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KSP2 Release Notes
Everything posted by Whirligig Girl
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It does not work with RSS. 0.10.1 is, however, completely broken. Here's a hotfix patch! https://github.com/GregroxMun/Whirligig-World/releases/tag/0.10.2 Fix a game breaking bug regarding scatter material on Derbin.
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Shamash_D is streaming and I'm there too.
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0.10.1 patch: https://github.com/GregroxMun/Whirligig-World/releases/tag/0.10.1 * Derbin's fog ramp is now a bit whiter. * Remove Debug/Export = True from Mesbin, Etrograd, Statmun, Kerbmun, Derbin, and Derminmus; should improve load times a bit. * Tweak scatterer atmospheres (but still please do not use it) * Change Derbin scatter material to not be Eve-purple. * Fix two major syntax typos in the science definitions.
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https://github.com/GregroxMun/Whirligig-World/releases/tag/0.10.0 This is a pretty chunky release. Highlights: Fix insolation/luminosity of Gememma and Kaywell. New, paler starlight color for Gememma system. Double the size of Thresomin. Rearranged Gememma system: Ollym now orbits Gememma instead of Lowel, Mandrake is further out. 2 Wolda has been moved to a 9:5 resonant orbit with Shol. New asteroid orbiting Gememma: G1 Gallant. Scaledspace Clouds for Derbin and Imterril. (Optional setting) Oblateness for gas giants (Disabled by default, Optional) 30-ish new flags. Completely new terrain for Kerbmun. Completely new terrain for Derbin. Graymun's shape is now slightly oblate and has rayed craters. Mesbin's colors have been tweaked. Mesbin biome map is slightly more detailed. Dakkonme is renamed to Dakkon, because the former just sounds... wrong. REDACTED in Lowel orbit. Removed science definitions support for Kerbmun (It was causing more trouble than it was worth) Move Statmun and rotate Mesbin so that the sun rises at game start and Statmun is always on the eastern horizon. Principia support. Interstellar Consortium descriptions added, to be enabled when IC is installed. New loading screen art. Support for RationalResources mod and Community Resource Pack. Disable ground scatters on Mesbin. Basic scatterer support, but please don't use it. Shol's initial rotation is now aligned properly. Full update progress log (which may self-contradict, so be careful reading it) here: https://pastebin.com/py6sJbBq
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Something unforeseen did, in fact, come up. I have completely remade Derbin. The planet itself is complete, but I'll need time to make the new biome map and rework the science definitions. Spoiler for Derbin's surface seen from space: It now looks more interesting up close, which of course by default you will have to be to appreciate the planet's terrain, since it will be covered by clouds. New ETA is "probably before the 30th"
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Unless something unforeseen comes up, I'll be releasing Whirligig World 0.10.0 tomorrow. Due to Breaking Ground compatibility issues, I've had to undo all of the work done to convert the science definitions to use the Scientific Revolution plugin until Thomas can fix it. Since a significant amount of new definitions had been added, that meant doing all of the config rewriting again in reverse. So that took a big two hour chunk of yesterday. Then it took me a very long time to figure out that the patch that switches between Kerbmun and Mesbin science definitions was broken. This means that science definitions will not be compatible with Kerbmun homeworld mode. They will still show up, but the definitions for Kerbmun will show up as those for Mesbin, and Mesbin won't have any definitions, when homeworld is set to Kerbmun. Mesbin homeworld is unaffected. EDIT: TO BE CLEAR, KERBMUN SCIENCE DEFINITIONS DO WORK NOW IN WW 0.10 SINCE SciRev WAS UPDATED. I have finished rearranging the orbits of the Gememma system. Ollym orbits Gememma in resonance with Gannovar and gets about as much light as Mars. Mandrake orbits coplanar and twice as far away as it used to, and its moon orbits are preserved. Pragnik has moved up as well. There's also a new body: the minor planet G1 Gallant. I have taken new pictures and photoshopped them to look bad with some of the finest observatories on Mesbin, of each of the planets in the system. (They will be used on the GitHub wiki as slightly less spoilery alternatives to the existing pictures) Here they are: I have added a new patch to Gememma's starlight, which can be changed in the settings.cfg. You can now choose between Colorful (0.9.1 and earlier colors), ZSPACE, and Compromise. ZSPACE uses the same color model NovaSilisko uses in his work in progress game ZSPACE , which is a much much paler light. Colorful uses the original colors based off a physically accurate temperature/color calculator, and Compromise averages all the color values between the two. The new default is Compromise. Here is the surface color of Gememma in the new model, and the surface of Ammenon as well. There's also a few new flags since my last update about flags. There's a lot of goodies in this update and I don't want to give away everything quite yet, but I'm pretty happy with how things have gone. The next update after this will be 1.0.
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Psst nova isn't the sun-mass version of supernova. A Nova just means "new" or "visiting" star, and as a phenomenon these are usually used to refer to the outbursts caused by white dwarfs as material from a binary companion falls onto them. Sunlike stars do not explode at all, they simply shed their outer layers into a nebula and their core collapses into a white dwarf, non-violently. Supernova are when massive (>8 Msol) stars die and turn into neutron stars or black holes, or when white dwarfs collect so much material at once they completely explode. (>1.44 Msol) These are much more luminous, hence the "super." Just a nitpick.
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boi I said that in 2016 you gonna bring that back up 3 years late and you dont even got anything in your spoiler?
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You have to go to releases on GitHub and download the release.
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Kopernicus is how planet packs work. You can't use planet packs without Kopernicus. The latest version of Kopernicus is not compatible with KSP 1.7.2, therefore no planet mods are compatible with 1.7.2. You will have to go back to KSP 1.7.1 and use Kopernicus version 1.7.1-5. HOWEVER. Kopernicus 1.7.1-1 and up are not compatible with plugins designed to work with Kopernicus 1.7.0-1 and earlier.
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You start on Mesbin (or Kerbmun if you enable an option in the settings.cfg) in the Kaywell system, and the Kerbol system is deleted. However, if you install the Interstellar Consortium (which is currently not supported by Kopernicus) plugin, you will be able to switch between playing on Kerbin or playing on Mesbin (or Kerbmun) and both systems will be visible.
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I'm sure I could remember plenty of ideas I've had over the past few years but one thing that I was just thinking about today: Science parts. I was watching one of the AbSciCon livestreams discussing the design of the upcoming (maybe) Europa Lander mission, and of course I was reading about the recently confirmed Dragonfly mission. And one of the big things that KSP doesn't teach, is science on space probes. There's only a handful of science parts, many of them so small they're like an afterthought. The materials bay is the largest science part in the game, yet it bears no resemblance to the experiments on real space probes. In KSP there's never really the experience of building a space probe, carefully selecting the right scientific instruments for the job, and designing the mission around the science. In particular one type of experiment that we're missing is photography. It would be so cool to be able to photograph planets and get science based upon the quality of the image. There's a lot more to spacecraft camera design than slapping an off the counter camera onto the spacecraft and calling it a day.
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[Kopernicus] Interstellar Consortium
Whirligig Girl replied to Pkmniako's topic in KSP1 Mod Development
EVE and Scatterer do not (yet?) support Unique Body Identifier, so your mileage may vary. Homeworlds may get their configs messed up. I would suggest that they be centered on a hidden central body, and that body can be moved to its position in IC. But let's be real here. The whole galaxy at its maximum is barely an open cluster as it is, it's hard to imagine anything analogous to an open cluster existing here. Just put a bunch of stars in the same neighborhood and that's as good as it really gets.- 50 replies
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cars can't get any traction in Gilly's gravity anyway. OK so here's the thing. Manuevers don't actually take substantially more time on Gilly than on other bodies. Orbital period for two bodies of the same density at the same multiple of the body's radius will be the same. Larger bodies may be much heavier, but they're also bigger around. Actual speed on Gilly is very slow, but you don't have to travel very far. Gilly isn't as dense as Kerbin or some of the other bodies, but Jool is slower in terms of orbital periods, despite orbital velocities being huge. What makes Gilly painfully slow is that you can't timewarp at all under 8000 meters, and that is a fairly simple fix with Kopernicus or BetterTimeWarp. Gilly is in fact a lot faster than other planets because you don't have to mess around with this orbital mechanics nonsense. If you want to rendezvous with your space station on the other side of Gilly, you just trivially fly at escape velocity for a few minutes, and hey presto you're there and you can start docking. Orbits are more fragile to being bumped around but that's a decent tradeoff for easy brachistochrone transfers.
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Gilly would, as far as KSP is concerned, be basically amazing. Delta-v to launch, orbit, go interplanetary, everything, that's all extremely low. In real life, there'd be lots of problems due to the fact that it's doubtful such a small moon could ever be self-sustaining enough for a space program of its own. I did want to make, as a stark contrast with the difficulty of Whirligig World, some kind of Asteroid Space Program mod where you start on an asteroid moon of a dwarf planet or something like that. I prototyped it and it was somewhat interesting, but there'd need to be a massive tech tree overhaul to make it interesting enough to devote a lot of time into. Something to look forward to late this year or some time next year if you're interested in starting on an asteroid.
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That remains to be seen, but almost certainly not in 0.10.
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Whirligig World 0.10.0 is fast approaching, and will probably be the final version before 1.0, which I would rather like to get out on October 15th 2019, two years after I first posted this thread. There's still a few things I need to do, and a few things that need to be done which are outside of my control. Breaking Ground broke the SciRev plugin, so that needs to be fixed ideally before I can release. And of course Kopernicus 1.7.2 needs to come out first but I don't think we're close enough to release that that is a problem. Kerbmun Space Program hype? note that the ksc is tilted 90 degrees in this shot, the orientation is fixed in the current development version. grrr I don't want this post to be part of the above post >:( Did you check your KSP / Kopernicus / Kopernicus Expansions versions first?
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The problem is almost certainly that you have the wrong version of KSP, Kopernicus, and/or Kopernicus Expansions--Regional PQSMods. By the way there's an important little line in that Kopernicus error message that says send them a valid bug report. I know what the Kopernicus error message is, I get it every time I mess something up in development. If you want a diagnosis than you're going to need to send the logs, which Kopernicus usually handily zips up into a file in KSP/Logs. (Never send logs in plain text. Either a link to a paste on pastebin or a download via dropbox or google drive or something is fine, but don't post logs in plain text on the forums, it clutters up the thread)
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https://github.com/StollD/KopernicusExpansion-Continued/releases Reminder that if you want to play Whirligig World in 1.7.1 with the new Kopernicus, you'll need to delete the KopernicusExpansions folder that came with Whirligig World and download RegionalPQSMods and EmissiveFX from the new releases.
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The next version of Kopernicus, which will likely be" v1.7.1-1" assuming Squad doesn't release another patch any time soon, will probably not be compatible with Whirligig World, since the code for Kopernicus has been massively refactored, and all plugins that rely on Kopernicus will be broken. Many planet mods will be unaffected by this, since the configs will remain mostly unchanged. However, the Kopernicus Expansions plugin will need to be updated to work with the new Kopernicus, and Whirligig World absolutely relies on KopX. Thomas has said that he will finish the new Kopernicus version before doing Kopernicus Expansions, which may mean he releases Kopernicus before KopX is ready. When WW is compatible with KSP 1.7.1, I'll change "[1.7.0]" in the thread title to "[1.7.1]." Otherwise it won't be compatible. Depending upon when that it, the version will either be 0.9.2 or 0.10.0. If it's 0.9.2 it will only be 0.9.1 but with updated plugins, and maybe the new flags I've been working on. By the way, I've been working on some new flag designs! Here's four of my favorites that will be coming soon. Also note, I've added "aWW_" to the front of all flag names for sorting purposes, which will break the flags in existing save files. You can either fix that by editing your save file so that all the flag URLs are updated, or by editing the name of the flag in GameData/WhirligigWorld/Flags to be the original name. But hey, it's still in the development stage, I'm allowed to break save files sometimes. Here's a simple version of the upper left flag. In case you can't tell, I really like the Ottoman crescent and star iconography.
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Well for one thing you have a GameData folder in your GameData folder, and it looks like you have multiple versions or possible incorrectly installed versions of several mods including StationParts and BDB. And several other mods look like they may not have been installed properly, but I can't tell for sure.
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If you want to even begin to diagnose an issue you need to post your logs (in a LINK, not the whole thing in the thread) and if you're looking for mod incompatibilities, I'll need your modlist or a pic of your GameData folder. As well as a thorough explanation of what texture problems you're having, preferably with pictures.