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Everything posted by CaptRobau
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3.75m adapter plates, an OMS pod-like radial attachment thingy (or a larger version of the Mk55) and a high-gimbal engine that automatically angles itself to the ship's center of mass is enough for me.
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Are you referring to the stock 1-2 or Ven's 1-2. Because Ven's centers the ladder/hatch like in the real Apollo capsule and it's a great tweak. Makes building so much more logically when all parts follow the same symmetry rules. I like about half of Ven's work and sort of dislike the other half. His upgrades of the non-updated aero parts are amazing. Those control surfaces now perfectly fit with the Mk2 and Mk3 line. But some of his designs or design elements don't fit the game as well. Some diverge from stock too much, for no good reason. The 6-way hub comes to mind. That would've been much better with just a HD redo instead of that weird color scheme stuck halfway between realistic and Kerbal-style. Other examples are the windows on pods and the new solar panels. Those were fine before and the only thing that they do now is conflict with the established stock style used excellently by mods such as Tantares or RLA. Other changes actually impact my enjoyment of the game. All his fuel tanks have exposed pressure cylinders (or whatever those internal tanks are called). That looks fine on a launcher (which I why I don't mind it on the 3.75m tanks), but 1.25m and 2.5m fuel tanks are also used without the same sized engines or other parts obscuring the back end. On space stations for example or worse, when putting a smaller size engine on a larger size tank. Then the open end of Ven's tanks make it look like the engines are attached to nothing.
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
CaptRobau replied to tgruetzm's topic in KSP1 Mod Releases
That's a great idea biohazard. A level 5 scientist can return enormous amounts of science points if he has an entire Hitchhiker can of space/snacks to himself, but if he has to spend weeks in a simple Mk1 pods he'll go crazy from the lack of space/snacks and perform just as badly as a rookie scientists. That would add some incentive to build large interplanetary ships instead of just a pod and single crew cabin for a crew of 6. -
I'll release a hotfix as soon as I can. This tool allows you to calculate it. The orbital characteristics are in systems.cfg. For Eeloo the only thing that was changed was the semi-major axis. An optimal transfer requires between 3,624-16,432 m/s of Delta-V on top of the 4550 or so required to get to low Kerbin orbit. The number depends on when you launch, with the highest being at the absolute worst position vs. Eeloo. With this transfer it'll take 67 years to get there, so you either have be patient or use a less Delta-V friendly method like a directer transfer or a gravity boost from one of the gas giants.
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[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
CaptRobau replied to medsouz's topic in KSP1 Mod Development
I hope you do. Half of the questions regarding my planet pack for Kopernicus are: 'Is it compatible with StarSystems' -
I know, but I have ideas of my own and others. It's all going in a big idea melting pot and I'll start working on making something out of that after the holidays. Download the latest version from KerbalStuff again and if that doesn't work empty out your GameData folder or copy the whole KSP directory. If it doesn't work on a clean version of 0.90 without any mods causing potential incompatibility issues than I don't know what it could be.
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Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
I just checked Erin again with a clean install of the mod and while the problem persists, I now notice it's because the terrain map doesn't match up with the visual texture. There are no oceans on Erin's visual texture, only lots and lots of small lakes cut off from one another by a web of land bridges. This however is completely absent from the terrain texture. Where the lake system are is just a single black void indicating the lowest possible terrain height. Since the lakes and the land bridges have the same height on the terrain map, the places where the visual texture has land bridges is actually underwater. -
I like the bit about Eve in Neidon's description, so I'll use that. Thanks. The moon suggestions shall go on the big pile of moon suggestions for further consideration. It has not. I'm not running a lot of mods due to testing, so I haven't had much issues on that front. I'll check it out. Could also simply be that you're hitting your RAM limits. My planets are pretty light compared to older planet packs due to Kopernicus but they're also not nothing. 30+ is not a small number, so maybe it's that.
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Rejoice everyone, for a new version is out. Consider it an early Christmas present. What do you get when you unwrap and install it: -Rings for Sarnus and Urlum, which look even better than they did in 0.25 (learned some tricks) -Procedural asteroids now spawn in orbit around all the gas giants (even Jool), simulating the countless tiny irregular and shepherd moons of the real-life gas giants. You'll need to install Custom Asteroids for them to spawn though. They don't spawn en masse, you might have to wait a bit. -Unique rotation speeds for the new planets -Added the correct resolution textures for Urlum and Neidon. They were half the size they were supposed to be. -Some other minor stuff NOTE: Custom Asteroids still says its 0.25, but I tested it and it works in 0.90.
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Look here: https://github.com/BryceSchroeder/Kopernicus/blob/9f9b05758d3d6dfb7f40e27a9b00e81b0a0a9c87/Kopernicus/Configuration/Atmosphere.cs That generally makes it rather clear what you can and cannot use. I think this should work, but I haven't tried it. Hopefully it gives you an idea: Atmosphere { } You place this beneath ScaledVersion or Properties or whatever's last (order probably doesn't matter, but who knows?) You can then place the following stuff in there: Oxygen = true scaleHeight = 5 pressureMultiplier = 0.5 temperatureMultiplier = 4 You can set pressure and temperature curves, but I don't know how to do that. And generally you don't even want to mess with that (pressures and temperatures can be higher or lower in some places but will generally follow a similar curve). Not right now, but there will be. Trans-Keptunian Pack This adds Kuiper Belt like bodies. Only works with 0.25 I think and use PlanetFactory, a memory hog. Planet Factory Revived This mod is 0.90 compatible, a less memory-intensive plugin and incorporates some of the Kuiper Beltesque bodies from the above pack. Thank you. I'm also happy with how it all turned out. About the moons, they will be inspired by real-life moons or realistic moon concepts. They won't be carbon copies though. In my plans so far I've generally combined the interesting or unique features of two or so moons and combined them into something new. So they are unique, but in a realistic/good way.
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Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
I figured as much. I'll do a full scrub of GameData and download fresh version. If that doesn't fix it, does it matter if I have the 32-bit/64-bit version of KSP or something? -
Thanks for the update to 0.90. Rings can finally be added again, but they appear black/dark once I launch a vessel (they look fine if before you launch you check them out using the Map View). Using CTRL+P to edit the rings in-game also doesn't do anything. None of the things there (unlit, inclinination, etc.) do anything. Is it a bug or am I doing something wrong?
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Is it possible add mod planets using ModuleManager or at least without having to overwrite CelestialBodies.cfg?
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Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
Still not seein any changes. Maybe I installed the mod wrong? Is Erin supposed to have custom terrain if you get low enough, since I just see a lot of large oceans and a few sparse islands instead of the hundreds of lakes that the orbital/map texture shows? Noticed that you have DDSLoader in your download, yet there are no DDS files in there. A useless remnant of RSS or is it being used for something secret -
Mind readers. Was reading about the 'skies of Triton' yesterday, which also put the idea for a moon with a very thin atmosphere in my head. How cool would it be to fly over something like this: A useful oxygen atmosphere might not work if it's that thick. Aerodynamically one can shrink a thin atmosphere like Duna's from 41km to 10-12km and still get enough lift to lift off if staying below 1.5km ASL. But an atmosphere that thin would be too thin for the available air intakes. The best of those stop working at 25-30km ASL on Kerbin. The air there is very thin and nearly all of a 12km atmosphere would have air pressures lower than Kerbin's atmosphere above 25km. So it might not be very usable if it's very thin. One could make the atmosphere taller, but that would just make it Oxygen Duna. I think this concept will need a lot of playtesting to see what is even possible. I always appreciate people making configs that make my mods work for more people's playstyles.
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Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
A question Augustus: I changed Ringle to see how well the custom terrain works, but I'm seeing no changes to the terrain's height map. I changed all of Ringle's textures in really conspicuous ways to see what did what, but except for the texture nothing changes. I see no changes to the actual terrain of the planet and I'm only like 30-50km above the surface, so the 3D terrain itself is clearly being displayed. What am I doing wrong? -
Time for a second correction: science collection around the new planets IS possible, except it's buggy in atmosphere. When I was testing science today I didn't get the science popups, but I decided to test it again with the download version installed and a clean GameData. This time I did get science, but I wanted to be sure so I did more testing. Turns out that orbital science is fine, but there's issues with atmospheric science. In a lot of the situations it'll be fine, but in others it won't. I have no clear idea what it could be, so I'm just going to do some more testing. Perhaps there are few settings that are conflicting. Who knows? Luckily it's not as career-breaking as I previously thought, as a lot of science can still be collected from orbit and in some random cases the upper atmosphere. That gives me some breathing room in developing this mod.
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Glad you all like what I have so far. You can all rest assured, I'm not a big fan of unrealistic planet/moons either. While I'm currently focusing more on getting the gas giants fully up to speed, the moon ideas that I do have are all based on real moons or at least a scientific concept of a moon (Laythe is possible in real-life, it just can't be found in our Solar System). Every moon will feel unique in at least one way (there needs to be an incentive to go there), but that won't be a feature that I pulled out of my ass. Also don't worry about an overabundance of moons. Quality over quantity. At the most maybe 5-6 moons spread over the three planets. And at least one moon will have an atmosphere, but it won't be another oxygen one. I have more interesting ideas for a atmosphere moon. I think PlanetFactory Revived successfully does new terrains without PF. I think it uses RealSolarSystem in combination with Kopernicus to recreate the old PF-based planets. I'd also rather have totally unique moons, but if it's impossible to do then I'd rather have moons that look partially new. Better than nothing. That's all future talk though as I'm focused on getting all the gameplay-centric features (like science) of the new gas giants sorted out first.