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jthero7
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KSP2 Release Notes
Everything posted by jthero7
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Sorry about that! I've been busy the last few weeks. I have an official release now, which works with v3 only. I'll try and keep an eye out here more often though!
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I forked the repo last time this happened, just in case. The archived version is a bit newer than mine, but it's always good to have backups. Here's mine: https://github.com/jthero3/JNSQVolumetrics It's only version 3.0, but if you have the newer configs, I can update my fork with them.
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Aetherium A set of Parallax configs updated for Parallax Continued. Background: I was in the middle of a career run when @Gameslinx's Parallax Continued released. Not wanting to lose out on the amazing graphics, and not wanting to restart my save, I figured I would try my hand at updating a few of the configs I had running. They're finally at a place where they're mostly stable, so I figured I would officially release them! I also included a few of the other planet specific configs that I created for my play through. Currently added support for Miragedevs' Firefly, Nareid's Final Frontier, and Space_Fox_Oprissmian's OrbitIconsPack. Currently Supported Mods: OuterParallax - All credit goes to Lithium-7 for the Parallax 2 Configs! For both MPE, and OPM Full Parallax Terrain Support, including Ambient Occlusion. Full Parallax Scatter Support. Full ScaledSpace Support. Bonus: Lifeless Tekto Patch Gallery: Notes: Scaled Space for some of the smaller bodies seems to be having some issues, this mainly affects the MPE bodies. Will probably disable them until I can figure out why. License: Like OuterParallax, these are released under MIT. Download: Github Spacedock: As soon as I figure out how to do it ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- QuackPack - All Credit for original mod goes to Lt_Duckweed! Full Parallax Terrain Support, including Ambient Occlusion. Full Parallax Scatter Support. Full ScaledSpace Support. Bonus: Firefly Configs for Blas, Jot, and Cind. Final Frontier Configs/Medals for all bodies. Orbit Icons for all bodies. Gallery: License: Creative Commons CC BY 4.0. Download: Github Spacedock: As soon as I figure out how to do it ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Nem - All credit goes to Lithium-7 for the Parallax 2 Configs! Full Parallax Terrain Support, including Ambient Occlusion. Full Parallax Scatter Support. Full ScaledSpace Support. Bonus: Firefly Configs. Final Frontier Configs, and medals. Gallery: Notes: Spawning in the smaller biomes, namely the various Crater biomes seems to be bugged. Still can't figure out why they aren't spawning there. License: Like Nem, these are released under Creative Commons CC BY 4.0. Download: Github Spacedock: As soon as I figure out how to do it Any comments, questions, suggestions, please feel free to let me know!
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@FDAUT Sure! 1. First off, go to your Kerbal save file. Go to: Kerbal Space Program\saves\MySaveName\persistent.sfs 2. Make a copy of your save to a different place on your computer. 3. Look inside of that file with any text editor, and find something like the following: 4. Now open up: Kerbal Space Program\Logs\Kopernicus\Kopernicus.log 5. Look for the last instance of Found Body. In my case it's Lon, body 52. [LOG 23:04:50]: Found Body: Lon:52 -> SOI = 41357.4370135876, Hill Sphere = 59945.4532644487 6. Go back to your save file, and find the BodyOrderList. 7. Add in a comma separated list from 0 to the highest body from step 5. In my case it would be 0,1,2,(........),52. 8. Save that, and load up your save. You should see all of your ships!
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I had a similar issue when trying to use this mod with a bunch of extra bodies. I think there's a bug with how it decides what planets have ships orbiting them. You can quickly fix it by finding out how many bodies you have installed by looking in your Kopernicus.log. Then finding this snippet in your save: SCENARIO { name = Tracking_Persistence scene = 5, 8 BodyPersistence = 34,True|33,True|17,False|16,False|25,False|14,False|12,False|29,False|27,False|10,False|24,False|23,False|22,False|20,True|9,False|19,False|15,False|11,False|7,False|6,False|4,False|3,True|2,True|1,False|0,False|31,False|30,False|26,False|28,False|21,False|18,True BodyOrderList = 19,0,4,1,2,3,5,6,7,8,9,10,11,12,13,14,15,16,17,18,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52 TypePersistence = 1,True|13,False|10,False|9,False|4,False|5,False|6,False|8,False|3,False|7,False|12,False TypeOrderList = 7,11,3,8,6,5,4,9,10,13,14,12,1,0,2 SortMode = 0 BodyOrderMode = 0 TypeOrderMode = 0 StockOrderMode = 1 BodyAscOrder = False TypeAscOrder = True StockAscOrder = True } Specifically, add in an ordered list with your number of planets in the BodyOrderList. You can just do one for each of them that you have installed. It will filter out the ones you have no ships around. The bit above should work if you have OPM, MPE, QuackPack, and Nem installed.
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[WIP] SheepDog Institute [VAB Organizer Support Mod]
jthero7 replied to SheepDog2142's topic in KSP1 Mod Development
I finished some Luciole configs, and have it in an MR for the 1.3 update. You can grab them now from my branch at https://github.com/jthero3/SDVABO_Support/tree/Updates if you want them sooner. -
I seem to be getting an error with this installed alongside FreeIVA. [WRN 14:50:40.313] Cannot find key node_stack_bottom_01 in PART [ERR 14:50:40.313] Error - Cannot parse variable search when inserting new key node_stack_bottom01 = #$node_stack_bottom_01$ [WRN 14:50:40.313] Cannot find key node_stack_bottom_02 in PART [ERR 14:50:40.313] Error - Cannot parse variable search when inserting new key node_stack_bottom02 = #$node_stack_bottom_02$ Looks like both this mod, and FreeIVA are trying to delete/rename the stack nodes on the tricoupler. Which leads to FreeIVA throwing an error. FreeIVA: Mk2 Re-balance: I ended up splitting it out like so: Not sure if that's the most ideal way to fix that, but it seems to be working the same for me.
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[1.12.x] Textures Unlimited Recolour Depot
jthero7 replied to Manwith Noname's topic in KSP1 Mod Development
Ok, so finally got some time to work on this again, and I got something to work. I couldn't get it to work with the few examples I found in the MK4 pack, it would always only repaint the first MATERIAL block it found, and never the second. What did work was: That does mean that the PAW has two option fields for the two different meshes, but at least it's working now. Unless I'm just missing something obvious? -
[1.12.x] Textures Unlimited Recolour Depot
jthero7 replied to Manwith Noname's topic in KSP1 Mod Development
Started Working on some of the NFT parts. Much more work than the simple ballutes I did lol I couldn't get the hatches on the top/bottom to recolor though. I have the texture created for it, and I tried a few different ways to do it that I found in the stock recolor. Specifically the mk1pod, but it didn't seem to work. Any pointers on where to look/examples? Thanks! -
[1.12.x] Advanced Atmosphere Tools (v1.2.0)
jthero7 replied to CashnipLeaf's topic in KSP1 Mod Releases
True, I never got around to doing a balancing pass. The wind values have a much wider delta between high/low, than the current values do. So you either get no EC, or the turbines instantly break. Yeah, you have to replace the current wind vector generator, with the hooks provided by MCWS. Only ended up being a couple lines. I'll push it up to a repo and link it here when I get a chance. @Aebestach Here is the link to the repo I made for it. The changes were made in Source/Modules/ModulePETTurbine.cs I think most of the balancing from here on can be done in the config files for each of the turbines though. I added an updated Gamedata with the new binary if you want to try it out, and/or play with the configs.- 59 replies
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[1.12.x] Advanced Atmosphere Tools (v1.2.0)
jthero7 replied to CashnipLeaf's topic in KSP1 Mod Releases
This looks amazing! I managed to get this working with @benjee10'sPlanetside Exploration Technologies Wind Turbines. Was super easy to splice in, and get working. I was planning on posting the change while I did some balancing on the power generation, but I noticed that the mod is All Rights Reserved, so I can't do it without Benjee10's OK. So for now, I'll keep messing around with it, and hopefully it can be made as a future addon!- 59 replies
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[1.12.x] Textures Unlimited Recolour Depot
jthero7 replied to Manwith Noname's topic in KSP1 Mod Development
I've been meaning to write a few configs for this, so I started out with an easy one. Here's a configs for Inline Ballutes! https://github.com/jthero3/TU_Ballute/releases/tag/v1.0.0 Pics: -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
jthero7 replied to JadeOfMaar's topic in KSP1 Mod Releases
Looks amazing so far! Just as a heads up if anyone is seeing blank grey textures. The folder restructure breaks the TURD OPT pack, so you'll either have to update all of the paths in the config, or just remove the configs for now. -
[1.10-1.12] Kopernicus Expansion Continued-er
jthero7 replied to Vabien's topic in KSP1 Mod Development
@dOnut14Yeah, there's an opm config file in the Extras folder in the main download. Copy that over to your Game data, and you should be good to go. I'm running with with parallax, and it seems to be working just fine. -
@bungling Yeah, I felt the same way about them too. They looked amazing, but felt like they were way too close, balance wise, to the regular engines. At least in stock anyways. I ended up boosting them up, slotting them in between LFO, and nukes. For hydrogen, I kept thrust the same, but increased the isp. And for methane, I increased the thrust a touch and increased the isp. This also balanced it very nicely with the cryogenic extensions mod as well. Not quite realistic, but it makes for a nicer progression of engines in my view.
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[1.12.x] Nem - A Mystery of Sand and Fire [Kopernicus]
jthero7 replied to Lithium-7's topic in KSP1 Mod Releases
Great work! Looks amazing, can't wait to get a look at the new clouds!