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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
Oh thank you so much!!! I apologize I'm only just now seeing this, I was working late yesterday. This makes a lot of sense...- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
SpaceDock and CKAN currently only carry the initial 1.1.0 build which includes very broken Parallax Configs, I have tried several times to upload the 1.1.1 update to SpaceDock to no avail at this point. Anyone intending to use MPE's Parallax integration should install the mod from GitHub! I have added a disclaimer to the front page as a temporary warning while I remain unable to upload the new build. That's wild, I've never heard or seen any mod produce an effect like that, I will attack that issue by fixing the infinite loading bug (which should stop the subsequent occurrences). I will attempt to keep in touch with you regarding playtesting opportunities in the near future.- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
Do you have your Kopernicus Log files? That's very troubling to hear, and I'm deeply sorry.- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
Unfortunately most images were unable to be recovered, I have restored the front page but Page 12's screenshots are lost. Parallax Scatter densities are W.I.P. and are problematic for some planets (and sometimes regionally). If you are having performance issues and wish to continue using Parallax with MPE, going into Gamedata/MPE/Patches/Parallax/Scatters will bring you to the scatter configs and you can delete the configs for the offending planets. MPE's new update was my first time learning how to integrate Parallax Support, so there is absolutely room for improvement, adjustments are likely to come in future. As an additional note, in a small collab with @WarriorSabe, MPE's latest GitHub branch now includes a compatibility patch for her pack, Edge of Eternity. MPE's bodies are of course a non-canon additions, with EoE sporting its own assortment of minor bodies already, but an overlap in players has been noted, and we decided to cater to those people.- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
I am aware of a problem with MPE's new Parallax Support, I have just gotten home from work (and the forums are working now) and I have begun looking into it. @modus The main new addition is the SpaceDust configs added by @DareMightyThingsJPL along with some minor bug fixes, but otherwise the same. (Aside from being now available on SpaceDock)- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
Somehow nearly all of my Imgur posts have vanished...? Very strange. Unsure how to fix it, but I will try reuploading what I have and fixing it that way. Bit of a somber update, but I may not be able to pull off full Parallax Support in a timely manner due to complications with my KSP install and rather grueling hours at my job. But I don't want to wait forever for a chance to complete the most incredible update ever if it means we never release. I will attempt to clean up what I have and release it as MPE 1.1, on GitHub and SpaceDock, and perhaps a future MPE 1.1.1 can carry the outstanding features over the finish line (assuming I get the chance.) Regardless, this is by far the largest update MPE has received since its inception, including numerous new features, increased functionality, an overall better user experience, and critical contributions from wonderful people on the forums, that bring MPE closer to the wider standards of the planet modding scene! I am more than excited to have finally done this.- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
Thank you for your contributions! I will do my best to get these integrated, though I was unable to confirm any functionality from the Ervo config you sent me. Being someone inexperienced with SpaceDust, is there something I'm missing? I have downloaded both SpaceDust and SpaceDustUnbound, and it seems to be working for the stock system planets.- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
Happy Holidays wonderful people! Progress on MPE 1.1 has slowed this week, I have been spending a lot of time with family lately, and I do not doubt the same is true for many of you on the forums! As a late Christmas Gift, I would like to showcase what I currently expect to be the last major new feature for Minor Planets Expansion's 1.1 update: Parallax Support! This Parallax Support requires the Parallax Stock System assets, a decision made both to reduce the time needed to release this update and also keep MPE's total filesize relatively small. Someday I may return and do a separate download that allows for a more original spin of Parallax Support for MPE, but for now we're keeping it simple (though I am trying to be a little fun and somewhat derivative with it as I learn the system, and as a small aside I do intend to leave the more exotic scatters as unique elements of the stock planets; as Linx intended)!- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
I will see about getting this in soon!- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
If you make these configs I would more than happily include them within MPE officially! Ervo's atmospheric composition is canonically: 94.7% Nitrogen, 3.6% Molecular Oxygen, 1.7% Carbon Dioxide, with Trace Ammounts of Carbon Monoxide, Ammonia, and Methane. In the optional patches, Jool is given dark rocky rings, the rings already present around Sarnus and Urlum are given backscattering support, and Neidon is given a collection of thin icy rings. Sarnus is also given two additional water ice rings based on the E and G rings of Saturn, they are only visible from the back. Thank you for your support!- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
We got all of it figured out! The new KSE Patch is now up on GitHub alongside some small file optimizations!- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
Sounds great! Also, I was just in contact with Smushanoob, creator of KSE, and neither of us were quite sure what that eccentric brown planet in your screenshots was...? Is that from KSE or a different pack? I don't seem to have it in my game- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
Ah! re: that patch you mentioned thank you for pointing that out! The ring patches used to all be one config, I originally made that small addon for two friends of mine and their KSP playthrough, when I separated them I forgot to change the logic I will fix that quickly! I did download KSE last night and took a look around, I'm a bit split on how I'll organize the dwarf planets within the new outer system (that extra planet makes things interesting, I might put Ervo and Soden beyond it?) but open to suggestions!- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
Greetings again! I'm here to post some teases for the MPE asteroids and their new art passes! MPE's asteroids were always the weaker of its objects whenever I looked back on this project, so I'm very glad to give them some much-needed love. Vant and Crokslev received relatively minor touch ups, but Zore and Edas are rocking some very new looks! See for yourself: Wanna really see for yourself? You can check out MPE 1.1's new features early on the Official MPE GitHub! Note everything is in a very experimental state right now, this isn't a full-release yet! But if you encounter any problems, let me know! You might even find a few extra bonus features...- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
I am aware of the recently released Kerbol System Expansion, and I think it's a rather impressive piece of work! I do indeed intend to create a patch that places MPE objects into appropriate locations among KSE's outer planets, I haven't quite gotten around to it yet, but I will! Need to download the pack and see where its planets are located relative to OPM's, if they're similar we might not need to change MPE's OPM layout very much to make it work.- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
Hello lovely people! During this time of revisiting MPE, I've decided to place emphasis on increasing the functionality of the pack's current contents over adding additional objects. To that point, while I'm working on art passes for MPE's resident asteroids, I'd like to show you a new feature I've wanted to add for a long time: Stock System Compatibility! That's right! OPM is no longer a soft-requirement for MPE! When OPM is not installed, the orbits of Havous, Mracksis, Ervo, and Soden are brought inwards (kept proportional in distance to Jool as they were with Neidon, I opted for this over assigning new resonances for the sake of ease, but this may still change). Crokslev meanwhile is moved from being a centaur into the leading Lagrangian point of Jool, becoming a soft-representative for trojan asteroids! Where relevant, some objects have had their descriptions changed to avoid mentions of the OPM worlds, and swapping them in for descriptions that reflect their new contexts. (For example, Crokslev has a completely new description, and Havous is referred to as "Eeloo's sister" as opposed to "Plock's sister"). I would like to add compatibilities (and appropriate physically-based descriptions for all objects, that do not reference other planets) for more systems and even some OPM alternatives going forward, but I'll wait until all objects have received their art passes to do so! I'll be showing off the new looks for the asteroids soon!- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
Since I last posted, Havous' moons, Mracksis, and Soden have all received some visual improvements, all the aforementioned bodies plus Flake and Lon have also have visual bugs fixed, all have received terrain scatters, and some have had their terrain forms improved as well. With all post-Neidon bodies given some new love, I've begun looking into a compatibility patch for the stock system so that MPE, after four years in the wild, can be used standalone without OPM!(More accurately, moving the current orbits into a special patch for OPM, while new default orbits for the stock system are read by default.) P.S. Skipper Belt is a name I've wanted to assign to the Kerbolar System's outer belt for a long time now. Unclear how heavily I'll lean into the term in new descriptions/science definitions. Other than that, I've been rather occupied lately (and for good holiday reasons! nothing bad!) so progress has somewhat slowed. But don't fret, I'm still working when opportunities present themselves.- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
Here's two additional teasers! Today managed to be decently productive for the mod, focusing on Havous.- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
Here are some additional screenshots: Been doing experiments to see what can be done to create near-waveless oceans with Scatterer. Cascading wavelets and ripples dance around the partially-submerged probe. This effect isn't perfect yet and there are some visual bugs I'm trying to smash. Some touch-ups have been given to Ervo's appearance from space, most notably there is now scatterer support for its (newly extended) atmosphere, but the normal and colormap have received adjustments as well. Archae in this screenshot was not changed to use the Vall terrain textures at this point. Archae has similarly received some additional touchups to its color and normal maps, and both objects have had additional complexity added to their procedural terrain elements. And here's a shot of sunset on Ervo!- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
Yes, we are really working on this! Progress has been slow, but already there are some noticeable enhancements over the previous MPE build! (This is of course nothing groundbreaking, largely just thanks to knowing how to use systems I didn't know how to use at the time, such as terrain scatters. Regardless, we will be certainly leaving MPE nicer looking than when we left it!)- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
I hadn't seen that before! That's some really stunning work! We're continuing to experiment with the "official" scatterer support, today we're playing around with the reworked atmosphere curves and adjusting our own take on Ervo's atmosphere visually, (it'll be more blue than purple). Things have been a little busy these past few days, so time has been tight, but I'm hoping towards the end of the week my schedule will begin to open up, and I'm hoping to have something worth sharing.- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
No promises yet, but I'll remember to look into it this week!- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
@Manul All good points! Yes, Ervo is the only body that could benefit from a traditional application of these mods, which is why focusing on Ervo right now! Ervo's atmosphere as currently implemented is incredibly unrealistic in terms of its low-lying distribution, and will be reworked into something more akin to Pluto's (which funny story it was originally going to be that way, but at the time I didn't realize it was the more accurate model, I forced it to be low-lying). As for the lakes, they're going to be largely stagnant, the only excitation experienced by the lakes would be slow, occasional glaciology (which wouldn't create waves in observable timescales, let alone be done within KSP), and the tidal forces of Ervo's moon Archae (assuming they aren't mutually locked, I'll have to double check that too, but this too would be quite subtle). That being said, there is plenty of room for adjustment in MPE that could enhance the appearance and experience of the mod with very little effort! I'd like to touch up near-everything a least a little. I'm also planning to include some optional bits of bonus content* for the OPM/MPE system, such as enhanced ring textures I personally made for some friends of mine that utilize the new shaders Kopernicus has added since MPE's release back in 2019. *I'm not adding more objects- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Exo's Lab replied to Exo's Lab's topic in KSP1 Mod Releases
Hello all! I don't know if anyone is still around, but after a long time and a lot of life later I am trying to get the lights back on for Minor Planets Expansion. End goal is a nice update to freshen and tidy things up a little, including setting up a proper GitHub for the mod, with some additional functionality on top - (Scatterer/EVE support primarily). I spent this evening trying to get back into the swing of things, focusing exclusively on Ervo. I've learned a few things, - including that there are plenty of areas for improvement for the mod. Most notably I encountered what I now understood to be a rather dreadful and commonly faced bug: timewarp lag among the dwarf planets. Luckily I know now that the cause is simple, an incompatibility between MPE and the Stock Transfer Maneuver Planning Tool Thing. Apparently a pretty common issue for Kopernicus mods. The fix is simple: download KSPCommunityFixes, go into the in-game settings menu, and turn that tool off. Suddenly everything runs smoothly once again! I know I haven't the most active of developers, (this has always been a hobby not a job, and I do have a job these days), but I would like to see this update through! How hard could it be? Right?- 359 replies
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Unclear OS: Windows 10 | CPU: Ryzen 3 3100 4-Core Processor | GPU: NVIDIA GeForce GTX 1650 SUPER | RAM: 8gb I experienced this issue while on a Duna transfer trajectory. I had encountered the issue twice during an Apollo-style Mun mission, but closing and reopening the game was a (surprisingly fast) and consistent solution in both cases, so I wasn't that worried. When I encountered the glitch this time, I didn't think it was that significant beyond being visual, so I decided to go ahead and time warp out of Kerbin's SOI. Doing this, my craft seemed to become stuck on the edge of Kerbin's SOI (or it appeared to, but I can't confirm that for reasons I'll get into shortly), and I collected "Surface/Landed" reports for Kerbol. I closed the game and came back to relaunch it the next day... the save no longer ran well, all screens were incredibly slow and often froze, Kerbol experienced a visual glitch where it became brighter until the entire screen was white, nothing worked quite right anymore. I started a new save, and it no longer runs well either. I'm not entirely sure what happened, the game was functioning well up until that point, and I'm afraid I can't give any more specifics, I'm uninstalling and reinstalling the game now and hoping it fixes the issues. I do hope this info helps in some way. Other than that, Tuesday was my first impressions of the game and I genuinely had fun, this was the first mission I lost to a glitch following ten or so that ran perfectly well. This game has come a long way, and I'm optimistic.