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D4RKN3R

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  • About me
    I Make Bad Planet Packs
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    Canada

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  1. α1.2 IS OUT NOW Released on CKAN, Github, and Spacedock. Github is now primary release platform.
  2. JFA MINI DEV UPDATE 5.2 The update is ready, but I am unable to post it for some reason. I am using Firefox, and any time I attempt to access spacedock.info , it gives me the "Secure Connection Failed" error. Any help would be appreciated, or maybe just an alternative to mirror it to. In the meantime, I'll try to push the zip to CKAN manually. Thank you for your patience, I'll hopefully be able to push it to github. Download it there when I send another message here.
  3. JFA MINI DEV UPDATE 5.1 Aklin, also known as Sulphurous Eve. The hard part is over, it's just polishing from here. I've got a few tweaks to Aklin before 1.2 can release.
  4. hi. JFA DEVELOPMENT UPDATE 5 I've been working on another mod for a different game and putting JFA off because... I got bored and frustrated setting up Aklin. I'm coming back to modding, but expect less frequent. Anyways, update will come out this November, but I wanted to talk about the development roadmap. 1.1 - SUNFLARE Released. Small update changing the sunflare textures. No bodies added. 1.2 - SARYN 50% Complete. (November 2024.) Adding 2 new moons and moving the wormhole to Saryn. This may seem minor, but is pretty major. Part of the originally proposed "Alpha 0.4.0" (LUNA), and than the planned version of the released update... I split it in two, those being SARYN and LUNA. Speaking of Luna... 1.3 - LUNA (Jan-Feb. 2025) Fully Planned. It's like Saryn, but for Jona. 3(?) Moons. 1.3.1 - LUNA+ (After LUNA.) In Planning. Polishing and stuff. Mostly unimportant. RELEASE CANDIDATES (No clue lol) Polishing, actual working EVE support, making the mod not suck... All those things. I'm not sure if I'll keep them private or publish them. (r1, r2, r3 r3.1...) Sorry for the lack of images! As stated, I was on break, so haven't really been... Developing.
  5. Hi There. No, The Mod Is Not Dead. JFA DEVELOPMENT UPDATE 4 I've been working on 2 moons specifically, both in orbit of Saryn. I know I said I was trying to add stuff to Qir's orbit (since Nytixe is an empty system), but It's probably best to add the moons to the planet that's getting the wormhole, so needs them. Speaking of Qir, I'm going to make it purple. Currently Saryn and Qir are basically identical, which is not a good thing when developing a planet pack. What are these moons and why did they take so much time? Well... Midr: An asteroid moon of Saryn that orbits at incredibly low altitudes. Expected to form a thin ring system at some point. Progress: 100% This one was difficult because I couldn't get the ScaledSpace mesh to match the main heightmap. Turns out I just needed to reload the cache file. Aklin: Around 1.5x the size of Eve with the same atmospheric density, the storms on this pale beige dot are fierce. The dense atmosphere means that your Kerbals should probably not go outside, even if Jeb insists. Strange orbital defects have been observed in it's orbit around Saryn, almost like there's some sort of dense moon orbiting it, however it has not been sighted yet. Progress: 4% I know what I want to make, I'm just not sure how to make it. NO IMAGES AVAILABLE.
  6. Hello! I've been having an issue with the ScaledSpace mesh not matching the PQS of a lumpy, asteroid-like body. I'd first like to mention that I want to make the ScaledSpace lumpy, not the PQS spherical. Video Of The Issue: .CFG File: @Kopernicus { Body { name = Asteroid01 cacheFile = JebFarAway/Cache/Asteroid01.bin // WIll generate automatically Template { name = Gilly // Stock planet to base it off of. removeAllPQSMods = True } Properties { displayName = Asteroid01^N description = PLACEHOLDER01, The Closest Moon To Saryn, Is A Small Rock With Little Value Other Than For Mining. Unlike The Densely Clouded Farther Moon, (PLACEHOLDER02), PLACEHOLDER01 Holds No Atmosphere. radius = 8200 // In meters. biomeMap = JebFarAway/Textures/PluginData/Asteroid01Bme.png geeASL = 0.18 // In gees, wow. rotates = True rotationPeriod = 28229 // In seconds. tidallyLocked = False ScienceValues { landedDataValue = 4 // Science multiplier for landed science. splashedDataValue = 10 // Science multiplier for splashed down science. flyingLowDataValue = 6.5 // Science multiplier for flying low science. flyingHighDataValue = 5 // Science multiplier for flying high science. inSpaceLowDataValue = 3 // Science multiplier for in space low science. inSpaceHighDataValue = 4.5 // Science multiplier for in space high science. recoveryValue = 5.5 flyingAltitudeThreshold = 6000 spaceAltitudeThreshold = 8000 } Biomes { Biome { name = Highlands value = 1.75 color = 0.506, 0.616, 0.616, 1 } Biome { name = Midlands value = 1 color = 0.278, 0.361, 0.361, 1 } Biome { name = Lowlands value = 1.50 color = 0, 0, 0, 1 } } } Orbit { referenceBody = Saryn inclination = 6.29 eccentricity = 0.003 semiMajorAxis = 42992650 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 180 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.04,0.04,0.24,0.5 mode = REDRAW_AND_RECALCULATE period = 34660.3594008885 } ScaledVersion { type = Vacuum fadeStart = 7000 fadeEnd = 10000 sphericalModel = False deferMesh = False invisible = False OnDemand { texture = JebFarAway/Textures/PluginData/Asteroid01ClrTst.dds // color normals = JebFarAway/Textures/PluginData/Asteroid01Nrm.dds // normals } Material { color = 1,1,1,1 specColor = 0,0,0,0 shininess = 1 } } PQS { fadeStart = 30000 fadeEnd = 40000 minLevel = 2 maxLevel = 3 materialType = AtmosphericTriplanarZoomRotation Material { saturation = 1 contrast = 1 tintColor = 1,1,1,1 specularColor = 0.1,0.1,0.1,1 albedoBrightness = 1.5 steepPower = 1 steepTexStart = 10000 steepTexEnd = 200000 steepTexScale = 1,1 steepTexOffset = 0,0 steepTex = BUILTIN/gillySteep_diffuse steepBumpMapScale = 1,1 steepBumpMapOffset = 0,0 steepBumpMap = BUILTIN/gillySteep_nrm steepNearTiling = 500 steepTiling = 350 midTexScale = 1,1 midTexOffset = 0,0 midTex = BUILTIN/gillyMedTerrain_diffuse midBumpMapScale = 1,1 midBumpMapOffset = 0,0 midBumpMap = BUILTIN/gillyMedTerrain_nrm midTiling = 150000 midBumpTiling = 150000 highTex = BUILTIN/gillyHighTerrain highTexScale = 1,1 highTexOffset = 0,0 highTiling = 50000 lowStart = -1 lowEnd = -1 highStart = 1 highEnd = 1 globalDensity = 1 } Mods // you can add whatever you want (as long as it works lol) { VertexMitchellNetravaliHeightMap { map = JebFarAway/Textures/PluginData/Asteroid01Hgt.dds // height offset = 0 deformity = 6100 scaleDeformityByRadius = false order = 10 enabled = True } VertexColorMap { map = JebFarAway/Textures/PluginData/Asteroid01ClrTst.dds // color order = 10 enabled = true } } } } } (Weird Formatting Of The Spaces Is The Fault Of The Code Imbed, Not Me.)
  7. This seems like it could be useful. I've got a big issue with non-smoothed heightmaps in my mod. Could be useful in a future update!
  8. Just did a test on actually getting there by wormhole (yes, it is possible without cheats), and it turns out that to get to Ilnixe from the wormhole, it takes over 1,400 years. So, uh, I'm moving it to Saryn's orbit!
  9. Hello! Sorry for the long term of inactivity. I've been busy with other things. There is a poll on the page for what I should add next, because I'm running out of ideas.
  10. v1.1 // "SUNFLARE" is out now! Have Fun!
  11. I Can make a lava ocean produce heat. The issue is looks and texturing, as the base game doesn't have lava textures, and the scaled version won't glow, even with EmissiveFX.
  12. JFA got an honourable mention (not too special, considering I nominated it) in may's TOTM! I'm incredibly glad to you, the users of my creation. I'll try to make it playable. 2 Stars, 1 Planet, OUT NOW. ( Yes, I said 2 in the development update, but lava is a PAIN to implement. I'll fix up the existing issues instead of adding new ones. Fixing the main bugs comes next update, ( like Ilnixe's flare, @Superpluto126, ) followed by moons and proper science experiment definitions. )
  13. Congrats to all the other winners of TOTM! I'm incredibly glad I got an honourable mention.
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