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Posts posted by LazyBoi29
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Nevermind I fixed it. Thanks.
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15 hours ago, JonnyOThan said:
Your log file might be useful. Random guess: is the part config missing a rasterpropmonitorcomputer module?
Im not sure how to upload my log. How do a add rasterpropmonitorcomputer to config?
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I modified an iva for a modded part and the instruments are static and don't function. Is there a way to fix this? I am using aset props.
https://streamable.com/dlbw1c -
On 9/18/2022 at 2:30 PM, Zmeya said:
Not well, especially not with vanilla rotors and hinges, I tried making a plane with variable sweep wings and the moving parts of the wings produced more drag and angled back than when sticking straight out.
I'm having this exact issue.
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Hello, I'm having a problem were the engine sounds don't play at all. I have restock and restock+ installed along with module manager, smokescreen and realplume.
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On 2/10/2021 at 7:26 AM, Spaceman.Spiff said:
Does anyone know if this works in 1.11.1 with Parallax?
Yes it should work with 1.11.1 with parallax.
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Is this compatible with outer planets mod?
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This moon pack me take me longer then expected as I am having some technical difficulties
If anyone would help me out ill appreciate that
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1 hour ago, theJesuit said:
Don't patch, just take them into account. So, kerbalism adds radiation belts. At Jool, there is so much radiation that it kills kerbals which a few hours, even in a well shielded craft. A moon that is below these belts would be hard to get to for crewed kerbals.
Also, the Joolian moons wouldn't work in world where gravitational pulls work realistically. That is, the moons would push each other out of orbit. Principa moves the orbits to compensate. I think Tylo and Val move a little and Bop gets put in a retrograde orbit :). You might need to explore and test with principa wherre you put your moons, but make them so that they are in good orbits. It helps those of us who have OCD.
Sorry i ment how can I make jool moons plus compatible with the 2 mods
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1 hour ago, theJesuit said:
Do you have a list of the five that you would make?
I do
A moon that zips around close to the atmosphere. Think below the magnetic fields in kerbalism.
Have an Eve atmosphere moon but without oxygen. No liquid on the surface though.
Have two moons that are in resonance, but overlap. They might be each half spheroid each.
Something else.
Ensure that this all works with principa
I dont know how to make a principia patch and a kerbalism patch.
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Yeah that is very true.
Maybe I should create five instead?
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I recently learnt how to create planets with kopernicus and I decided to begin working on a pack that adds 12 new moons to Jool.
What do you think about a Jool moons pack?
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How do I add textures to the surface of custom planets that I have made?
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On 1/21/2020 at 1:21 AM, KingKerb said:
My texture is not loading in scaled space. Here is my config:
@Kopernicus:AFTER[KOPERNICUS] { mainMenuBody = Nok Body { name = Nok Template { name = Eeloo removeAllPQSMods = true } Properties { despcription = Nok is a frozen planet at the edge of the Kerbol System. The scientist who discovered it beleived it was a snowball being thrown at him and promptly hid behind a desk. As a result of this incident, the astronomical community has voted to sentence Nok to 100 years in prison, although no arrest has yet been made. radius = 190000 geeASL = 0.20 rotationPeriod = 45000 rotates = true tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 2500 5000 20000 20000 50000 150000 500000 ScienceValues { landedDataValue = 7 splashedDataValue = 1 flyingLowDataValue = 6 flyingHighDataValue = 5 inSpaceLowDataValue = 5 inSpaceHighDataValue = 3 recoveryValue = 9 flyingAltitudeThreshold = 5000 spaceAltitudeThreshhold = 200000 } } Orbit { referenceBody = Sun color = 1,1,1,0.5 inclination = 9.72 eccentricity = 0.19 semiMajorAxis = 200000000000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { type = Vacuum fadeStart = 0 fadeEnd = 0 Material { texture = Nok/PluginData/NokColor.dds normals = Nok/PluginData/NokNormal.dds shininess = 0 specular = 0.0,0.0,0.0,1.0 } } PQS { Mods { VertexHeightMap { map = Nok/PluginData/NokHeight.dds offset = 100 deformity = 500 scaleDeformityByRadius = false order = 20 enabled = true } VertexHeightNoiseVertHeightCurve2 { deformity = 100 ridgedAddSeed = 123456 ridgedAddFrequency = 12 ridgedAddLacunarity = 2 ridgedAddOctaves = 4 ridgedSubSeed = 654321 ridgedSubFrequency = 12 ridgedSubLacunarity = 2 ridgedSubOctaves = 4 simplexCurve { key = 0 0 0.1466263 0.1466263 key = 0.7922793 0.2448772 0.6761706 1.497418 key = 1 1 6.106985 6.106985 } simplexHeightStart = 0 simplexHeightEnd = 6500 simplexSeed = 123456 simplexOctaves = 4 simplexPersistence = 0.6 simplexFrequency = 12 enabled = true order = 200 } HeightColorMap { blend = 1 order = 500 enabled = true LandClasses { Class { name = Bottom altitudeStart = 0 altitudeEnd = 0.7 color = 0.1,0.1,0.1,1.0 lerpToNext = true } Class { name = Base altitudeStart = 0.7 altitudeEnd = 0.75 color = 0.7,0.55,0.2,1.0 lerpToNext = true } Class { name = Low altitudeStart = 0.75 altitudeEnd = 0.85 color = 0.7,0.6,0.4,1.0 lerpToNext = true } Class { name = Grad altitudeStart = 0.85 altitudeEnd = 0.95 color = 1.0,0.9,0.7,1.0 lerpToNext = true } Class { name = High altitudeStart = 0.95 altitudeEnd = 2 color = 0.95,0.95,0.9,1.0 lerpToNext = false } } } } } } }
@KingKerb You are missing some features in the scaledSpace, you might want recheck the tutorial.
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On 10/25/2020 at 8:41 PM, ffx said:
Hello i want to make a planet but it is not loading
This is the config
@Kopernicus:AFTER[KOPERNICUS]
{
Body
{
name = Deg
cacheFile = FFX planet expansion/Cache/Deg.bin
Template
{
name = Mun
removeAllPQSMods = true
}
Properties
{
description = A planet orbiting The sun
radius = 620000
geeASL = 1.2
isHomeWorld = false
rotates = true
tidallyLocked = false
rotationPeriod = 24400
timewarpAltitudeLimits = 0 30000 30000 30000 300000 200000 400000 700000
ScienceValues
{
landedDataValue = 5
splashedDataValue = 1
flyingLowDataValue = 6
flyingHighDataValue = 5
inSpaceLowDataValue = 4
inSpaceHighDataValue = 2
recoveryValue = 7
flyingAltitudeThreshold = 12000
spaceAltitudeThreshold = 160000
}
Orbit //Orbit properties
{
referenceBody = Sun
color = 0.5,0.1,0.3,1
inclination = 5
eccentricity = 0.05
semiMajorAxis = 9500000000
longitudeOfAscendingNode = 7
argumentOfPeriapsis = 10
meanAnomalyAtEpoch = 7
epoch = 3
}
PQS
{
Mods
{
VertexSimplexHeightAbsolute
{
name = HeightMod1
seed = 982
deformity = 5000
octaves = 3
persistence = 0.5
frequency = 1
enabled = true
order = 2
}
VertexSimplexHeightAbsolute
{
name = HeightMod2
seed = 654
deformity = 10000
octaves = 3
persistence = 0.5
frequency = 1
enabled = true
order = 3
}
VertexSimplexHeightAbsolute
{
name = HeightMod3
seed = 765
deformity = 15000
octaves = 3
persistence = 0.5
frequency = 1
enabled = true
order = 4
}
HeightColorMap
{
blend = 0.7
enabled = true
order = 10
LandClasses
{
Class
{
name = Base
altitudeStart = 0
altitudeEnd = 0.1
color = 0.3,0.2,0.4,1.0
lerpToNext = true
}
Class
{
name = Low
altitudeStart = 0.1
altitudeEnd = 0.6
color = 0.5,0.3,0.3,1.0
lerpToNext = true
}
Class
{
name = Mid
altitudeStart = 0.6
altitudeEnd = 0.8
color = 0.7,0.5,0.2,1.0
lerpToNext = true
}
Class
{
name = High
altitudeStart = 0.8
altitudeEnd = 2
color = 1.0,1.0,1.0,0.8
lerpToNext = false
}
}
}
}
}
}
}I did intal kopornicus and kittopia.
@ffxIt appears that you have mentioned the PQS mod "VertexSimplexHeighAbsolute" three times, that could be the problem.
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On 10/14/2020 at 7:37 AM, Dat Kerbal Dude said:
Logs? Screenshots?
i might be wrong,but i think your problem could be related to..... this?
also,read this:
Heres a vid of it happening to me
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Does this mod have terrain collider issues like other rescale mods?
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The mod has terrian collider issues.
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Is this compatible with visual mods?
[1.9.x] Textures Unlimited - PBR-Shader, Texture Set, and Model Loading API
in KSP1 Mod Releases
Posted
Hello, I'm trying to create my own TU configs for a mod but I'm having trouble with Texture switch.
@PART[TyphoonCockpit]:NEEDS[TexturesUnlimited]
{
@MODULE[KSPTextureSwitch],0
{
textureSet = recolor
}
}
+KSP_TEXTURE_SET[MWNN_Stock_Paint]:NEEDS[TexturesUnlimited]
{
@name = recolor
@MATERIAL
{
vector = _DiffuseNorm,0.7355,0.7355,0.7355
vector = _MetalNorm,0.48,0.48,0.48
vector = _SmoothnessNorm,0.485,0.485,0.485
texture = _MainTex,AirplanePlus/Parts/Command/fighterinlinecockpit/fighterinlinetex
texture = _MaskTex,TURD/TU_APP_Recolour/Command/FighterInlineCockpit/180_fighterinlinetex_Paint
}
}
@PART[TyphoonCockpit]:NEEDS[TexturesUnlimited]
{
MODULE
{
name = KSPTextureSwitch
sectionName = Appearance
currentTextureSet = DefaultTexture
textureSet = DefaultTexture
}
%MODULE[SSTURecolorGUI]
{
%name = SSTURecolorGUI
}
}
+KSP_TEXTURE_SET[Stock_Default]:NEEDS[TexturesUnlimited]
{
@name = DefaultTexture
@MATERIAL
{
texture = _MainTex,AviationCockpits\Command\Typhoon_texture
}
}
Top is Recolour, bottom is default. I am using placeholder textures for Recolour.