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Whirligig Girl

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Everything posted by Whirligig Girl

  1. I think you misunderstand. This is more along the lines of what I believe Sigma was referring to.
  2. Please edit your posts to add new information, or just wait until later to post about it. No one wants to see threads filled up with meaningless, one-sentence clutter. (Well, aside from the Hype Train thread, but I only start that when an update is in experimentals or pre-release)
  3. You don't need to update us about it, that's really quite unnecessary. You're welcome to share images and experiences you've had while actually playing it!
  4. I have provided E.V.E. and Scatterer configs that can be found at the Github release. I don't recommend using any visual mods though, as they aren't quite the way I want them yet. I especially don't recommend scatterer as right now they are overly complicated to install and don't have configs for Jool, Tylo, or Eve. My scatterer configs aren't totally incomplete though. I recolor the sun flares and I define eclipsing bodies. As long as you make sure to delete the Jool and Eve configs, my scatterer configs look better than the ones for the stock system would on Alternis. But I still don't think you should use scatterer with this mod, and E.V.E. is a bit iffy.
  5. I can't replicate this. Try asking in the Kopernicus thread. In other news, Moho is fixed (and I went around every planet to ensure they work properly). I'll be doing a few more tests to ensure things work right before releasing the next version.
  6. Have you tried it? It's just configs, so it should work. If not, just go get Sigma Dimensions and do a 1/10 scale patch. Yeah I've considered rebooting the project a few times, but I never got past the earliest phases.
  7. The sun shining behind Jool is a stock bug with no known fix. I need clarification on Moho having Kerbin's colors. Do you mean it's green and blue just like Kerbin would be? A screenshot, as well as body logs for the relevant objects would be nice. As for the negative terrain bug, I can add a FlattenOcean to ensure no terrain goes below 0. Again, I should have caught it. Workaround for now is to just not land in the lower regions. Try deleting their cache files in Kopernicus/Cache and/or AlternisKerbolRekerjiggered/CacheFiles. If still no, send me screenshots. Question: did you install via CKAN?
  8. Blue Duna Atmosphere: thanks, I'll fix that real quick. I should have caught that. Eve's rings are removed when clouds are enabled because the clouds render on top of the rings. I need more information on KSC screen going black. Is it: A) No space center buildings but icons are there? (Possible, no fix) B) No space center buildings, no space center icons? (output_log, and description) C) Night time forever? (Known, no fix) D) Literally just a black screen? (output_log, and description) E) Something else? (Screenshot, output_log, and description) KSC screen is always wrong on account of the reparenting of Kerbin to Jool. This has always been buggy, and the only fix would come from Squad itself. As long as you can still click on buildings or their icons, I don't consider this game-breaking and it should only happen at this one scene. EDIT: Duna air is brown again.
  9. After well over a week of work, Alternis Kerbol Rekerjiggered 2.0 is out. https://github.com/GregroxMun/Alternis-Kerbol-Rekerjiggered/releases/tag/2.0
  10. Planned Features: Important Normal Maybe Implemented Biomes for all planets and moons (Kerbin done by Sigma88) Add back comet tails (depends upon @Thomas P.) Redo science definitions and descriptions. Realistic atmospheres. Balance Tylo Scatterer and E.V.E. Compatibility. (If you can and will help with scatterer for Eve, Tylo, and Jool, do PM me) Eve: Thick yellow clouds. Duna: Dust storms, white water vapor clouds. Tylo: Thin white clouds. Jool: White clouds at high altitude. (Blue clouds represent lower atmosphere) Laythe: Earth-like clouds. Kerbin: Earth-like clouds, or maybe the sort you get from a slowly rotating terra in Space Engine. Classic Mode. Reverts all major changes to Moho, Eve, Pol, Mun, Eeloo, Vall, Kerbin, and Dres, and reverts the atmospheres to stockalike instead of realistic. Alien System Mode. Reverts system to the stock system (to be modified by other mods or not) and moves the Alternis system to another star. Balance pass for science gathering. Setting to change planet names to non-stock versions. Compatibility with more mods. Outer Planets Mod OPM's modified Stock Eeloo comes back. Alternis Eeloo moves out to the Kuiper Belt, with AKR Vall orbiting it. Neidon moves down below Moho. Thatmo moves to Kuiper belt. Planet colors no longer cause overbrightness due to the brighter sun. Duna Restoration Project Add Duna back under a new name to orbit at the Sun-Tylo trojan point, along with stock Ike. UnchartedLands Try to fit all the planets into the same system. Amoho, ULmoho, ULeve, Aeve, AJool, ULkerbin at AJool trojan point, ULlaythe-Ultylo, Atylo, ULjool, ULeeloo, Aeeloo, ULgilly and Agilly and Aike. SigmaDimensions Rescale patches supporting 2x, 5x, and 10x games. GalacticNeighborhood Better descriptions. ResearchBodies Why waste a perfectly good new solar system by letting you see every nook and cranny of the new planets before visiting them? ScienceBalance DMagic Orbital Science Experiments pack. KrakenScience Pack (Really quite interesting stockalike-looking science experiments) Kerbalism radiation fields. Delta-V Map. (Not strictly a feature, but I'd like to make one anyway.) More biodiversity on Laythe, better alien tree model. Colliders and experiments for all most ground scatters. CRP resources defined for each planet.
  11. I actually do have OPM compatibility, but only because I wrote it in. Moves Eeloo, puts Vall in a Sarnuscentric orbit. I should get around to forcing the Urlum texture to be darker since it's overexposed with the brighter sun.
  12. @Kopernicus:FINAL { @Body,* { @PQS { @Mods { @VertexHeightNoiseVertHeight:HAS[#noiseType[RiggedMultifractal]] { @noiseType = RidgedMultifractal } @VertexHeightNoise:HAS[#noiseType[RiggedMultifractal]] { @noiseType = RidgedMultifractal } } } } } If you want to use v1.7 in KSP 1.3, you'll have to add this in a .cfg file somewhere in GameData. It will fix all mods that have the old mis-spelled noise type name.
  13. @Kopernicus:FINAL { @Body,* { @PQS { @Mods { @VertexHeightNoiseVertHeight:HAS[#noiseType[RiggedMultifractal]] { @noiseType = RidgedMultifractal } @VertexHeightNoise:HAS[#noiseType[RiggedMultifractal]] { @noiseType = RidgedMultifractal } } } } } If you want to use v0.6 in KSP 1.3, you'll have to add this patch somewhere in GameData in a .cfg file. It will fix all mods that have the old incorrect spelling of this noise type.
  14. @Kopernicus:FINAL { @Body,* { @PQS { @Mods { @VertexHeightNoiseVertHeight:HAS[#noiseType[RiggedMultifractal]] { @noiseType = RidgedMultifractal } @VertexHeightNoise:HAS[#noiseType[RiggedMultifractal]] { @noiseType = RidgedMultifractal } } } } } If you want to use this mod v0.4 in KSP 1.3, you'll have to copy this into a .cfg file somewhere in GameData. It will fix all mods that still use the old incorrect spelling.
  15. I would recommend making the smiley face lines white instead of black, so it's more visible.
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