

jthero7
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Everything posted by jthero7
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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.
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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.
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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.
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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.
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@beev20vtq Ahhh, I see what's going on now. Could you go and delete the MPE/Patches/Parallax folder? Those are configs for v2 only. This is from your log: Added : MPE/Patches/Parallax/ParallaxTerrain.cfg Added : MPE/Patches/Parallax/Scatters.cfg Added : MPE/Patches/Parallax/Subdivide.cfg Added : MPE/Patches/Parallax/Scatters/Crokslev.cfg Added : MPE/Patches/Parallax/Scatters/Edas.cfg Added : MPE/Patches/Parallax/Scatters/Ervo.cfg Added : MPE/Patches/Parallax/Scatters/Havous.cfg Added : MPE/Patches/Parallax/Scatters/Mracksis.cfg Added : MPE/Patches/Parallax/Scatters/Vant.cfg @Cheesecake@TaintedLion, If you're on the latest version of MPE, I would assume you are hitting that same issue as well. Version 1.1.1
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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: [0.4.0] 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 Edas is still rough. Looking into other ways to fix it. If you have Version 1.1.1 of MPE, make sure to delete the Parallax folder in MPE/Patches. They aren't limited to v2 only, and will cause issues on boot. Parallax Release from March 12th or newer is required. License: Like OuterParallax, these are released under MIT. Download: Github Spacedock: OuterParallax-OPM OuterParallax-MPE ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [0.3.0] 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: Notes: Parallax Release from March 12th or newer is required. License: Creative Commons CC BY 4.0. Download: Github Spacedock ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [0.1.2] 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.- 60 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!- 60 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: