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CaptRobau

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Everything posted by CaptRobau

  1. I've got similar lighting issues, now that I think of it. - - - Updated - - - Then what is the alternate way to have biomes not overwrite the template, but only set the biomes for the new body?
  2. Anyone have experience with making new biomes? I made biomes for my new moons, but their templates have inherited the biomes too.
  3. That completely slipped by us during testing. It seems to be the case for all the new moons (Hale-Gilly, Ovok-Minmus and Slate-Tylo). I'll try to get it fixed, as I doubt the dev of Kopernicus intended that.
  4. Here are two 6.4x configs: http://forum.kerbalspaceprogram.com/threads/104280-0-90-Outer-Planets-Mod-%281-4%29-Unique-biomes-and-300-science-blurbs-17-Jan-15?p=1673141&highlight=6.4x#post1673141 http://forum.kerbalspaceprogram.com/threads/104280-0-90-Outer-Planets-Mod-%281-4%29-Unique-biomes-and-300-science-blurbs-17-Jan-15?p=1674815&highlight=6.4x#post1674815
  5. If they previously reached across the stock Kerbol system, then the farthest needs to be around 800 Gm to do the same. That's how far the Pluto analog is out now.
  6. Would people be interested if I put a MM config in the next update that changes the range of the longest range antennas in RemoteTech and AntennaRange to something that works for the mod's larger distances? Maybe integration of the cloud mods too?
  7. Kopernicus can both change normals and textures of planets. KittopiaTech can do the same since quite recently, although my mod only uses it for ring textures. I'd be very happy if you could add exceptions to those two mods in your next version. It would cut down on the bug reports on my end.
  8. Why are you using a 56 Kb/s modem in this day and age? I'm not going to split up the textures from the main download as that would just lead to thousands of question of why the planets aren't loading correctly. I'll put a separate download without the textures somewhere in the OP though from now on, for people like you though. Thanks for making the fix. With the standard medium textures the mod is not memory intensive at all. Only with the high-res textures will KSP's RAM use increase with 100s of MBs. With your computer it should not need texture compression to even work. It's better than mine and I can run it with the high-res textures.
  9. Strange. Maybe KittopiaTech is conflicting on Linux, as that's the only non cfg change in the update. Remove the KittopiaSpace folder and try again. You won't have rings, but it would confirm that it's Kittopia related. - - - Updated - - - Thanks, that explains everything I need to know. I'll take a look at what Regolith does automatically and where I need to add more custom stuff to make the moons/planets more realistic/unique.
  10. Dres already represent Ceres. About the others, there are no plans. First we're going to focus on making the enew gas giants complete and then we're going to redo Plock to make it a worthy analog of dwarf planet Pluto No progress on the resources yet. How do I make the biomes influence what you can mine in a location? Thanks. Happy birthday in advance. I'm glad that I didn't show up empty handed Thanks, fixed it.
  11. A short update about the future of this mod. Eudea55 and I are going to be a bit busier the next week or two, so the next update won't follow that quickly. Here's what the next updates will be about. 1.4.5 -Rebalanced science multipliers, to reduce the increase in science caused by the added planets and moons -A custom and optional set of Flyby contracts that will unlock after you land a Kerbal on the Mun or Minmus. By offering flybys of the gas giants earlier, other contracts regarding those planets will unlock a bit earlier, which will give people more freedom when it comes to exploring the Kerbol system -A secret feature that we couldn't finish in time for this update 1.5 -Adding moons to Urlum *This is not final and can change at any moment
  12. It moves Eeloo to an orbit around Sarnus. Probes in a low orbit or on the ground will not be affected. It doesn't touch any other stock planets/moons so your Duna rover/probe are safe. MechJeb functions well as far as I know. Not all planet mods use the same plugins, so it might be that your experience was with a mod that used something other than what this uses.
  13. 1.4 is out now! Here's what you can expect in the new update: Biomes for the moons added in 1.3 Especially Slate has a bunch of 'em 300+ blurbs to flesh out these biomes Our volunteer team has created a whole lot of really funny/interesting blurbs, which will make science in the Sarnus a whole lot interesting. The gas giants also got some blurbs for some situations that the mod hadn't covered yet Eeloo and Slate are slightly inclined What's these use of being a ringed gas giant's moon if you can't see it's rings. The difficulty of reaching these moons is practically the same, but now you've got a better view Balancing of the new planets and moons Some of the orbital characteristics and body properties were changed to make everything more realistic and more consistent with other planets/moons Medium-res textures now the new standard, low-res and high-res textures available as optional downloads Since not everyone has a great computer, starting with 1.4 we've made medium-res textures the standard. These are comparable to the resolutions used for the stock planets and moons. Small moons or planets with little detail (such as gas giants) have 2K textures. Planets or moons that benefit from higher res have 4K textures. For those with even worse PCs we have a low-res texture pack and for those with a beefy computer we have a high-res pack. To install these just extract them over your main OPM installation and overwrite the old textures. Low-Res Texture Pack (1K/2K) High-Res Texture Pack (4K/8K) Other stuff Removed the RSS time warp tweak as it was causing issues (just get something like Time Control to get better timewarp), made Slate's terrain smoother in places and other small things not worth mentioning.
  14. Just Urlum. ------ If any volunteers have added more stuff since I last looked, I'll add them in the update after 1.4.
  15. Congratulations, you are the winner! 1.4 is coming very close. The biomes are in and the volunteer contributors did an amazing job and quickly created over 300 funny and interesting science blurbs. Eudea55 and me are honored that this community is so committed to the mod. Makes us feel warm and fuzzy on the inside At the moment we're getting everything in-game and after that we'll test to see if everything works correctly.
  16. We need your help dear OPMers. Slate has three features/biomes that still need a unique name: So let us hear your suggestions.
  17. Is that the 'halo' bug that I mentioned? Because I updated KittopiaTech for my mod and it's having no effect on the translucent halo around my gas giants with rings.
  18. How did you generate those .obj files. I believe they help make the ScaledSpace look like the height map. Am I correct?
  19. I like shock heating, but I'm not feeling all of DREs features. Ablative heating adds complexity for little gain and would make it hard to make vehicles that are supposed to do multiple atmospheric reentries without adding a lot of extra parts. I'm also not a fan of special heatshield parts, at least not for stock. That limits what you can do or if it doesn't means adding a lot of additional parts to the game. Most parts should be pretty heat resistant and only if you come in far too fast, will stuff begin to burn up.
  20. PMs have been sent to all who volunteered with instructions on writing descriptions for us. Can't wait to see what you have in store for us. - - - Updated - - - If Slate and Ovok look that different from what they're advertised, then I think there's something weird on your end. Have you tried reinstalling the mod?
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