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CoriW

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Everything posted by CoriW

  1. I was envisioning a sort of sparse cloud cover, due to the low humidity and absence of oceans or liquid water. Though I was also envisioning very dense sand storms to be frequent on the surface. EDIT: Think of sand storms like this...
  2. Unfortunately it doesn't have an Oxygen atmosphere, which is because there isn't a good source of oxygen on the planet. However I would recommend the Thermal Nuclear Aircraft Engines Mod by Eskandare which enables you to fly jet's on Arkas despite the lack of Oxygen. Hey thanks for the compliments guys I worked really hard on this Mod over the last few weeks and really appreciate the kind words Hey I really like the concept of your Mod and am surprised I hadn't stumbled upon it before. I'm sure you wouldn't mind me putting it into a "Recommended Mods" section in the OP?
  3. This Mod adds a single planet to the Kerbol system between the orbits of Moho and Eve. DESCRIPTION Arkas is an extremely hot desert planet with a thick, dense atmosphere. It's radius makes it slightly smaller than Kerbin with slightly less gravity, and it's rotational period is just under 3 Kerbin days. Arkas' notable surface features include Mountain Ranges, Craters, and Volcanoes, as well as Sand Dunes that cover a majority of the planet. It's atmosphere is thicker and denser than that of Kerbin, however thinner and less dense than that of Eve. The majority of Arkas' terrain is high in elevation with Super Volcanoes holding the record of highest points, though there are some sparse Lowlands mostly in the southern latitudes of the planet. Arkas has a total of 17 unique biomes and is easily recognizable by it's yellow atmosphere and sandy colored surface. Note: This has been posted in Add-On Development as I consider the planet to not be complete as there are still a couple of minor issues remaining and I am not 100% happy with it yet. NOTICE: Currently looking for somebody to make a sort of "trailer" for Arkas, PM me or post in this thread if interested. DOWNLOAD licensed under a CC BY-NC-SA 4.0 license | included in download Download the Latest Version of Arkas at KerbalStuff (Clouds by The White Guardian) Requires Kopernicus (Download and Install Separately) This Mod uses and distributes Module Manager in its Original form. Credits go to sarbian and ialdabaoth. This Mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. INSTALLATION Delete the old version completely Extract and merge the folder "GameData" with your existing "GameData" directory SCREENSHOTS SUPPORTED MODS PlanetShine adds light reflecting off of planets and moons to illuminate your ships. Distant Object Enhancement adds flares to planets and moons so that they are visible in the night sky, just like real life. RECOMMENDED MODS Thermal Nuclear Aircraft Engines adds nuclear turbine aircraft engines based off of real concepts, which enables you to fly jets and planes in non-oxygen atmospheres. UPCOMING UPDATE Added ResearchBodies Support TO DO LIST Other Mod Compatibilities (If Requested) - Currently Requested: DMagic Orbital Science Science Defs, 64K KNOWN ISSUES Terrain: Some Volcanoes are are only half there and the other half is missing causing sheer cliffs CHANGELOG Note: No Updates are known to cause problems with existing saves KSP 1.0.4 | 0.2.1 - Fixed Problem with Ambient Lighting Fix KSP 1.0.4 | 0.2 - Included Cloud Support created by The White Guardian - Fixed Ambient Lighting being too bright on Night Side - Added MiniAVC Support KSP 1.0.4 | 0.1 - Removed "Lava Flows" From Color Map Texture - Increased Brightness of Ground Texture - Finished Science Definitions KSP 1.0.4 | 0.0 - Initial Release
  4. Ah right I hadn't realized just how long it takes for stuff to arrive at those outer planets, I haven't tried to go to any of them yet.
  5. @jwenting I think that the reason that Kerbal Construction Time has a certain appeal to it is because rather than time warping for long periods of time with *nothing* happening, it gives you the sense of "A ship is being constructed" and so the warping doesn't make it feel like your just wasting time away as it would without having to wait for ship construction, and then it has the added bonus of taking enough time that you get transfer windows and more stuff happens with interplanetary flights more quickly in terms of IRL time. In fact it's actually quite a genius idea for people like me who feel time warping for years with *nothing* happening is "wasting" time. Whoa, 82 current flights? Well, someone has been busy. You've surely populated the entire Kerbol system by now, how many years into that save are you? Just curious.
  6. Well, what I do is I will use Time Warp but only for missions that are going on within a planet's SOI. So for example rather than Time Warping for 100 days until my Duna transfer window comes up, I'll do Mun and Minmus missions, only Time Warping during those (so like 3 days for a Mun mission, and 10 days for a Minmus mission) until my transfer window. The same thing goes for after I send a ship off to another planet, I don't Time Warp until it arrives at Duna, but instead do more missions on Kerbin/Mun/Minmus and only Time Warping during those, until the ship bound for Duna arrives there. Then later when I send a ship to Jool for example, I'll use Time Warp within the Jool system. The idea is that I don't Time Warp specifically to get to a launch window, or during a ship's interplanetary transfer because the time I would spend warping could be utilized to do other missions within planetary SOI's that only require small amounts of warp (For example, a Minmus mission may require 10 days of warping.) I hope that better explains.
  7. Your absolutely right, a poll would be an amazing idea for this thread... Consider it done.
  8. Yeah I can definitely agree with launching satellite after satellite or going to random spots losing it's appeal very quickly. On the note of the degree of time warp usage I typically only use time warp within planetary SOI, which I think makes time go by at a reasonable pace, without having "nothing" happening for extended periods of time. I only don't time warp for interplanetary transfers as I find it makes too much time go by where nothing is accomplished, essentially wasted time that could be spend doing stuff within Kerbin SOI for example.
  9. You know it's interesting that I've seen Kerbal Construction Time come up a couple times in this thread, I was actually considering getting that mod yesterday. After seeing what's been said about it I may actually go and install it, as it seems like it might help with passing time without it feeling like it's wasted time.
  10. You know it's funny you mention Kopernicus... I've been working on a new planet using Kopernicus for like the last 2 weeks. On the note of science stations, I have one of those landed on Mun and Minmus but they have low level scientists in them and I also don't time warp for those either... Though I do see your point about real space programs not always doing new things very quickly, I mean look at how long New Horizons took.
  11. Alright so I did some testing in which I ran different programs and monitored my System RAM Usage while launching KSP, and after performing 6 tests I have to say my findings are slightly confusing to say the least. TEST 1: Non-Background Programs Running - Windows Explorer x2, Task Manager, Chrome, Teamspeak, Notepad++ Before Launch - 3.4GB/7.9GB (43%) System RAM Usage | Highest System RAM Usage - 6.2GB/7.9GB (78%) | NO CRASH TEST 2: Non-Background Programs Running - Windows Explorer x2, Task Manager, Chrome, Notepad++ Before Launch - 3.4GB/7.9GB (43%) System RAM Usage | Highest System RAM Usage - 6.4GB/7.9GB (81%) | CRASH TEST 3: Non-Background Programs Running - Windows Explorer x2, Task Manager, Chrome, Notepad++ Before Launch - 3.0GB/7.9GB (38%) System RAM Usage | Highest System RAM Usage - 6.5GB/7.9GB (82%) | CRASH TEST 4: Non-Background Programs Running - Task Manager, Notepad++ Before Launch - 2.8GB/7.9GB (35%) System RAM Usage | Highest System RAM Usage - 6.1GB/7.9GB (77%) | NO CRASH TEST 4: Non-Background Programs Running - Task Manager, Chrome, Notepad++ Before Launch - 3.0GB/7.9GB (38%) System RAM Usage | Highest System RAM Usage - 6.0GB/7.9GB (76%) | NO CRASH TEST 4: Non-Background Programs Running - Windows Explorer x2, Task Manager, Chrome, Notepad++, WinAmp, Microsoft Edge, Unity Before Launch - 3.4GB/7.9GB (43%) System RAM Usage | Highest System RAM Usage - 6.5GB/7.9GB (82%) | NO CRASH
  12. I think that my problem with sending out early probes is that I don't have enough stuff unlocked to consider it worth it, I use SCANSat as well and I find that if I don't have all the SCANSat parts unlocked I tend to lean away from sending probes out as I don't see much point. Then for lander probes I don't see much point until I have all of the science parts unlocked, but even still it ends up having to be a return mission anyways to get the full science reward out of it. I also have a problem of wanting to make all my ships "perfect" in my eyes, which usually means unlocking all parts before I do any serious missions, and I consider leaving Kerbin SOI a "serious" mission. Unlocking all of the Tech Tree inside Kerbin SOI gets boring very quickly as it's just merely a grind to unlock all the science possible from Kerbin, Mun, and Minmus. I'm also a bit of a KSP engineer who spends hours and hours inside the VAB in order to make the ships perfect, which sometimes can get boring or even annoying if I cant seem to get a ship to be "just right", as an example I spent 5 hours one day just making a series of subassembly lifters so that I could get various payloads into orbit without having to design unique lifters for each. Now at the same time VAB work can be fun if it goes how I plan, and sometimes I even enjoy building in the VAB more than I enjoy flying the ships. Back to the note of time warp, since I don't time warp to transfer windows, interplanetary plane changes, etc. It makes the amount of time to do say a Jool and back mission take a very long time, at which point I've done tons of missions within the Kerbin SOI and even some missions outside Kerbin SOI, this makes it get to the point where I've gotten satellites, bases, stations, and fuel depots all over the place within Kerbin SOI and am actually running out of things to do there, while the Jool and back mission is for example only half complete. I'm sure you can see how that could become quite boring. I definitely agree with the "wasted time" statement, that exactly how I feel about it.
  13. Oh I should have mentioned I have Kerbal Alarm Clock. I schedule it with all the transfer windows. EDIT: I think part of my thing too with not getting to many other planets is because of how long it takes me to get the tech tree unlocked to a point where I have all the parts that I consider necessary for going to other planets. (I also don't use the stock tech tree, I use OpenTree) So I end up spending a week unlocking the Tech Tree within Kerbin SOI and then starting to shift my focus to other planets, by which point I've started getting bored. (I'll also note I spend hours designing ships to be perfect in the VAB) Then again I overplayed KSP back in 2013 when I discovered it and was totally addicted to it for months. So that probably is part of the reason I get bored of KSP kind of quickly now a days, that and the fact I don't use part mods to widen the experience, although I've been considering using some of them.
  14. Well, during my career play through's I've never really gotten to many other planets because I usually don't time warp up to interplanetary transfer windows. Instead I just do Kerbin/Mun/Minmus missions until a transfer window presents itself, and usually spend several Kerbin days or weeks preparing ships and such for the journey. I'm not entirely sure why I do it this way, I guess I just don't like the idea of a year of Kerbin time going past and literally nothing happening during that period, it just feels wrong to me. Now the couple down sides to this play style is that firstly if I build a ship that has some flaw or is missing some part and send it off to another planet, only to realize the flaw half way through the trip or once I've landed on the planet, I just have to live with it until my next transfer window comes up. Secondly this play style tends to make me get bored of the game before I go out to many other planets as doing Kerbin/Mun/Minmus missions can only be entertaining for so long before the boredom starts to kick in, which is why I only end up with a couple years of Kerbin time passing before I stop playing all together. So out of curiosity, does anyone else use this play style, and regardless of that what are your opinions on this sort of play style?
  15. Hey just wanted to check that the mod is working alright for everybody? I can't help but notice that version 1.0.1 is getting a lot more downloads than the most recent version 1.0.2, and wanted to make sure it's not a problem with version 1.0.2 that's keeping people from downloading it?
  16. Thanks for the reply, and while it is a problem of the game running out of memory that's not the problem that I'm necessarily trying to solve because I can run the game just fine. As stated in my original post (and in the quote above) it only crashes on load when I have other applications running on the computer alongside it. While there may or may not be a solution to that problem, I want to attempt to find out why it only crashes on load under those conditions. To clarify further, I don't need to remove any memory heavy mods or lower any resolutions because once the game is loaded the RAM usage drops down to well below the amount of RAM that will crash the game.
  17. KSP: 32-bit, OpenGL Mode, Fullscreen Windowed Mode Problem: KSP Crashes while loading only when other applications are running on the computer alongside it, however once it is loaded I can run as many applications as I want alongside it. One thing I should also specify is that when KSP does load up (a.k.a when I've loaded it up without any other applications running) all of the mods work perfectly fine and as intended. EDIT: Also please note that I'm aware it's an out of memory issue... This post is to figure out though why its an out of memory issue as it seems to be quite an unusual problem. Also another thing I'll point out is that once KSP is running it's average RAM usage is only 0.6 - 2.5 GB of RAM depending on what I'm doing. Astronomers Visual Pack - Interstellar (V2) Chatterer (0.9.6) Chute Safety Indicator (1.0.2) Coherent Contracts (1.02) Contract Window (5.3) Distant Object Enhacement (1.6.0) Docking Port Alignment Indicator (6.2) Editor Extensions (2.12) Engine Lighting (1.4.0) Environmental Visuals Enhanced (7.4) Exception Detector (1.1) Hullcam VDS (0.50) JDimishingRTG (1.3a) Kerbal Alarm Clock (3.4.0.0) Kerbal Joint Reinforcement (3.1.4) Kerbal Engineer (1.0.18.0) Kopernicus (0.3.3) Langing Height (1.4) MechJeb (2.5.3.0) Menu Stabilizer (?) Open Tree (2.3) Outer Planets Mod (1.8) OPM Clouds (0.7) OPM Tekto Lightning (0.1) Planet Shine (0.2.3.1) Precise Node (1.1.3) Quick IVA (1.11) Quick Search (1.13) RasterPropMonitor (0.22.2) RCS Build Aid (0.7.2) RCS Sounds (4.3a) Real Plume (10.4.9) Rover Wheel Sounds (1.2) SCANSat (14.2) Science Alert (1.8.9) Ship Effects Sound Mod (1.0.2) Smoke Screen (2.6.7.0) Stage Recovery (1.5.7) Stock Clamshell Fairings (1.0) StockBugFixModules (1.0.4c.2) Texture Replacer (2.4.8) Blizzy's Toolbar (1.7.9) Transfer Window Planner (1.3.1.0) Vessel Viewer (0.71) Water Sounds (1.1) Waypoint Manager (2.4.2) Also I'll note I'm using a 4k Sky Box with Texture Replacer System Specs CPU: Intel Core i5-4570 3.2GHz Quad-Core Processor RAM: 8GB DDR3-1600 GPU: Asus GeForce GTX 970 4GB STRIX OS: Windows 10 Crash Log EDIT: Also one other thing I will note is that I always watch KSP.exe RAM usage while it loads, and when I'm running other applications alongside it while it loads it seems to use up to 3GB while laoding, where as when there are no other applications running alongside it, it will use anywhere between 2.7 - 2.9GB while loading. I honestly don't see why other programs running would cause KSP to use more RAM, it doesn't make sense does it? Also I thought Windows 32-bit KSP didn't crash until about 3.3GB of RAM usage, and I've never seen it above 3GB while loading.
  18. I know this thread is old but I just wanted to drop by and say that if you run KSP in OpenGL mode you can run a lot more mods. However please note that by my observations you need a good GPU in order to run in OpenGL mode without FPS lag. (Personally I have an Nvidia GeForce GTX 970) This is my current mod list, running on KSP 32-bit in OpenGL mode. (Split into Notable Mods and Other Mods) Environmental Visuals Enhanced Astronomers Visual Pack - Interstellar Kopernicus Outer Planets Mod (Including OPM Clouds and Tekto Lightning) Texture Replacer Distant Object Enhacement Planet Shine Currently I'm running Astronomers Visual Pack with the following settings. Astronomer's Visual Pack - Interstellar: Clouds - High (512) Astronomer's Visual Pack - Interstellar: Atmospheric Scattering (More) Astronomer's Visual Pack - Interstellar: Sandstorms and Surface Dust Astronomer's Visual Pack - Interstellar: Snow Astronomer's Visual Pack - Interstellar: Surface Glow Astronomer's Visual Pack - Interstellar: Auroras - 4k Astronomer's Visual Pack - Interstellar: Clouds for Eve & Jool - 4k Astronomer's Visual Pack - Interstellar: Lightning I'll also note that I am running a 4k skybox with Texture Replacer, and below I've included a list of all the other Mods/Plugins I'm running as well. Chatterer Chute Safety Indicator Coherent Contracts Contract Window Docking Port Alignment Indicator Editor Extensions Engine Lighting Exception Detector Hullcam VDS JDimishingRTG Kerbal Alarm Clock Kerbal Joint Reinforcement Kerbal Engineer Langing Height MechJeb Menu Stabilizer Open Tree Precise Node Quick IVA Quick Search RasterPropMonitor RCS Build Aid Real Plume Rover Wheel Sounds SCANSat Science Alert Ship Effects Sound Mod Smoke Screen Stage Recovery Stock Clamshell Fairings StockBugFixModules Blizzy's Toolbar Transfer Window Planner Vessel Viewer Water Sounds Waypoint Manager P.S ~ This mod list is guaranteed to crash on load when not using OpenGL mode, which is why I use OpenGL mode. I've observed that KSP seems to use less RAM when running in OpenGL mode.
  19. Hey thanks so much for the Advice man! Did exactly what you said, ended up changing the height maps color depth to 8 which has given just the right amount of control over terrain specified biomes without it being unmanageable. I do have one other question... I've been working on my biome map and have come up with the ideas for all the biomes and well, between regional and terrain specified biomes, there's 18. That's more than any of the stock planets, so the question -- Is that a good or bad idea? EDIT: Was thinking about it... The pro's seem to be that it would give people more reason to go to the planet and there would be lots of playability value as there would be a lot of science to gather, the cons would be that there is too much science available thus making my planet "overpowered" for science when compared to the stock planets. Then again at the same time usually by the time people get out of Kerbin SOI they already have a good chunk of the tech tree unlocked and its not long after they leave Kerbin SOI that it is fully unlocked. One thing that I suppose I could do as well with the number of biomes the planet will have is lower the science values for the planet. The pro's of doing so is that there wouldn't be as many science points to get from the planet as a whole making it less overpowered compared to stock planets, however the cons are that each landing site gives less science individually making people less inclined to put in the effort to go there.
  20. Hello, I've been working on a Kopernicus planet for about a week now and I finally have the planet to the point that I'm mostly happy with it. So I've decided it's time to start working on the biome map and well, I was sort of wondering if anyone has any tips or advice they can share about making a Biome Map. Are there any specific programs I should use, or tools I could utilize in order to make the process a bit easier, because I mean it would be torture to have to manually specify everything on a 4k map. To put into perspective what I'm working with, here's the height map. Just looking at the mountain ranges alone has me scratching my head as to how to go about assigning biomes to them.
  21. Hey KillAshley, you mentioned in the Kopernicus thread you had a calculator to calculate stock atmosphere pressures and temperatures? A link to that would be awesome. :)

  22. So wait... If it's fully cross-compatible with HotRockets but will overwrite it, doesn't that mean that it's not really compatible...? I mean from a functional standpoint I suppose it wouldn't break your game or cause a crash or anything so it would be compatible in that sense, but if one of the mods overwrites what the other mod is doing then it's not really compatible because your basically having only one out of the two mods functioning. This effectively makes the mod that's not working basically irrelevant to have installed all together. Unless I'm missing something?
  23. Whoa whoa whoa, hang on a second... I've always been running my game through a shortcut on my desktop... Could you please explain in more detail what this issue is that you mentioned? Like, what are the implications of the "broken" physics.cfg file that it creates...? I mean I haven't noticed any issues, but now I'm concerned there may be issues that I'm unaware of? You know what? Even though as I said in the OP I avoid Part mods, you are absolutely right and I would agree that I'm withholding a lot of content from myself. In fact the only mod I use that adds parts is SCANSat -- The reason I'm comfortable having that one is because I know for a fact I'll never remove it as I consider it one of my "core" mods. That being said SCANSat adds a lot of functionality of a plugin, and isn't strictly a "part pack". After some thought I've come to realize that there are 3 key points that make me avoid part packs. The possibility of wanting to remove a mod without losing ships from my game The possibility of the parts being unbalanced in some way that makes Stock parts obsolete or inferior I use a lot of visual mods, even with OpenGL I run at 2.0 - 3.0GB of RAM, without OpenGL I crash on load -- Parts packs, as you said are RAM heavy Oh also please don't take that list as me justifying why I don't use part packs, it's just me listing the concerns I've had that caused me to avoid them... I still do agree that I'm missing out on extra content by not using a lot of part packs.
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