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Everything posted by CaptRobau
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Answer the following things: -Which version of KSP you are running (ie. 32 or 64-bit)? -How much RAM do you have in total and how much of that is KSP (open the task manager, go to processes and write down the amount of memory KSP.exe uses)? -What mods do you have installed? Easiest way is to take a screenshot of your GameData folder With this info I might be able to find out what your problem is. It's definitely not something that happens to everyone, as I've never had it. I'll try that, thanks!
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I've gotten my planets working using this approach, but I noticed that in KopernicusTech (the version you created for me was based on 1.4 which still used RSS) that an atmospheric planet that I had been working on starting glitching out. It's a terrrestrial planet with an atmosphere and oceans. Once I get low enough the oceans don't show up like they normally do and once I get even closer the entire planet starts to fade out. Once I get even closer, a bright flare appears. All I've done is move it over from non-modular, everything in System.cfg, etc. to non-modular so it seems to be related to that.
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The texture files are in DDS format, which you can load with a lot of programs such as Photoshop and Paint.NET. For the next version, which we're hoping to release shortly we're moving back to PNG files because we're changing how we load terrain and that method doesn't work with DDS (yet). PNGs can even be edited by Windows Paint, so if you don't want to download a program or something you only have to wait a few days.
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In my case it was because I couldn't change what body Eeloo orbited (from the Sun to Sarnus) without putting it in System.cfg. My vision was impossible without moving Eeloo like that. If you fix that, there's no reason for me to not eliminate the Kopernicus folder for config and texture placement. I personally use a file loader/unloader to move stuff in and out of GameData, so I haven't had to remove files from that folder manually. Other KSPers do, so if I don't have to use System.cfg anymore, I won't and I'll happily switch to a more modular setup that will allow people to easily mix and match other Kopernicus mods with mine. I think it also doesn't help that the Kopernicus forum OP hasn't changed in months and as such look out-dated. When I started my mod Kopernicus was all but dead or at the very least felt like a in-development version instead of a full package. As such it felt natural to bundle the plugin with my mod to reduce my mod's players from having to scavenge GitHub or the forum thread for the right version, etc. When Kopernicus has had some of its major bugs worked out and eliminates depending on other mods for PQS loading and such, I'd suggest starting a new thread for that version. Then people can download the Kopernicus plugin from that and mods like mine will be like the modular configs for RSS, instead of every Kopernicus-based mod being an island like they are now. That thread would also be a good place to direct modders to tutorials and other information that will help them create planet mods.
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Most bugs are only graphical. A few make a career mode with OPM a bit unbalanced. The only game-ruining ones are incompatible mod conflicting with OPM. If you don't install those or update them (depends on the mod if this help, see Incompatible Mods). If you just play sandbox and or don't need all those incompatible mods, it's not a buggy experience.
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The basics of this mod work very well from what I've been able to spot. Mine is a good placeholder, but once this mod has every issue worked out it'll be a far better implementation of a realistic power curve.
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Cool mod. I did notice however that if the solar power becomes low enough it displays as NaN, aka Not a Number. NaNs can cause issues farther down the line, since the rest of the game can no longer interact mathematically with the NaN. So maybe just set it to zero after a certain cut off point. If it's just a text thing and there's actually a number behind the NaN text, I still recommend switching it to 0. Some people just don't know what NaN means, but 0 is always clear.
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Rings only form on the equator and would thus look very weird when tilted with respect to the equator (believe me). I tried a workaround by tilting the texture too, but the way the texture is applied to the sphere doesn't make that work. So Urlum will remain untilted. Since it'd be unrealistic for major moons to form at 90 degree inclinations with respect to the equatorial plane of their planet and such inclinations would probably make the moons very difficult to get to for the non-veterans, the moons will align with the normal plane like the other planets. That being said Urlum will have a major moon that is inclined around 10 degrees compared to that plane and Neidon will have a small moon with an extreme inclination.
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Thanks for the info. It was very useful! Only issue I'm having at the moment is that when I add the .bin file for a Laythe template WIP moon, it applies the bin it creates for that to Kerbin, Jool and maybe other bodies (Jool and Kerbin are easy to spot because they have irregular surface in ScaledSpace). If the bin is not included upon game launch, and the game has to make it on its own then there's no issue. The program I used to create them way back made them purple/blue-ish, but converting it to the DXT5_NM .DDS format changed them to grayscale.
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Kopernicus can read DDS textures perfectly with DDSLoader, but the issue is that Kittopia (unlike RSS) can't which means you need the color map and height map in PNG if you want the mod to load correctly. I've created .bin files using the ScaledSpace exporter in Kittopia and they look all great and detailed after doing so. But when I load it again, they look as they did before (less detailed normal map, the terrain 'model' doesn't load in the map view, etc.) which makes me suspect that when I reload them the .bins are not working correctly. Am I doing something wrong with the .bins?
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Binary orbits are not possible in KSP in a non-hacky, gameplay-breaking way. So once we making a Charon analog together with a Plock overhaul, it'll follow the current International Astronomical Union's classification of Pluto as a dwarf planet and Charon as a moon All quirks of the Pluto-Charon relationship that I can get working, I will get working though.
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The last time I checked it was four moons for Urlum. One has elements of Miranda, but the inspirations for the rest I'm keeping a secret . After we get the next update out, we'll move onto Urlum's moons, some of which are already being worked on by Eudae55, so the wait after that should be shorter than now.
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Ideally I'd like to handle everything with one mod too, but as you said PQS wasn't fully available yet. If you get rings and PQS working in Kopernicus I wouldn't need Kittopia for anything at all. OPM moves Eeloo to a custom planet. Moving the orbit of a stock body didn't work (at least not the last time I checked) with MM configs so I had to put into System.cfg to get it to work. If that is/can be fixed, then I'd happily move over to a MM config. Don't know if you already noticed it, but one of the biggest issues with Kopernicus currently is its inability to correctly apply biomes to new bodies. At the moment it applies the new biome to both the new body and the template body. Might be another thing to look into.
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All of them. The more I know about your game's mod situation, the easier it is for me to spot potential problem areas. The list of incompatible mods is just one of known and verified incompatibility. - - - Updated - - - On a side note, the combined downloads on Kerbalstuff and Curseforge has reached the magic number of 10.000! Eudae55 and I want to thank you for helping us reach that number. Now onto 100.000! The next update is coming along nicely. A lot of stuff is already done and at the moment I'm trying to port the mod from its Kopernicus + Kittopia + RSS method of adding planets to the more refined KittopiaTech, which is a mix of Kittopia and Kopernicus. This solves a few long standing bugs, although sadly not the biome bug. Development of Kopernicus has become more active in the last few days, so that might lead to a fix for that one though (so fingers crossed). Cutting down on the number of interacting mods should allow increase stability so that's also a good thing. Hale and Ovok will also have their SoIs increased, so they become easier to reach.
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
CaptRobau replied to nightingale's topic in KSP1 Mod Releases
Very cool!- 502 replies
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- contract pack
- contract configurator
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
CaptRobau replied to nightingale's topic in KSP1 Mod Releases
Wait, there's a monolith in orbit of Jool? Is that a stock easter egg?- 502 replies
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- contract pack
- contract configurator
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