, which will appear in-game as the skybox being way too dark. To fix this, go to the Distant Object Enhancement settings in the toolbar, and disable the option for Max Skybox Brightness On some of the smaller moons in the pack, placing a flag will occasionally result in the flag spawning displaced far above the surface. Not technically an issue, but nothing in the interstellar star systems has been playtested in science or career mode yet. Expect typos in flavor texts, broken science rewards, and low terrain detail. Note on upgrading When upgrading versions, always make sure to completely uninstall (delete) the previous version first, or you may end up with duplicate files that break the mod install. Download From SpaceDock Config File A config file exists in GameData/Avalon/0-settings.cfg (as of version 0.2.0). Here, you can change some settings including disabling the interstellar destinations if you have little RAM (it won't disable the stars themselves, but their planets). If you are daring, you can edit GameData/Avalon/2-Contracts.cfg where I had to put the lines forcing Kopernicus' on-demand texture loading on. Only set this to false if you have 32GB of RAM or more. Will provide a really good performance boost when on or near a celestial body's surface, though. 24/01/2024: Update 0.2.0 Introduced the config file Now forcing on-demand loading on so the RAM requirements of the pack are no longer astronomical Download size reduced by almost 2GB Fixed Musoya deleting any vessels in its SOI Asteroid belts added around all stars and some planets I switched to a new kind of custom PQS node for 16-bit heightmaps. This doesn't reduce RAM usage of the mod, but reduces download size, install size and load time significantly. Source Source codes for the plugin components of this pack are available on GitHub: BetterSkybox - Tholin's PQS Additions Source for the pack itself is here! Special thanks Various people in the Luna's Mods discord server, for helping me fix issues in the pack. Techo, for his contributions in the form of the moon Ghorun, and Avalon's cloud textures. Everyone who playtested the pack before release! License This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. CC-BY-NC-SA 4.0
  9. I also agree. Feel free to add me too. I have yet to release my largest project, but I contributed to both Planet Jam 1, Planet Jam 2 and Kopernicus Expansion Continueder. Although I have personally chosen to hold off on porting my mods to KSP 2 until the game has reached 100% feature parity with the original, I wish everyone else the best of luck, and happy modding!
  10. They clip. And there is really no way to fix this. Just gotta ignore it. Ah, you got me there. In the next update, I was going to add a config option to make all Kerbals into Avali. No more Kerbals. That'll be a sure way to find out its working. For now though, just look for any names in the Astronaut Complex that don't end it "Kerman".
  11. About Avali Space Program is a little mod I created that adds a few Avali (an alien race most well-known from its appearance in a Starbound mod) as playable characters into the game. This mod doesn't replace the Kerbals, but rather adds the Avali alongside them. Avali astronauts will randomly appear for hire in the Astronaut Complex at the KSC. The mod simply swaps out the 3D model of the Kerbal head on the Avali astronauts. It is purely visual and doesn't change any gameplay. Screenshots Licensing All texture and animation assets are All Rights Reserved to me. All 3D model assets are derived from the Da'vali VRC Avatar model, which is All Rights Reserved to Rai Kitamatsu and used here in compliance with the usage rules set forth by the asset's creator. All plugin source code is distributed under the MIT License. This project uses the Poiyomi Unity Shader, which is licensed under MIT. Downloads All downloads are available on the GitHub repository here. Support I've programmed the plugin to print additional error and debugging information into the game log in case of an error, so PLEASE provide me with your game log if you run into any issues. It will contain all the information I need to help you.
  12. 55 minutes is actually very fast. It usually takes me (Xeon E5-1620v4) 2-3 hours. I don’t see why not. P9 is even farther away from Kerbol then Soden, so it shouldn’t interfere with any of MPE’s orbits.
  13. Well, procedural solar systems are a dream of mine as well, but, as you can imagine, very difficult. While creating the generator application for this pack took only about a month, the ProceduralPlanet library took very long to develop. I think I created the project files for it sometime mid-2019.
  14. About Planet 9 (P9) is a KSP planet pack that adds the theorized 9th planet of the solar system plus it’s moon system into Kerbal Space Program. However, unlike other planet packs, this pack is entirely proceduraly generated. This also doesn’t mean that the pack’s textures are pre-generated. Infact, the pack download comes with no textures in it at all. Instead, it ships with a custom application that you need to use before being able to play the pack, that proceduraly-generates a new set of textures and models, just for you. Everyone who downloads and plays this pack, will play using a completely unique system of moons around Planet 9. You can even customize your moon system inside the application, and create the perfect system for yourself. This is accomplished through my "ProceduralPlanet" procedural celestial body generation software library. Though it is intended for general use in game development, I am using it here to produce this proceduraly generated planet pack for Kerbal Space Program. Currently, this project is still only a proof-of-concept and will receive further development. Therefore, any bug reports and suggestions are greatly appreciated. However, please note that only the textures and models of the major moons are proceduraly generated. Their physical characteristics and orbits are fixed, though they were determined initially by an algorithm as well. Screenshots Note: because this planet pack is proceduraly generated, the screenshots shown here only represent random examples of the generator's capabilities. Though the pack download does come with some default assets for Planet 9 due to technical reasons, none of the shown moons will appear in your game exactly as seen. As explained previously, your system will be completely randomly generated. Installation Planet 9 is a little bit more difficult install then your regular planet pack, due to the requirement of needing to run the procedural generator first. The download link below will contain a .zip file which, as you're probably used to, needs to extracted into your KSP install's GameData folder. This pack does require the "VertexHeightMap" Kopernicus Expansion from VabienArt’s fork of the Kopernicus Expansions, which can be found here: https://github.com/VabienArt/KopernicusExpansion-Continueder/releases However, a compatible build of this expansion should always be included with the download for this pack. Additionally, while this isn't a strict requirement, it is recommended to have OPM installed, simply so that Planet 9 actually is the 9th planet from Kerbol. You may also want to install an Orion Drive Mod. Just trust me on this. You will need it. Before being able to run your game, you need to run the procedural generation application to create the textures and models unique to your system. However, instructions on using the generator application would blow up this forum post. Instead, I have added usage instructions to the GitHub repository for this project, which can be accessed at this link: https://github.com/89Mods/Planet9/blob/main/README.md Please read the contents of this page very carefully! The generator application in a sensitive piece of software, and will not work at all if you do not follow the instructions to the letter! Visual mods This planet pack comes with scatterer configs for the two celestial bodies in it that have atmospheres. Otherwise, no other visual enhancement mods are utilized in this pack. Support If you have successfully ran the generator application, but cannot start your game, you must provide the Kopernicus log files, or I will be unable to help. If you are trying to run the generator application but get an error, you must show me the exact error message. If the generator application instead freezes with no error, ensure that you have correctly followed the usage instructions for the application. If you did and are still experience this problem, you can send me a message, and I will do my best to help. Licensing This planet pack and the generator application are published under the GNU General Public License v3. Download The current version of the planet pack is 1.2.0 for KSP version 1.12.x, and can be downloaded from the project’s GitHub page here: https://github.com/89Mods/Planet9/releases/tag/1.2.0 Please make sure to carefully follow the installation instructions above, as this is not a simple planet pack. Changelog Credits
  15. Thanks for the warning. I've added a License to the download and GitHub repository, and named it in my post. I hope I got things right this time. Please let me know if there's anything else I may want to fix.
  16. Knossos - A moon completely covered in a maze Knossos is a mod that I created while experimenting with various maze generation algorithms. I ended up successfully mapping a maze to a sphere, and imported the thing into KSP. And now, due to popular request, I'm releasing it for everyone to enjoy. Download available on GitHub: https://github.com/89Mods/Knossos/releases/tag/1.0 This mod requires Kopernicus to also be installed. You can download Kopernicus here: Description This mod adds a new moon into orbit around Kerbin, which is completely covered in a huge maze. The walls of said maze are high and steep enough to prevent most rovers and Kerbals from walking over them. So you'll just have to cheat with rockets instead solve it properly. There is a solution to the maze, as it stops around the poles, which could be considered the "end" of the maze. The moon itself is half the size of The Mun, but its orbit around Kerbin is behind Minmus', and is also highly inclined and eccentric, making it difficult to get to in the first place. More screenshots License This mod and its source code is distributed under the MIT License.
  17. Today, I tried my hand at modding the game for myself. Ended up creating a moon that is completely covered in a maze.
×
×
  • Create New...