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KSP2 Release Notes
Everything posted by CaptRobau
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Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
I like the idea of the common API, listing the flightglobals to ensure compatibility, etc. Your instructions has helped me created some rudimentary planet terrain too. -
My mod does no such thing, so it seems it's all a-okay. I'm trying to get a height map to work, but to no avail. I've put a height map in these locations, based on what the new height map texture path in the GUI is telling me. Planet is just the placeholder name. KittopiaSpace/Textures/Planet/PQS/_Height.png KittopiaSpace/Textures/Planet/PQS/Planet_Height.png KittopiaSpace/Textures/Planet/PQS/desertplanet_height.png* *This is the path as described by the SaveLoad cfg None of these work. Do I need to perform other steps to load a height map, or am I doing something else wrong?
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Read the bit about 'the future' that I added to the 1.2 release post a couple above this one. It'll tell you I'm working on new moons and seeing as there is no other way I'll be using your method to do it. You can't read my mind so there's no offense, but do remember that I might not have all my plans all out in the open before you call me anything. Moons will come, but they'll be unique and high-quality (hopefully ). That takes time, which I don't have in unlimited quantities. On a side note, 1.2 also has support for Distant Object Enhancement as it uses the same file as PlanetShine. Was checking out adding DOE support for 1.3, but found out I didn't have to do anything.
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Oh wait, do you have RealSolarSystem installed? Otherwise their terrain/textures won't load, which would prevent them from spawning at all. Check PlanetFactory Revived/Kerbol Expanded (I assume you got the files from there) and find all your Sentar's moon related files there. If this is the case, the guy from PFR/Kerbol Expanded is probably the one you want to talk too further to get all those moons to work around other planets (if my directions don't help you enough).
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A new update is out! What's changed? -Added a few science blurbs for the new planets, but only orbital experiments for now -Gave custom science multipliers to each of the new planets and upped Eeloo's to reflect its more distant orbit -Added support for PlanetShine and Distant Object Enhancement -Added a new type of procedural moonlets: Urlum ring shepherds -Tweaked the values of the existing moonlet types to be more realistic/less random -Changed the ring texture of Urlum to make it less identical to Uranus' -Changed the atmospheric heights of the new planets -Changed the description of Neidon The future The new planets are now reasonably close to the polish that Jool has. Over time these features will be further fine-tuned (science multipliers, blurbs, etc.) but at the moment they're working well enough that I feel I can move onto the big feature: moons for the new planets. I'm working together with Eudae55 (who made the textures which I used for the three new gas giants) who will help make the moons look as great and stock-like as Sarnus, Urlum and Neidon. Together we've come up with a reasonable amount of moons and we're working on making them a reality. We won't give an overview of these plans as A. we want to surprise you and B. I doubt we could satisfy everyone so I'd rather not have page-long discussions about why Moon Idea A or B should really be in the mod. Rest assured though, there won't be too many moons nor will they be as crazy as the moons in other packs. The inspirations for OPMs moons can be found IRL. Don't expect any 1:1 implementations however, as we have more imagination than that.
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Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
Good name and it allows everyone to focus on the awesomeness of the mod instead of the name. -
[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
CaptRobau replied to ferram4's topic in KSP1 Mod Releases
Great work Ferram! I always knew the insta-death water impact was annoying, but I never knew how much I missed not being able to slowly touch down into the water. -
Mk1-2 command pod way too heavy
CaptRobau replied to dfg26's topic in KSP1 Suggestions & Development Discussion
The higher thrust of the ion engine was a result of the engine being nearly useless when it was a somewhat realistic low thrust engine (still miles off from the real thrust). The thrust/TWR is still far lower than other engines, so it's not OP but at the same time more usable. Maybe in the future we'll get higher physical timewarp or thrusting during timewarp, so that the thrust can be reduced to more realistic levels. In the meantime, the current situation is the best balance between usability and realism we can have. -
Spaceplane Plus textures
CaptRobau replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
The case of the Mk2 cargo bays is that it used Firespitter as a mod, so it needed a code change to the animation module to function. That's probably the most responsible for it missing the testing deadline. The cargo bays had to be made from scratch and animations do take more time to make and later test than a regular fuel tank. This explains the Mk3 situation. I think in both cases it was 90% certain they would make it in, but they were just covering themselves from broken promises if these more time-consuming parts took even more time than expected. -
Is it possible to load height map textures using this mod? There are a few references to it in the editor, but they won't do anything (either because they do nothing or I did something wrong). Second question Kcreator: how do I edit a procedural moons (Gilly, etc.) terrain/ScaledSpace and have it load correctly the next time? If you know the correct steps, please share them.
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Why you should always read the missions before you accept them
CaptRobau replied to RocketBlam's topic in KSP1 Discussion
After a lot of unnecessarily difficult tech testing missions, I read very carefully now. Want to test an engine in flight at a sane altitude/speed, which I'll probably be able to do on one of my normal missions. Sure. Want me to test the parachutes at a gazillion meters per second, at an altitude for which that speed is very high/low. Depends on what you'll give me. 500 credits? No thanks. I'm glad their are enough contracts so that I can choose not to take the stupid ones, otherwise I'd play career even less than I do now. -
I don't know if it uses ModuleManager, but if you place a CelestialBody.cfg with just your planet's colors in your mod's folder it will load it nicely together with the default PS colors.
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[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
CaptRobau replied to NathanKell's topic in KSP1 Mod Releases
When I just the 0.90 ModuleRCSFX plugin in my RCS+ mod, it breaks it. The monoprop thrusters don't work at all and the bipropellant thrusters I made only occasionally show thrust. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
CaptRobau replied to TriggerAu's topic in KSP1 Mod Releases
Very cool! -
The idea of the barn was okay. Just the textures and some of the model work was sub-par.
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Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
Augustus, 2 things: 1. If you still have problems with dark and transparant rings, you can have Kittopia set the rings to be unlit. Just look at the ring configs in my latest version and you'll the difference. 2. A changelog in the OP, so one can more easily see what's changed with each update, would be great. -
All we can do is make our mods even more awesome. People are already noticing, with lots of nice words for both our mods. Video's will undoubtedly follow. Continuing work on moons now that Christmas is over. Will probably contact you soon with some questions, since you already have experience with the process. I'm going for a similar quality as my gas giants, so I'm not going to rush any moons. Cool that they have icons. Should check that out with the planets from my mod. I'll do some tests, although when multiple plugins are used together (in this case Kopernicus and Kittopia) there's always a chance things don't work well together. Doubt it has anything to do with my work specifically, since it's all just customs configs and a few textures.
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Question: I can't get rings to appear around non gas giants such as Kerbin or Eeloo. Jool works fine as do my mod's gas giants. Kerbin and Eeloo however don't and I meticulously copied Jool's working cfg, changing all the relevant fields to those of Kerbin/Eeloo. Is it a bug, or is there some sort of mass/radius requirement for the mod to allow rings around a body?