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Everything posted by CaptRobau
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The moons have inherited the biomes of their templates, so its weird that KE thinks there are no biomes. The gas giants don't have or need PQSes, so you'd probably get the same issue around Jool. The Slate preset thing seems harmless, but I'll check it out nonetheless. The moons have inherited the biomes of their templates (Gilly for Slate, Minmus for Ovok and Tylo for Slate), so that doesn't seem correct. That's a Kopernicus bug, which the devs are trying to fix but development of that mod is slow. I'll put it in the known bugs section of the OP. Maybe I can figure something out using the Contract Configurator mod. It could trigger after you landed on the Mun pr something. By that point you could have the knowledge and tech to get a flyby going. To all who volunteered for biomes, I'll try and set something and get back to you. How do you feel about a shared Google Docs spreadsheet? Those can be edited by multiple people and it would show which blurbs would still need to be filled in (although I wouldn't mind multiple blurbs for one setting). If anyone doesn't want to work with a Google product for some reason, I'd love to hear an alternative.
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Update on resource mods: Karbonite and other Regolith-based resource mods work out of the box with OPM apparently. Did not know that. In the future a bit more customized support might come, but I'll need to delve deeper into that mod first and see what is necessary in that regard. ORS and Kethane will probably never be supported. ORS seems to be completely dead and Kethane isn't that alive either. If the situations of these mods changes, this point will be reconsidered but for now I don't want to devote time to supporting outdated mods. Biomes are coming along well. The maps are done and working in-game. We're experimenting with getting all science blurbs working and we'll supply at least generic blurbs (so non-biome specifics) for each experiment on each new moon. That's already a couple dozen lines we have to come up with and biomes would increase that by about ten times. This brings me to the question: would you, the fans of this mod, like to help us with some of the science blurbs for the new biomes that update 1.4 will add?
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I'll put in the OP that existing saves might have issues After some digging I found out that Kerbin was 4K, Ike was 2K and Duna was only 1K. Those are only the color maps though though. Judging by the quality of how the stock planets look I think the normal maps might be bigger. I recall that being a thing on stock planets and moons. If I remember that correctly I doubt I can do anything about it. Thanks. @TheJewelOfJool I know of Chariklo. Maybe something for after all the gas giants get a decent amount of moons.
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KSP Achievements (1.9.4.2) (KSP 1.4.1) 3/14/2018
CaptRobau replied to malkuth's topic in KSP1 Mod Releases
This mod is throwing null errors when it enters around the new planets/moons added in my Outer Planets Mod (see sig). Would you have any idea why that happens? The mod uses Kopernicus to load the planets/moons. -
Yes, it's absolutely required. RSS is used to load the terrain of the new moons and nothing else. Kerbin is still normal size and everything. The processing window will happen every time the game is launched with this mod (can't do anything about htat) and of course it will add some seconds to game loading. But so does every big mod, from B9 to KW Rocketry. The lower res textures above will cut done on loading time if it's a big issue, although it won't look as good of course. Congrats, you're one of the first. I haven't even landed safely on Slate under my own power yet. They're in the right folder. The config targets them in the OPM folder and they work fine. The Nereid folder is just so I could overwrite the original Eeloo graphics. I could've put the other graphics there too, but the config was already written to target OPM so it would've made no difference. Also which mods do you mean exactly with ORS and the Achievement Mod. I have found various threads with these names and I'm wondering which you're experiencing incompatibility with.
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If it's just 50 MB it's great. I just gave a generous estimate. Even 300MB is nothing to scoff at, considering PF:CE would probably add 2GB by now. How did I fudge the flightglobalindexes? If you let me know I can fix it. TO ALL: We'll continue to refine Slate and the other moons. Tweaks can be made to make things more interesting or to make it work better. For the moment though, just try getting there and exploring it a bit. You might like what's already there.
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1.3 is now out! After a lot of waiting, the day is finally here: 1.3 is out! The update that adds the first real moons. Below is the changelog: -Updated KittopiaTech to version 0.19 -Moved Eeloo to an orbit around Sarnus -Made a new Pluto analog called Plock -Added two new moons to Sarnus: Hale, Ovok and Slate -Changed Sarnus' ring texture to realistically fit Hale in -Added support for FinalFrontier -Changed Urlum from a retrograde orbit to a prograde orbit -Made Urlum rotate in a retrograde direction and changed description to reflect that -Switched from PNG to DDS textures -Redid time warp speeds using RSS, it can now go from x1-x1,000,000 -Changed scale heights and max altitude of the new gas giant's atmospheres -Halved the spawn rates of OPMs procedural asteroid moonlets -Updated ModuleManager to version 2.5.8 -Moved the PlanetShine config into the base one, to get it to work correctly Notes: -No unique biomes yet. The new moons do have the biomes of their template body -Kopernicus is not RAM hungry like PlanetFactory:CE, so performance should be good compared to stock -Plock is only a placeholder planet which looks like Vall. In the future we'll make a decent Pluto analog that's better than this and the stock Eeloo -The OP of this thread hasn't been updated yet, but I wanted to get you the mod itself first.
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Are you planning to have it work as a shock breaker? ModuleLandingLeg should allow that.
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Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
I thought it was a debug feature of RSS, not Kopernicus. - - - Updated - - - I remember you saying that you had issues with basing planets/moons on Duna, because it'd be all orangey. Here's a fix that seems to work for me: Add { PQSMod_VertexColorSolid { blend = 1.0 color = 0.01, 0.01, 0.01, 1.0 order = 999999 } } This makes it have its intended color instead of a mix of Duna and the new texture. -
Kerbol Planet Pack for Kopernicus Version 1.0.2
CaptRobau replied to Elowiny's topic in KSP1 Mod Releases
Maybe you should post some screenshots yourself too, so people know if these planets and moons are what they're looking for. -
Slate is done and update 1.3 is currently in the Quality Assurance (QA) phase. We want to make sure that everything works advertised. We won't share any pics of Slate before release, because we want to really surprise you. It is without a doubt Eudea55s best work so far and it'd just be unfair to dangle a screenshot in front of you without the ability to take a look yourself in-game.
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I say that the procedural route is only one I'm seeing Squad taking. Part-based fairings are either limiting (too few parts) or clutter up your part list (too many parts) and I think Squad knows that. With procedural fairings, you'd only need three parts or so parts: a 1.25m, 2.5m and 3.75m fairing base. Like the stock, procedural engine fairings and decouplers, you'd only have to put the base beneath the start of the fairing section and its done. Two wireframe/translucent fairing parts would spawn so you can see the dimensions of the fairings and to move their staging, etc. When you launch the thing the parts turn solid and it's done... Fewer parts, less limiting, more intuitive and less time consuming. Procedural beats part-based by a landslide.
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[1.0.2] KIS/EVA Portable Science Container and Transmitter v1.3
CaptRobau replied to Zorbaq's topic in KSP1 Mod Releases
Really cool! You should change the around your image to [imgur]. That way the album is displayed in the thread.