

jthero7
Members-
Posts
35 -
Joined
-
Last visited
Reputation
57 ExcellentAbout jthero7
- Currently Viewing Forum: KSP1 Mods
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Go for it! I don't plan on adding much compatibility beyond stopping it from exploding on launch. It might be easier to make yours as an expansion, that requires OuterParallax as a hard requirement. That way you can reference anything you want, and your mod would be a much smaller. There's 50(i think) new bodies across all the different OPX Mods. So just going off of the 3 scaled space textures at 32MB per body, that's just over 1.6GB. Plus add a bit for a few of the new terrain textures. I cannot tell you how much time I have wasted watching SpaceDock struggle with the 900MB+ upload already lol Either way, let me know if you need help with anything! Huh. Wasn't able to recreate this issue locally. Could you try deleting it, and doing a full reinstall?
-
If a craft is already on the planet, you might have to cheat it up above the surface again. That pack looks amazing! Looks like there's already terrain configs for parallax 2. Unfortunately it looks like the pack is ARR, so I would need permission from them before i can release it. Definitely would be interested though!
-
Ok, so I figured out what was going on. Looks like there was two issues. For one, Sigma wasn't scaling the fadeStart/End/Deactivate values by the set values. Then it was also removing the custom bin file that Parallax needs for Scaled. Looks fixed now, OPM/MPE/Quackpack have all been updated with the fix! Let me know if if that works. @okem@arbsoup@Apelsin
-
Ok, so I tested out sigma rescale at 2.5x, 5x, and 10x. 10x scaled seemed to be having troubles with the more extreme bodies on MPE, and even gilly. For the terrain heights, I might have to change the heights depending on the scale. Not sure why those values aren't being scaled automatically though.
-
We're now on CKAN! With the official release of Parallax Continued, both OuterParallax, and QuackPack are now officially released on CKAN. A few known issues: MPE Official Parallax Configs - These issues have been resolved, so you don't have to manually delete the folder anymore. OPX - Since they run after OuterParallax, my PQS mods get trampled. I should have a fix out later this week. Let me know if there's any other compatibility issues!
-
I tested it with a 2.5x and 10x config, and didn't notice too much of a difference. If you want to get rid of them, you can delete the following: /Outerparallax/MPE/_Configs/MPEUpdates.cfg /Outerparallax/MPE/_Configs/ParallaxScalled.cfg /Outerparallax/OPM/_Configs/OPMUpdates.cfg /Outerparallax/OPM/_Configs/ParallaxScalled.cfg After running some tests, it looks like configs made with Release 3.3, are incompatible with earlier releases. The new way of doing max scatters doesn't work on older versions. Looks like it makes it a requirement to have at least the version from 12th March 2025. @olm360 I went through a bunch of the bodies, and fixed a few cases of over spawning. Should be working well now with Release 3.3. Let me know if you still have issues! ================================================================================================================= Version 0.4.0 of OuterParallax: Changelog: Cleaned Up Over Scatters on a few MPE Bodies. (Vant, Mraksis, Kal) Cleaned Up Scatters on most other MPE Bodies. Fixed a few Scaled Space Quirks. Version 0.3.0 of QuackPack-Parallax: Changelog: Redid Geets Scatters, more larger rocks on the poles that thin out to the edges. Cleaned Up Scaled Space on Geet/Blas. Looks like Pre-Release 3.3, is incompatible with older versions of scatter configs. Please make sure you are running the latest build, later than March 12th, 2025.
-
Ok, Here's a drive link with the two saves, and a ksp log for both. Drive 1. I was able to replicate the error with just OPM installed, along with it's dependencies. 2. I spawned a bunch of ships at each of the bodies, stock and OPM. The issues happen when you reload the save from the main menu. The save/ksp.log show a fresh run from main menu. Regarding the hot patch, I wasn't able to get it working. I got an error when trying to run it in the same game file. I also included a ksp.log from that run as well.
-
Yeah, that was a goof on my part. I'm packaging up a pre-release right now, with an updated version of these. Should fix a lot of the issues from the previous release. It will make Niako's Kopernicus Utilities a hard requirement though, but a lot of the newer planet packs use that, and it makes these bodies look 100x better. I was thinking about this recently actually. I did find these configs by @Yukkine. They look good from the screenshots, but I haven't tried them myself.
-
Yeah, it's visible on some bodies currently even without a rescale. I'm working on a fix for it at the moment. If you want, you can try installing my Scaled_testing branch on GitHub. Edit: Had a chance to play around with a 2.5x config, and it seems to work out of the box! The scatter density looks a bit low, but a bit of an increase in the menu should be good enough for that. Scaled space textures look much better as well. Edas is having some issues, but all of the rest of the OPM/MPE bodies look good.