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KSP2 Release Notes
Everything posted by CaptRobau
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Rejoice, 1.7 is finally here Downloads 1. Choose one of the two available mirrors for Outer Planets Mod 2. Download Kopernicus, which is a third-party mode required for OPM to work This version of OPM was designed with Kopernicus 0.0.9 in mind. Keep this in mind if you choose to update to future releases of Kopernicus before OPM is updated. 3. Install both mods, by moving the unzipped contents of the downloads into the GameData folder (like most mods) Installation note: If you're updating complex mods like this, please do not overwrite the old version with the new one but delete it instead. This can prevent issues, as incompatible changes can be made between versions. What's different? OPM is no longer standalone. Kopernicus is now a lot more mature, so I made it so you have to download it separately. This will make compatibility between OPM and other Kopernicus mods much more straight forward. It also makes installation very simple. Just pop the few files in the dowload's GameData folder into KSP's GameData folder and you're done. Most bugs are fixed. I wasn't able to get Ovok to look like it should, but Kopernicus' latest updates helped fix both the black and dark surface bugs. So Wal and Tekto are now playable. Tekto is still a little darker than it used to be, but that can no doubt be fixed by some future tweaks. It's now playable, which is the important thing. The atmospheres are now much improved. They feel very stock now. I made Tekto's atmosphere a little less deep, to reduce tediousness. If you haven't played the 1.7 beta's yet, those added among other things a new moon around Wal called Tal and biomes for Urlum's moons. What's in store? I have a few more tweaks and improvements that I want to get done, but that was beyond the scope of 1.7. Getting a working release out of the door before the weekend (I'm out of town then) was much more important than adding those features. These include converting all textures to DDS for faster loading times. After that I want to tackle the following things: Tal's biomes/descriptions Dark, less water-looking oceans for Tekto, to match up the orbital view with the actual ocean. Should be possible with the new Kopernicus Complete the moons of Neidon, that were started on earlier Full changelog: Moved the Texture Replacer cfg to the OPM folder and removed the TextureReplacer folder Updated the Karbonite configs, courtesy of Olympic1 Updated the ModuleManager plugin to version 2.6.5 Changed Wal's template back to Moho, since the black body bug was fixed by Kopernicus Tekto is much more playable now, since the dark terrain bug is fixed by Kopernicus Changed the AntennaRange config to reflect changes in the mod's recent updates Changed the rotational periods of the gas giants to make them more realistic Tweaked the atmospheres even further to create smoother transitions similar to stock atmospheres Balanced Tekto's atmosphere to make it less tedious during descent Changed Tekto's atmospheric ambient color from reddish to the correct green Rounded the atmospheric heights of all OPM bodies, to match the new style of the stock bodies Corrected Priax's mass Added relative paths for the .bin files in the OPM bodies' cfg files Adjusted the SOIs of Ovok and Hale to make scanning and orbiting less problematic Removed the Kopernicus folder, the mod can now be downloaded separately, making combining OPM with other planet packs easier
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Will do. Done. Thanks, is to be included in the full release of 1.7 A note though, the black body bug on Tekto and Moho are different. Moho is completely back and Tekto only turns black/dark when closing in on the surface. I think it has something to do with the oceans. With the tools offered by the new Kopernicus update I think I have a shot at making the oceans work right and thus perhaps fixing this problem. I'm working on completely updating OPM to the latest Kopernicus, which will make it much more stable. When that is out you should try this again, to see if it persists. Might fix it. The stock orbital survey won't work with Hale and maybe Ovok, since they have very small SOIs (their size and closeness to Sarnus makes the SOI very small, even with relatively high gravity for moons their size). The new Kopernicus I believe has a method to artificially extend the SOI, so I'll try to get that working in the near future. It'll be less realistic, but it'll stop a lot of issues with scanning and/or orbiting these moons. And it might allow more realistic gravity.
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Just popping in while on holiday. Glad to see the community is helping each other with installation issues and such! Also happy to see that Kopernicus has been updated. Too bad it happened just at the start of my vacation and you have to wait extra long for a fully compatible OPM version. From the changelog it appears like it has a lot of great features and bug fixes. Once I get back in a couple of days I will make sure to get out 1.7 as quickly as possible. I will also then reply any unanswered questions then. Have a great weekend.
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I really need to make a list of all the easter eggs I've added, because I have no idea which ones you guys are talking about Just a head's up, I'll be going on holiday until the 15th starting tomorrow, so don't freak out because none of the devs are around to help you. I'll be back. In the meantime, try to help each other out with OPM stuff as best you can. Once I get back I'll finish up my work on the atmospheres. The next version of OPM will have them at pretty much stock quality now, thanks to pioneering work by KillAshley/Felger. Hopefully the Kopernicus devs will have released 0.0.7 by then, which should allow 1.7 to finally come out of beta.
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This mod previously did, but I recently removed support for it since the CustomAsteroids mod is unsupported by a dev (last version is 0.25). The mod still sort of works, but it has problems that will only grow larger with each new KSP update since there's no dev to update it to modern standards. Problems at the moment include the possibility of asteroids not despawning, resulting in hundreds of asteroids being simulated (bye bye performance) and killing the stock asteroid belt around Dres. If the dev ever returns to update it, or someone else makes something like it I'll support it again, but until then...
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Urlum is a bit weird to put into words, how I pronounce it. It's not a long UrLOOOOOM like my pronunciation key might indicate with Urloom, but it's not a short Urlum either. It's right in the middle of that, but I have no idea how to explain that , especially since half of the time I don't know how to pronounce it like that outside of my mind Also I always thought that Laythe was just one, and sounded similar to lathe, but with more a lay sound in there.
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Here's how I pronounce the names of the OPM bodies, as requested by Akinesis. You can pronounce it any which you want, but this is how I do it: Sarnus [the end is pronounced like Terminus], adjective: Sarnusian [like Venusian] Hale [like hail], adjective: Halean Ovok [the end is pronounced like Tuvok], adjective: Ovokian Slate [like slate], adjective: Slatean Tekto [tech + toe], adjective: Tektoan Urlum [the end is pronounced like loom], adjective: Urlumian Polta [like the Polter in Poltergeist, but without an emphasis on the R sound so that it's more of an A sound], adjective: Poltan Priax [the end is pronounced like axe], adjective: Priaxan Wal [like wall, but with the long L sound], adjective: Walian Tal [like tall, but with the long L sound], adjective: Talian Neidon [nigh + don], adjective: Neidonean Plock [the end is like block], adjective: Plockan
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Wow, that's a pretty cool coincidence. Ovok was derived from the Latin word Ovum, which means egg (aka its shape). The K was added because that letter was pretty rare in the actual game, especially at the end of names. There's a lot of fan stuff about Keptune, Kethane, Kopernicus, etc. but in the actual game that letter is pretty much limited to Kerbin and Kerbal. The soft fur, etc. description was based on the inspiration Methone. It's supposed to be made of a fluffy, icy material. There's nothing like a twist, so naturally the mythological being it was based on would look cuddly, but would actually be ferocious. - - - Updated - - - Try a clean install. Something like that is probably a faulty download or installation. - - - Updated - - - For those who might be wondering why I didn't adopt this for the actual Urlum, it's because it wasn't realistic enough to my liking. It allows Urlum to be at a 90 degree angle, close to Uranus' real angle, but it wouldn't allow Urlum's moons to be aligned to its equatorial plane. Instead they'd be graphically aligned to the same 0 degree equatorial plane of the other bodies in the Kerbol system. That'd be very unrealistic and would feel too fake for my liking, especially because of Wal's equatorial ridge. It would also have gameplay implications, since achieving a equatorial orbit in reference to Urlum's 90 degree angle would require you to go into an orbit that the game would recognize as polar. That would have issues with mapping or for example getting the boost from launching into an equatorial prograde orbit, like you're used to on Kerbin, the Mun and all the other bodies in stock KSP. If we ever get true axial tilt, this mod will be the first to implement it. According to Squad that might be a tall order, since Unity is not set up for something like that.
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Poll, the R.A.P.I.E.R, what do you think it needs
CaptRobau replied to Screeno's topic in KSP1 Discussion
An alternator. Solar panels don't fit the sleek look of Skylon like craft and RTGs feel like cheating since they're quite rare IRL (except for special missions). Jet engines and rocket engines have alternators, so why not the Rapier as well? -
Hale's SOI could use a boost, although it's annoying since it's so close to Sarnus it needs a disproportionate gravity to offset that of Sarnus'. That's why it already has four times the gravity of Gilly, which is four times more massive. And that gets the SOI up to just a 1 km outside the actual terrain. I'll see what I can do. What I'm currently working on: -Tweaking the atmospheres even more. Felger and KillAshley have helped me greatly with getting the atmospheric curves set up as smooth as stock has. -Redid the cache files. Ovok won't look like an egg anymore, but at least you'll have the actual terrain to go by. Until Ovok can look like it should, it's better if it's playable, for which you need map mode lining up with the terrain
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All moons in the Sarnus and Urlum system are tidally locked. That means that one rotation equals one revolution around their planet. Most real moons are tidally locked too (except really small ones or very strange ones). Anyway, all moons in stock KSP have their geosynchronous orbits outside the SOIs. It's simply a result of their small mass compared to that of their planet, resulting in SOIs that are too small to attain geosynchronous orbits. So it's normal that it's the case for OPM's moons too.
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Should be no problem. 1.0.2 is targeted because it's the latest, but there aren't major changes to how the game functions to preclude it working on 1.0 as far as I'm aware. Do note that only the 1.7 beta's (1 and 2) are for 1.0+. The last full release, 1.6.5, only works on 0.90. That being said, 1.7 Beta 2 is very playable, it just has a few minor bugs left so it's not yet 'full' release quality.
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Beta #2 for 1.7 The Kopernicus devs are hard at work at a 0.0.7 pre-release. We don't know how much time it'll take, but there was already enough playability/stability enhancing stuff added to warrant a second beta release, even if means another beta version close after that because Kopernicus 0.0.7 came out and helped us improve even more. So what are the big changes: Wal is playable Moho still suffers from the black terrain bug, but Wal no longer does because I changed the template to Dres. It won't look exactly the same as in 1.6.5, but it's close enough and at least it's playable. The atmospheres are playable They're not perfect as we want them yet, but at least Sarnus, Urlum, Neidon and Tekto's atmosphere are no longer ripping your ships apart the moment you enter the atmosphere. Since this is a beta, there are still some things that need fixing. Here are the known issues: -Tekto, Moho's and terrain turn dark or completely black up close (the Kopernicus team is fixing this) -The atmosphere's of the gas giants and Tekto are not perfect yet. They're playable, but they're not yet as fine-tuned as the stock atmospheres of Kerbin, Jool, etc. -Ovok doesn't look as smooth as before (requires a Kopernicus PQSMod that is being worked by someone else) Full changelog: -Added about a dozen extra science descriptions to Urlum's moons -Fixed a description that was about Priax, but was listed for Wal -Corrected the spelling in Neidon's description as well as a science description for Polta -Moved Eeloo's ribbons and config info into the OPM/Ribbons folder and removed the Nereid folder -Removed the useless svn files and folders from the Ribbons folder -Fixed a compatibility problem with ATM through a config/moving the ring textures to a separate folder -Converted the ring textures to DDS format -Renamed the configs in the OPM folder for clarity's sake -Changed a value in the antenna distance config to account for a change in RemoteTech -Moved the PlanetShine config into the OPM folder and removed the PlanetShine folder -Added Tal to the PlanetShine config -Updated the ModuleManager plugin to version 2.6.3 -Fixed Priax's biome definitions not matching the actual biome map -Tweaked the atmospheres in OPM to make them work better and to make them more unique from one another -Temporarily made Dres the template for Wal instead of Moho, to prevent the black body bug