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KSP2 Release Notes
Everything posted by CaptRobau
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Okay, so what's a foolproof way of adding new CelestialBodyColors without having to overwrite CelestialBodies.cfg? I thought I had a method way back, but it doesn't seem to work as well as I did.
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That's very weird and it really should not do that (never heard of it happening). My best guess is that it's either related to Linux not interacting with the plugins that this mod uses correctly or that its related to the 64-bit version of Linux not interacting with the plugins that this mod uses. So there are two points of action you can undertake: test the mod on the 32-bit version of Linux and if that doesn't solve it, try it out on the 320bit Windows version of KSP (don't know how possible that is for you).
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[WIP][KopernicusTech]Kohman Pack v1(ABANDONED)
CaptRobau replied to Candlelight's topic in KSP1 Mod Development
Word of the wise, don't start your threads when you have nothing to show. People will come in here, see nothing and will subconciously leave with a negative opinion of the mod. Best is to just wait until you have a download, screenshots or at the very least a detailed description of the mod ready. -
[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
CaptRobau replied to benjee10's topic in KSP1 Mod Releases
Thanks. -
Is it possible to embed YouTube playlists in forum posts? I want to make a playlist that has all the videos about my mod and put it in the OP. I have however not been able to get a playlist to embed. So is this possible? If it is not I wouldn't mind seeing this feature added if possible.
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1.5 and above switched to KopernicusTech, as that fixed a lot of critical bugs. When our mod came out, KopernicusTech didn't support DDS textures so we had to switch to PNG textures. That could've led to bigger RAM usage. We're investigating moving back to DDS with the next update as KopernicusTech now supports that.
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[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
CaptRobau replied to benjee10's topic in KSP1 Mod Releases
Just want to say that this has become one of my favorite mods. It looks great and the versatility of the Interstellar ships works great if you've played KSP and are past getting to Laythe for the first time. -
64-bit Windows KSP is officially compatible with almost no mods, since it's almost impossible to tell the difference between issues caused by the 64-bit version of KSP or by the mod itself, because 64-bit is so unstable. It is so unstable that starting with 1.0 Squad are even pulling 64-bit Windows for 1.0. As such I can't help you with OPM on 64-bit Windows. Only option is 64-bit Linux or 32-bit Windows/Mac.
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No-one on the OPM team has any plugin-writing experience, which your suggestions seems to require. I've had no bugs with TimeControl and its the best such timewarp altering mod at the moment, so I say let's just stick with that for our timewarp increasing needs. Thanks for the idea though. You never know which ones could stick or which ones won't, so never be shy to propose them. - - - Updated - - - I've had reports that Distant Object Enhancement is no longer working perfectly with recent OPM updates, so it maybe something related to that. For the next update I have a more in-depth investigation for that incompatibility planned, so I'll add your situation to list of things that I have to check.
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In 1.5.2 OPM still overwrites the System.cfg to add the planets and moons. When you upgraded KT you probably overwrote that file, meaning that the planets aren't loading. It won't be an issue in future updates as we're moving everything out of System.cfg, but for now the fix is to not overwrite the System.cfg that comes with OPM.
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Very nice!
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Always designate a mass. GeeASL however is the biggest culprit for small SOIs as far as I know, although it depends on the situation. My asteroid moons are close to a large gas giant. If they were farther from the planet, the same settings would produce a greater SOI. This is also why Eeloo has a larger SOI than let's say Kerbin, even though its smaller. The distance from the Sun makes those smaller settings result in a larger SOI.
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Thanks for the research. I can use that in finding a workable solution to the problem. That is very handy. Didn't know about the wrong atmo height. I'll fix that in the next update. What do you mean with warp rails. The altitudes that 50x, 100x, etc. timewarp can happen or do you mean the time warp speeds. The latter can be done only with the TimeControl mod and it's zero effort to do it yourself. Adding a config file for that would only overwrite those that people made themselves. Strange Kraken bug. Well Hale is tidally locked to me. Since the change I've never seen it not tidally locked. Very strange that you didn't have that on your end.
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This doesn't even move Kerbin. You're moving Urlum to orbit Urlum. You also don't need all those @s. Only in front of the parts that are already in Kopernicus/System.cfg. Like this: // Apply this patch after the Kopernicus mod is loaded @Kopernicus:AFTER[Kopernicus] { @Body[Kerbin] { @Orbit { @referenceBody = Urlum inclination = 0.375 eccentricity = 0 semiMajorAxis = 745000000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 3.14 epoch = 0 } } }
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The color map can be easily downsized from 8K to other resolutions. The normal map however looks best if regenerated at the target resolution, instead of downsizing it from the 8K version (should be easy if you remember the normal settings). The height map can be downsized too, but I'd make 4K the default resolution here and not add any height maps to the low or high res texture packs. A higher or lower res terrain map will result in different terrain, which you really want to keep the same to maintain save game compatibility as you upgrade your mod. 4K is more of enough resolution for terrain. I don't copy the exported textures made by Kittopia into my mod. Instead I use the exported color map if it has an ocean (like you do) and paste that ocean on top of your mod's color map. This gives you the appearance of an ocean even in map view. The normal map I throw out, as its made with a very rough method that doesn't really look that good. Its more of an example than anything really usable. The height map that is exported can be used however to make a detailed normal map (which has both the height map terrain and the procedural terrain features caused by other PSQMods). It shouldn't be used as a replacement of the height map, as you already have one.