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Everything posted by CaptRobau
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I've managed to get part of my OPM planets and moons converted successfully, but I still have a few issues. My large moon Slate, based on Tylo, is working correctly but my smaller moons Hale and Ovok aren't. I can't even test them properly, since they seem to have a tiny or non-existent SoI now. Those SoIs weren't that large in the non-KT version and some people had issues with their size, but they were there. Removing all the properties (so that it's the same size, mass, etc. as the template) worked for Ovok (based on Minmus) but it didn't work for Hale (based on Gilly). Even when it's properties are made identical to Gilly it won't have an SoI large enough to teleport to it with HyperEdit. Anyone have experiences like that?
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Ours isn't yet, but other ones are. Just look through this thread or search it. Hale and Ovok should work like any normal planet or moon, but I'm having some issues now too. I think it has something to do with the low mass or radius. I'll look into tweaking that so that they work again, because if for half the people the SOI is non-existent then it's not worth the way they currently work. Consider it a bug for now, one that I can hopefully fix for the next update.
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Planet Factory Planets for KopernicusTech
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Development
That is strange. Do you get the same issue in OPM with Sarnus' rings or is just with Sentar and KopernicusTech? What part of the config makes Qbik have that unique cubical shape? It might help us at OPM get Ovok to have the more elongated/easter egg shape that was originally intended. -
Planet Factory Planets for KopernicusTech
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Development
Pure white or opaque a la Sarnus' rings? I love Qbik btw. Was that in the original PlanetFactory too or is it your own design? Either way, kudos on getting the PQS to do that. -
RSS uses DDS textures. If you install DDSLoader, loading those textures is not an issue. A lot of image editors can also open DDS, after which you can save it to png or something. http://forum.kerbalspaceprogram.com/threads/96729-0-90-DDSLoader-1-8-%28Dec-15%29-Loads-DDS-Texture-Boringly-fast-edition
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Planet Factory Planets for KopernicusTech
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Development
Very nice work Augustus. As far as I can see it shows off that KT can handle anything that the old solution could and more. Your planets and moons will be a great teaching tool for my conversion of OPM. If you set the rings to be unlit, ie. Unlit = true, I feel you get a nicer looking results then when they're dark and translucent. -
Access component menu from stage icons
CaptRobau replied to gbrricci's topic in KSP1 Suggestions & Development Discussion
Oh that would be very useful. Very good idea! -
There's a bunch of EVE/Astronomer's Visual Pack configs in this thread, so I imagine it works fine. Eudae55 and a contributor are working on an official visual pack config and that seems to work swimmingly too. I have no experience with Jumbo32, but the other team member of OPM Eudae55 does so maybe ask him.
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Squadcast Summary (2015-01-31) - The 'Wait For It..' Edition
CaptRobau replied to BudgetHedgehog 's topic in KSP1 Discussion
It's not the most reliable metric, but at a million views it can be considered a popular mod. My mod has about 10K downloads and it has 73K views and a lot of that is people posting about problems, so a million views is not nothing. -
Squadcast Summary (2015-01-31) - The 'Wait For It..' Edition
CaptRobau replied to BudgetHedgehog 's topic in KSP1 Discussion
Seeing as the Procedural Fairings mod is the #15 viewed thread in Addon Releases with a million views for its forum thread (no download stats due to GitHub), I think it's safe to say it's not the vast majority. I can imagine that fixed fairings are more popular among veterans and seeing as they are often more active/vocal on the forums, I think that could skew your view. I think the vast majority hasn't even tried fairings or don't care between the two. -
I've always played more sandboxy, focussing on building with a lot of HyperEditing. So probably not. Then again the improvements to 1.0 might make career interesting enough for me. In that case it would change.
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This mod doesn't do clouds. You'll need to use the EnvironmentalVisualEnhancements mod for that. I think when you get the hang of it'll be straightforward enough. The advantages of KT seem to outweigh the extra work. Once you or other people have a few working planet/moon types you can easily copy those and use them as a template for new planets or moons. Haven't noticed any blackness. Could you post a pic?
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My approach when developing the Outer Planets Mod has been to go for recognizable, realistic where it counts and unique. Half the fun of KSP for me is reading about missions or concepts from real-life and trying to recreate them. But I didn't want to copy RL exactly, so a lot of my moons have been amalgamations of various real-life moons and if they're not, they're based on concepts that could realistically be possible. This opinion is the same for the stock game (which has had a similar approach so far).