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Everything posted by CaptRobau
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Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
I tried your solution, but it didn't work at least not for the atmosphere 'edge' blocking stuff. I have all atmospheric stuff regarding the gas giants removed from both Kopernicus/RSS and experimented a bit with doing it through Kittopia. Alas I had no success. Would you have some more info on it, or a CFG of a planet that does it correctly as you say? -
1. Okay, thanks. 2. I'm not using any RSS temperature curve. Just modifying stock planets.
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I'm making planets/mod using RSS and I had a few questions: 1. What does 'maxAtmosphereAltitude' do? I can only influence where planet's atmosphere starts using 'atmosphereScaleHeight'. 2. I'm trying to make a superhot atmosphere a la Moho a few updates back. I'm guessing 'atmoshpereTemperatureMultiplier' would help, but even I set it to something like 100 the temperature of my atmosphere remains the same (0 degrees). Thanks in advance
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Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
Augustus, do you know how to prevent the transparent ring that partially obscures rings and orbits around gas giants/atmosphere planets? See below for example. -
The ratios are so out of whack. All the three currencies can be converted to each other with ratios ranging from 1:10 to 1:2 or so. Which is crazy, since there's max 1000 reputation, around 10000 science needed to unlock the tech tree and virtually unlimited funds (if you had to put a number on it, 10 million funds allows you to do anything you want/mess up a lot of missions). When ratios that should be 1:1000/1:10000000 but are 1:10 or 1:1, it's easy to see why those strategies are unbalanced.
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Change Biome to Geome
CaptRobau replied to Scoundrel's topic in KSP1 Suggestions & Development Discussion
Probably thanks to Minecraft, a lot of people understand the term biome. Introduce geome and all you'll get is threads asking what it is. Changing it adds nothing whatsoever. -
The ribbons look great and the MM file will make a Kopernicus Core compatible version easy. I'd love to add the ribbons to my mod, is that okay as long as I credit you? I'm not feeling adding more asteroids though. All asteroids in the game are the same (no real differences between main belt asteroids, trojans, KBOs). The moonlets I added myself get a pass because they offer people refueling places for Regolith and are more easily accessible once you get into an orbit around one of the gas giants. But the trojans and KBOs you added are so out of the way that I think few if any people would bother with them. With that being a likely scenario, the extra asteroids that spawn would just slow down people's computers. Maybe if Squad/CustomAsteroids makes asteroids more interesting in the future that the types you added would be an asset to this mod. But for now I'll pass on them if you don't mind.
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Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
Ah ok. Would the best course of action just be to base it off of one template body. Then that would the only one that's occasionally messed up. EDIT: I might've found a possible solutio, but it needs some texting. If the issue is normals being loaded in RSS, then the solution would be to load the normal via Kopernicus. This can be done thusly: ScaledVersion { Material { texture = Kopernicus/Textures/[Map texture] normals = Kopernicus/Textures/[Normal texture] } } and removing the SSBump line from RSS. Before I Tylo with my moon's normal map, but now both have their own normal map displayed correctly. It might just be a fluke as you said the bug didn't always happen, but it might help. -
Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
I'm trying Augustus' method to add planets with height map terrain using RSS, but every attempt so far has the normal/height map also applied to the template planet. Anyone know how to fix this? -
A hotfix for 1.2 is out! It reduces Urlum's shepherd moon spawn rate from its extremely high value which I used for testing and forgot to change back to its intended value. I highly recommend you download this latest patch, as otherwise your save will quickly be flooded by a lot of untracked asteroids, which can degrade framerates. Sorry for inconvenience. I'll make a separate compatible version, because I like to keep full control of my mod while at the same time giving people a version they can mix with other planet packs. I'll think about moving Eeloo. I'm torn, since Eeloo has become the Pluto analog for a lot of people but at the same time it's not very interesting, nor very Pluto-like.