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Everything posted by CaptRobau
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Here's the code. It won't look the same, since I changed it a bit since then. Try fiddling with the numbers to see what each does: @Kopernicus:AFTER[Kopernicus] { @Body[Mun] { @PQS { Material { midTex = Terrain Revamp/Textures/soil_regolith2 midTexScale = 1,1 midTexOffset = 0,0 midBumpMap = Terrain Revamp/Textures/soil_regolith_nm midBumpMapScale = 1,1 midBumpMapOffset = 0,0 midNearTiling = 10000 midFarTiling = 100 midMultiFactor = 1000 midBumpNearTiling = 10000 midBumpFarTiling = 100 } } } }
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Screenshot of your GameData folder please. ---------------------- While I'm here, I might as well show of this test for a feature in 2.0/beyond: custom terrain textures for the OPM planets (and maybe the stock ones too if it looks good, but that'd be a separate mod). I'm currently learning the ropes of the terrain texture system in KSP/Kopernicus and it's starting to give better and better results. You can do a lot more with it in terms of detail and diversity than most of the stock bodies make it look like. Here's a test of a custom texture on the Mun:
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Get OPM 1.9.2 while it's hot! Rejoice, for update 1.9.2 is out. I wanted to get it to you guys earlier in the week, but RL got in the way. The update is meant to fix/expand on the things added in 1.9 little under a month ago. The big draws are re-added and improved support for CustomAsteroids (which has recently come back to life after a long absence of the dev). The four gas giants (including Jool) all have procedural asteroids acting as moons with irregular orbits and in the case of the ringed giants, also ringlets. Newcomer Plock also gets some CustomAsteroids love, with asteroids spawning as moons beyond Karen's orbit. These represent the various small moons that have been discovered around Pluto in recent years. There's now also support for LoadOnDemand, a builtin Kopernicus feature that does dynamic loading and unloading of planet textures. This means lower RAM usage of around 50-100 MB in most situations when you're out and about in space. There's other stuff in the mod too, including bug fixes. See below for the full changelog. Downloads 1. Choose one of the two available mirrors for Outer Planets Mod (the CKAN version should get the update within the day, probably within a few hours) 2. Download Kopernicus, which is a third-party mode required for OPM to work This version of OPM was designed with Kopernicus 0.6.3 in mind. 3. (Optional) Download Sigma Binary to make Plock-Karen a true binary system like Pluto-Charon. It's not necessary to play, but we consider it 'the' way that the Plock-Karen should look. Download Sigma Binary 1.3.2 Here's the full changelog: -Added procedural asteroid moons to Jool, Sarnus, Urlum, Neidon and Plock through the CustomAsteroids mod -Updated PlockKaren.cfg to latest version of the SigmaBinary template -Changed the texture paths/locations to allow for LoadOnDemand functionality -Made Karen's description a bit vaguer to account for the optional nature of the SigmaBinary mod -Redid the FinalFrontier ribbons for Plock to reflect its new look -Added FinalFrontier ribbons for Karen -Fixed the incorrectly sized ScaledSpace .bins for Plock and Karen -Updated Module Manager to version 2.6.17 -Updated the AVC version file The future I already posted this back when I release 1.9.1, but for those who haven't read it: 2.0 and beyond: Improving the existing OPM bodies. Many more things have been added to the toolkit of the planet pack maker. It's time for to dive into all these new techniques and get everything in OPM working and looking as well as the best examples from stock KSP. Think procedural craters like on the Mun, custom land textures to make the terrain more varied, etc. We also have plans for the biome maps, as Eudae and me have decided that they can be made much more interesting (less lowlands, midlands and more uniquely named features). Plock and Karen biomes will be designed from the ground up with this approach and other bodies will be changed as we move along. More on all of this at a later date!
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Interesting mod.
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
CaptRobau replied to EnzoMeertens's topic in KSP1 Mod Releases
I've gotten to work but it needs some work. First of all, the mod doesn't come prepackaged with ModuleManager (which it needs). Second, if you follow the installation instructions you get quite a mess (as you recommend extracting it into the Kerbal Space Program folder). The more user friendly way would be to package the mod thusly: Folder: GameData (to indicate that it belongs where all the other mods are put) containing: ModuleManager.dll and folder KerbalKrashSystem (to make the entire mod easily deletable) Within KKS folder a separate folder for the plugin and the configs.- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
CaptRobau replied to EnzoMeertens's topic in KSP1 Mod Releases
Wow, just wow. I read the description and thought: cool, fuel leaks. Then I saw the images. Everything has been set aside while I try this out for myself IMMEDIATELY!- 735 replies
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[1.12.x] Custom Asteroids 1.9.0 - January 24
CaptRobau replied to Starstrider42's topic in KSP1 Mod Releases
One suggestion Starstrider: make all non-stock asteroid groups a separate download. CustomAsteroids is perfect as a framework for which people can make configs, which this thread could link to. Sort of like TextureReplacer or Kopernicus. By making the non-stocks an optional download, you allow the player to choose if he gets dozens of types of asteroid groups or only a handful. -
Eudae55 makes them, but yeah they're custom made. For a starting planet pack maker, you might look at using SpaceEngine to make procedurally generated textures for you to use. They'll look pretty decent. Just search for SpaceEngine and Kopernicus in Google and you'll probably find some instructions.
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Since it's a stable release again, some sort of support for that mod is probably not a bad idea. I'll look into it. No to rings, yes to custom asteroids. I'm pretty content with the scope of the mod as is. The more stuff I add, the less unique each body will be, giving you less of a reason to visit them. It's quality over quantity for us. The only one I'm interested in is the comet as it's reachable (Halley, Temple 1, 67P) and unique body. It'll be a while before I'll do anything with it though as revamping the older bodies is a bigger priority. Too far away to get too for most people, even with super futuristic part mods. If it's possible sure, but I'll have to investigate the particle system of Kopernicus for that. Revamping the look of the old bodies is not within the scope of this mod. I'll look into making these two mods play together without much effort. In the meantime you can just remove GameData\OPM\KopernicusConfigs\SarnusMoons\Configs\Eeloo.cfg and the game will only listen to what Kerbol Origins does to Eeloo. Good idea. Completely forget I still had to do that. Glad to hear it