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wpetula

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Everything posted by wpetula

  1. This, tragically, is a Kopernicus problem (to my knowledge). The Parallax Update might fix this if I can't get the stock scatter system fixed. This is likely the problem. Start with only the listed dependencies, and if that works fine, then add your other mods one-by-one until something breaks.
  2. The Real-World Benefits of Working on KSP Just a little something about the real-world impacts of working on Kerbal Space Program... I recently got an internship at Ansys for C++ programming. I am not a competitive programmer: I haven't learned C++, taken an official Data Structures and Algorithms class, or mastered Leetcode. So, how did I impress my interviewers? I contribute my success to my countless personal projects -- particularly KSP modding. Ansys loves KSP, and my interviewers were thrilled to hear about my work as a modder. Your work on this niche, occasionally weird game is a professional tool. Don't let anyone tell you otherwise. Put your mod on your LinkedIn. Mention it on your resume, if relevant. There's nothing quite as impressive and alluring as seeing "Planet Engineer" on a CV. To the average person, someone who simulates rocket ships and builds life-sized planets is indistinguishable from a wizard. KSP isn't the end-all-be-all of resumes, of course. I'm learning C and Data Structures & Algorithms this semester. I'm also slowly progressing through Leetcode. However, I'm almost certain that without KSP, I wouldn't have gotten my internship with Ansys. A little note about CS internships... KSP lets me exercise an increasingly necessary trait among computer science students: creativity. Getting an internship in computer science today is hard. Memorizing the syntax of most modern programming languages is no longer a desirable skill now that our AI overlords ChatGPT and CoPilot have taken over. The number of tech jobs has been trending down while interest in computer science continues to rise. As a result, many internships have ludicrous entry requirements or are ridiculously competitive. How can you stand out in this mess? Ask yourself: what can I do that AI can't? AI is superhuman at making certain kinds of applications. Ask AI to create and simulate a life-sized, fully explorable celestial body, and the idea that computer science is a dead field loses its footing. The same goes for other art-infused extensions of software development. Note to the Moderators: could this post be pinned somewhere? I want others to be able to read it without it getting buried.
  3. The New Year's Update is OUT NOW on GitHub! https://github.com/WyattPetula/Precursors/releases/tag/v1.8.0 CHANGELOG: Revamped Silence with 8K world textures Changed Silence's atmosphere color Revamped Serenity with 8K world and cloud textures Revamped Tranquility with 8K world and cloud textures Revamped Rage with 8K world and cloud textures Enhanced Odyssey Enhanced Fracture and reduced its Scatterer atmosphere height Enhance Echo Enhanced Solus Removed Maar because of quality issues Fixed the absurdly bright surface of Char Reduced the surface detail of Char to improve framerates Changed Abyss’s oceanic surface scatter heights to work with the latest Kopernicus Reduced Abyss surface scatter number to improve framerates Updated Scatterer configs to work with the latest version Added Scatterer eclipses Updated EVE Redux configs to work with the latest version Added Duckweed's emissive PQS as a dependency and gameplay enhancer New loading screens Revised and new loading tips NOTE: The Parallax Update is still a WIP but coming soon! This update was originally part of it, but I decided to make it a standalone thing due to its size.
  4. Some differences: (1. We modders work for free (2. Modding KSP 1 is an often frustrating and tedious experience (3. Ballistic and I are students with multiple projects, not a dedicated development team I share your disappointment that this mod is unlikely to evolve; however, likening it to KSP 2's development cycle is a little much. Also, remember: this is a community project! Ballistic and I aren't the sole developers; if you have something you would like to contribute, go for it.
  5. Parallax surface scatters are loading in Precursors! Let the games begin...
  6. I'm currently just trying to get stock Parallax content to load. As you can see, Vall's Parallax scatters are a no-show. If anyone knows how to fix this, please tell me; it'll accelerate development!
  7. This is me just booting up Parallax and loading stock Kerbin. Me booting up Parallax, however, should give you some hint of my current plans.
  8. Version 3 of Glumo is done! @Mrpasta44 touched up the poles and equator, and I touched up the rings. All that's left are final touches to the atmosphere and textures. ^ KSP 2 ^ KSP 1 For those of you wondering, Glumo's distinct orange storm band is now located south of the equator.
  9. Almost certainly this. Also, please move all discussion about NDAs elsewhere. They are not related to this thread (saying this to everyone)
  10. Version 2 of Glumo is now complete! The new texture is a collaboration between me and @Mrpasta44 (Techo). ^ KSP 2 Glumo ^ KSP 1 Glumo -- Version 2 Please continue to give feedback on the visuals so we can deliver you an amazing product!
  11. Implementing KSP 2 Exoplanets into KSP 1: A Devlog Sad that you may never get to experience KSP 2's new planets? Don't worry -- the KSP 1 planet modding community has you covered! Focus #1: GLUMO KSP 2's Glumo KSP 1 -- Version 1 KSP 1 -- Version 2 KSP 1 -- Version 3 KSP 2's exoplanets are too cool NOT to explore...which is why I and other planet modders are implementing them into KSP 1 for fun. All textures are 100% custom-made by community members. If you want to contribute to the project, just pick a celestial body you find interesting and replicate it as best you can! Planet modders of all skill levels are welcome. This project has no hard deadlines, is collaboration-based, and only asks that you contribute your best work.
  12. ...unless explicitly permitted by me. If you would like to make an extrasolar patch for Precursors, you are welcome to do so. Whatever you come up with will be bundled in a future update, and you will receive full credit for your work.
  13. Does the low friction actually work on Eeloo? I've been trying to get that feature to work in Precursors for what feels like forever now.
  14. This is half a bug and half an experimental feature. I thought it was interesting to include in the lore that the KSC is often plagued by snow; however, this makes the runway more challenging to use. If enough people request a fix, I'll revert the KSC back to being mostly snow-free.
  15. Do you like geocaching? Exploring special locations? This next update will be a dream come true!
  16. I love reading the Official Kerbal Space Program 1 Wiki's detailed celestial body descriptions, development trivia, diagrams, etc; however, there doesn't seem to be an Official Kerbal Space Program 2 Wiki yet. I tried to add dedicated sections of KSP 2 content to the existing wiki but was kicked out of the website by the mods because I didn't know what I was doing. Will there be an official KSP 2 wiki? I will happily give the existing wiki another shot if people are willing to help me learn to be a professional contributor.
  17. Actually, after exploring Frontier and seeing the new diversity of terrain, I was thinking about releasing an update containing new biomes across the solar system, plus a "geocaching challenge" of sorts: players could visit special landmarks to discover coordinates to the next special landmark, with a surprise at the final location.
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