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CaptRobau

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Everything posted by CaptRobau

  1. That won't work either. The DLL is compiled for 1.0. There are older 0.90 compatible versions of that Kopernicus plugin, but they have only half the features and fixes that this version has. I doubt it'd be very stable platform to experience OPM on.
  2. I recommend a completely clean install in terms of Kopernicus mods. Remove OPM, Kerbol+, etc. Then reinstall OPM. This way you prevent conflicting versions of let's say the Kopernicus DLL. If that's not it, I recommend a fully clean install in terms of mods, to determine if it's incompatibility with some other mod. If that still doesn't work, see if it works when you run KSP fully standard. Maybe a setting like force OpenGL can be the cause. It's not the templates on their own, that I can tell you. Kopernicus was designed to work that way, even with 1.0. The devs have stated there was no need to redo template bodies if you were already happy with them. With the fixing of the contract disappearance bug, I was. If it didn't work, no-one (including me) would be able to get it to work. Nope. CustomAsteroids is immensely outdated. It didn't fully work in 0.90 and with the complexity of 1.0 I can't use extra sources of guaranteed bug reports. No doubt someone will make a custom asteroids mod for 1.0+ some day. When they do and it works fine, I'll add back asteroids. Thanks! All PNG textures in the folders beneath the KopernicusConfig folders need to be PNG. The Kopernicus devs explained that those textures don't actually benefit from the DDS format, because they're used by the engine differently. Maybe they even forced it (causing the missing planets in your story) to make sure no-one is unnecessarily using DDS for those textures. Are you running it on KSP 1.0.2? Could you post a screenshot of your GameData folder?
  3. It does. The stock resource is pretty simple, as it just as a general distribution for everything. Everything that doesn't fit that is turned off/down (no ore mining on the Sun or on Jool for example). So my job with this was mostly to just disable the gas giants and Tekto's oceans from being mineable. All the blurbs are finished now. Many biomes also have secondary descriptions, so many help did we get with writing them. More specific Karbonite-compatible configs are also converted to 1.0, thanks to Olympic1.
  4. Time for the 1.7 Beta! This one has been a long time coming. With the renewed development of Kopernicus and KSP's 1.0 update, there's been a lot that needed changing. This beta is more stable on 1.0 than 1.6.5 is, but it is not yet at the level of quality that 1.6.5 had on 0.90. This is why we've released a beta first. A beta can mean bugs, so please report them if you see them (some are already known, see below) So what are the big changes: Switched to just Kopernicus This allowed us to drop KittopiaTech, which was dead in the water. The less third party plugins this mod needs the better Several major bugs fixed The switch to the actively developed Kopernicus allowed us to eliminate the dissappearing contracts bug, the transparent disc around Sarnus and the recovery value bug on Kerbin Added a moon to Wal This moon of a moon called Tal is a little Gilly/Bop like moon that's managed to get into a stable orbit around Tal. To make this believeable, Wal's orbit was enlarged Added biomes and descriptions to Urlum's existing moons Thanks to a lot of community support, we've been able to add dozens of new blurbs to the biomes now added to Wal, Polta and Priax Added more FinalFrontier ribbon support We also balanced the points you get for each ribbon Redid the normal maps of all the moons They looks really great now Since this is a beta, there are still some things that need fixing. Here are the known issues: -Tekto, Moho's and Wal's terrain turn dark/black up close (the Kopernicus team is fixing this) -The atmosphere's of the gas giants and Tekto are not very well-balanced. This was just a quick implementation. As the knowledge of the new atmosphere system increases, so will the balance. Help us by making trips into these atmospheres and noting what feels off -Ovok doesn't look as smooth as before (requires a Kopernicus PQSMod that is being worked by someone else) Full changelog: -Added a moon around Wall called Tal -Added biomes to Urlum's moons -Added a couple more science descriptions to Tekto -Rebuilt the mod to only use the new Kopernicus -Removed KopernicusTech because it's no longer used -Converted all gas giants to work without a template -Removed DDSLoader because it's obsolete since 1.0 -Removed CustomAsteroids support since it hasn't been updated in months and is buggy -Removed the solar power curve config because it is obsolete since 1.0.1 -Updated ModuleManager to version 2.6.2 -Rotated Priax so that its lighter side is facing the orbital direction -Added FinalFrontier ribbons for the Urlum moons -Enabled Plock's ribbons in the FinalFrontier config -Rebalanced the prestige you get for each OPM ribbon -Changed Wal's orbital color to make it more distinct from Tal's color -Changed Wal's description to fit the inclusion of Tal -Made Wal's orbit larger to realistically allow subsatellite Tal to exist -Added custom timewarp limits to the existing OPM bodies -Redid some of the normal maps for the existing OPM bodies -Integrated OPM with the new stock resource system -Renamed the RegolithConfigs folder to KarboniteConfigs, to reflect Karbonite mod dropping Regolith for the stock resource system
  5. You can remove your SolarPowerCurve cfg as since 1.01 solar power is done without power curves
  6. Glad you like it. Release hopefully won't be very long after start the beta, although it does all depend on the speed with which the Kopernicus team can fix my bugs. Knowing them however, it shouldn't be too long. They're miracle workers I tell you.
  7. Have I showed off Tal, the subsatellite aka moon of a moon, yet? In case I haven't: Progress on the beta is going very well So Soonâ„¢. It's actually much more stable than OPM 1.6.5 is on 1.0+ and only misses a few features that make it not shiny enough for a true release. Wal has a bug that makes its terrain black (Kopernicus devs are trying to fix it) and Ovok is temporary not as supersmooth as it usually is (a fix is also in the works). All-in-all I recommend getting this beta when it comes out and replacing 1.6.5 with it. That version barely works on 1.0 (kind of regret calling it compatible), while the 1.7 beta does work. Other major features you can expect in the beta (and thus in the release version 1.7 too): -Dropped Kittopia and DDSLoader. The latter was made obsolete with 1.0 and the former is no longer necessary due to the awesomeness of the new Kopernicus devs. Less third party mods means more stability and also lead to the next item on the list: -All the bugs in Known Bugs are solved. This includes the recovery values being off on Kerbin, the contract disappearance bug and the translucent border obscuring rings -A moon for Wal called Tal (more info spread among the pages of this thread) -Added FinalFrontier ribbons to the Urlum moons -Added biomes and science blurbs to the Urlum moons Aside from the things mentioned above, OPM's planets and moons are moving very close to stock-like quality in terms of gameplay stability. They looked good before, but they now also play good too.
  8. Linuxgurugamer contacted me for some input on a contract pack. I don't know if he's produced anything yet, but you could PM to check.
  9. I don't have the download link. There are people who have uploaded it or even based new mods on this Some of them are even on the same page as this thread is now.
  10. That's because the installation is the same as every other mod, so it's pretty straight forward. Could you post a screenshot of your GameData? Perhaps I can spot the problem. Good idea. Did I say that? I think I only spoke of updates to Kopernicus being able to do that. Which they are, as far as I can tell.
  11. A docking alignment indicator on the nav ball a la this mod: [Moderator removed defunct website link] Add a decoupler to the launch escape tower so that on staging it decouples and add a ActivatesEvenIfDisconnected = true, so that the SRB will fire and carry off the escape tower away from the spacecraft. This will make escape towers easier to set up. The abort action group is then used solely to fire the SRB in a launch abort situation (as almost anyone will already do, since staging your abort sequence is not very useful)
  12. I see. I don't know how to recreate it and I'm planning on releasing a beta version of 1.7 soon, which will run on just Kopernicus which is far more up-to-date. That will probably prevent the problem in the future. 1.6.5 was designed for 0.90 so it's a wonder it starts up at all in 1.0, so strange things like above are pretty likely.
  13. I quit the career mode because of that too. I hoped it had changed, but the early tech tree is still pretty much the same. Their efforts seem to have been more towards the late game/spaceplanes. Things that I think would improve the early flow (both for newbies and more experienced players): -Invert the progression of each size of liquid fuel tanks. At the moment you get the smallest 1.25m tank, then the 2.5m, etc. This means you make any length of spacecraft/rocket right from the get go. Even the part limits of the VAB or launch pad (don't remember which one) are easy to circumvent after single reasonably cheap upgrade. If you start with longest tank each time, it means you'll be forced to make large, inelegant rockets first before you can transition to more finely tailored designs. That seems to me a much more interesting path. -Make the early probes a bit more useful. Add a little bit of torque so that a satellite that is little more than the probe can still be turned. And make all probes at least be a SAS Level 0. Having the Stayputnik be SAS-less means unmanned is too big a challenge for new players and a useless part for more experienced ones. -Move batteries and fuel cells up in the tree. Power is necessary to make unmanned missions doable, but since early battery designs are radial or small it means you'll be forced to launch an ugly probe covered in batteries before you can move onto solar panels (after which you'll rarely use batteries again). The fuel cells would be useful in the early game to replenish power, but are made useless because they appear after all the useful solar panels are already unlocked.
  14. I've encountered no such problems. DDSLoader can be left in 1.0 without problem, and might still be necessary for the KittopiaSpace.dll to function (as someone mentioned that it required it to function).
  15. Thanks I'll definitely put those in the next release. I'm probably going to do a beta release for 1.7. The real official 1.0 compatible version of Kopernicus is about two weeks away, while the development version should be playable a bit sooner. No doubt there will also be lots of mod incompatibilities and other oversights caused by this mod's big switch to a new format and a new version of KSP. Better to catch those now then released countless hotfixes for 1.7.
  16. Generally speaking, small radial parts likely to be placed asymmetrically: yes. All other parts, almost always no.
  17. Again? The aerospike would be an awesome piece of technology for the late game if not for the unrealistic crippling.
  18. You're not. No longer will we have to build ladder systems that are more ingenious than the rockets themselves.
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