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MrChumley

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Everything posted by MrChumley

  1. Spud [WIP] Dres was thought to be a lonely planet. Then Spud showed up. Contributors so far: MrChumley - Heightmap, Colormap, normalmap, sciencedefs, rings, Spud.cfg JaffaFediration - Description in Spud.cfg REQUIRES: Kopernicus v0.6 and ModuleManager v2.6.13! Stuff done so far: Spud. cfg, Height map, color map, Normal map, Biome map, Rings, Orbital characteristics. Collaboration is encouraged! If you want to collaborate/help send me a private msg!!! You will be credited for your work if it gets included. To do: Moar Science defs! Landclass/Ground textures, and custom scatter. (All parameters are subject to change) Enjoy Downloads: Current version is distributed bundled with KronkusV1-3-3.zip Spud on Dropbox Spud on Github The MIT License (MIT) Copyright (c) 2015 MrChumley Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Community collaboration accepted/encouraged.
  2. UPDATE! 12-11-15 Asclepius v 1.4 for KSP v0.5.2 -Updated bundled Kopernicus to v1.0.5beta (license included in Kopernicus folder) -Updated BoulderCo folder/files to be compatible with the new E.V.E. [1-05-4] See OP for D/L links. Please report any problems on this thread. Enjoy
  3. No worries!  I am still learning as I go. :confused:  Thanks for your interest.  I'm going to check out your mod now. :D 

  4. Took a bit of study, but I think that If I would have used IntakeAtm it would interfere with the workings of the Thermal Turbojet from KSPI. There is no IntakeAtmosphere in CRP. I'll see what I can do about integrating with the CRP though. Thanks for bring this to my attention. I'm actually surprised nobody has brought up the 80 m/s crash tolerance yet That will be "nerfed" soon. So much work for a lowly .cfg file... Anyways I am interested in any reports from people actually USING this mod. It is on github, and the license is CC0, and if you fork your own version I am more than willing to collaborate. I'm doing my best not to step on any toes, and learning as I go. Thats part of what makes this community so awesome.
  5. What other mods use IntakeAtmosphere? Using a "new resource" prevents unintended conflicts. If you meant "IntakeAir", that is already used by default, and requires that the atmosphere contains Oxygen. I spent awhile balancing everything, and making sure that this didn't feel like "cheating". It actually requires that you get down into some of the thicker atmosphere, and it also requires a decent amount of power, so you will have to use some brain power to make use of it. Mr Betelgeuse, and Asmosdues - I suspect that you are thinking of something along the lines of a Bussard collector. In which case it would be a part that uses tons of power, and possibly work kinda like a solar panel in so far as being close to the sun (and angled into it) would SLOWLY create LiquidFuel (AKA Hydrogen) from the interplanetary/interstellar medium. I'd be happy to help with the .cfg (and testing) of such a part, but I'm afraid that I'm not advanced enough in the 3-D modeling aspect to do it by myself (yet). Please give it a try, and let me know if there are any problems. I appreciate the feedback.
  6. This adds a small XenonScoop "Inductocatalyzer" part, and Atmo resource Allows player to extract Xenon from atmospheric worlds. For Kerbal Space Program [1.0.5] Album Link By MrChumley - based on original .cfg file by NovaSilisko uses model and texture by porkjet REQUIRES ModuleManager! http://forum.kerbalspaceprogram.com/index.php?/topic/50533 D/L Link: https://github.com/MrChumley/XenonScoop/releases Installation: Place the XenonScoop folder inside your KSP/Gamedata folder. Please note: This is essentially just a ModuleManager .cfg. It reuses meshes and textures from the existing radial intake. Includes a new resource (Atmo) to let it use non-oxygenated atmospheres too. Based on original .cfg file by NovaSilisko, uses built-in model and textures by porkjet. Enjoy. License= CC0
  7. I wanted to thank you for all the awesome work you have put into the KSP forums. :)

  8. Having all/most of the links break, and (possibly even) all of the pictures gone will stifle creativity. To say the very least.
  9. Is there going to be any effort to conserve content that has been created here? :(
  10. [SIZE=5][U]Update 11-18-15[/U][/SIZE] Asclepius v1.2 - Now Compatible with KSP v1.0.5 with Kopernicus v0.5b - Removed Landclasses (removed cactus rocks) - Updated Kopernicus to v0.5b - Updated ModuleManager to v2.6.13 [SIZE=1][I](D/L link in OP)[/I][/SIZE] Now it works in KSP 1.0.5 Enjoy! :D *note* Kopernicus 0.5.1 just released (literally while I was typing this) so this will get another update soon.
  11. 4.3 You should hold yourself up to the same standards that you expect the rest of the forum users to abide by, or you have no business being a mod.
  12. Links to other planet packs: (no particular order) New Horizons- http://forum.kerbalspaceprogram.com/threads/114092 Outer Planets- http://forum.kerbalspaceprogram.com/threads/104280 Sido's Urania System- http://forum.kerbalspaceprogram.com/threads/66882 The Boris system- http://forum.kerbalspaceprogram.com/threads/70018 Asclepius- http://forum.kerbalspaceprogram.com/threads/126515 Kronkus- http://forum.kerbalspaceprogram.com/threads/132379 Alternis Kerbol reckerjiggered- http://forum.kerbalspaceprogram.com/threads/133562 Arkas- http://forum.kerbalspaceprogram.com/threads/134547 Astro's Kopernicus Planets- http://forum.kerbalspaceprogram.com/threads/123454 Kerbal Binary- http://forum.kerbalspaceprogram.com/threads/132733 Kerbal Dreams- http://forum.kerbalspaceprogram.com/threads/132304 Kerbal Outer Bodies Expansion- http://forum.kerbalspaceprogram.com/threads/134098 KerbalGalaxy 2- http://forum.kerbalspaceprogram.com/threads/125078 Kerbol Plus- http://forum.kerbalspaceprogram.com/threads/118643 Real Solar System- http://forum.kerbalspaceprogram.com/threads/55145 RHAT's Planet pack- http://rpmksp.comoj.com/ RSS Expanded- http://forum.kerbalspaceprogram.com/threads/129098 Saru Planet Pack- http://forum.kerbalspaceprogram.com/threads/132453 Sigma Mod Expansions- http://forum.kerbalspaceprogram.com/threads/112095 Sylandro's Planet Warehouse- http://forum.kerbalspaceprogram.com/threads/132467 Uncharted Lands- http://forum.kerbalspaceprogram.com/threads/133416 Also check out: Galactic Neighborhood- http://forum.kerbalspaceprogram.com/threads/128856 It allows select planet packs to be added in orbit of nearby stars so you can bring your space program to an interstellar level Thanks for giving Planet pack makers a spot in the limelight
  13. CloudsAsc.png is a composite of cloud overlays taken from the public domain. Courtesy of Tom Patterson, www.shadedrelief.com. I just edited one of the hurricanes to be HUGE . And I released (my edited version CloudsAsc.png) to the public domain, so it actually "belongs" to everyone. That's what CC0 is. Asclepius is meant to be a "gift" with no strings attached from my end. I'm afraid I'm not prepared to add any sort of "custom licensing" to it...
  14. Hello The White Guardian! The included cloud config is for the older version of E.V.E. (7-4). I suspect that you want to add a config to make it compatible with the new (WIP) E.V.E. correct? It's fine with me if you want to write a cloud config, and post it up. I'll include it in the next version as long as; A- It works B- You are ok releasing it under CC0 licensing.
  15. Hey guys! I like the idea of a small Xenon resource generator for probes. So I made this: XenonScoop.zip Dropbox D/L link I included a CC0 license. (just in case) Essentially just a MM .cfg. It reuses meshes and textures from the existing radial intake. I had to make a new resource (Atmo) to let it use non-oxygenated atmospheres too. Enjoy *Edit: It is updated to work with KSP 1.0.5.
  16. Here is a short video I made showing that you can re-use your Mun rocket to get to Asclepius. Music: Ride of the Valkyries -Wagner Featured mods in this video: Asclepius Kopernicus Distant object enhancement (bis) CameraTools In the next video I am going to feature some custom contracts that are included with Asclepius. Thanks for watching!
  17. Thanks VASMIR!! I hope you have as much fun playing it as I had making it! On another note, I just started a pull request that should update Kronkus on the CKAN network. (thanks pacbard!) Please let me know if there are any problems. Thanks!
  18. That tutorial is for KopernicusTech... KopernicusTech isn't made for KSP 1.0. So only step 3 will be helpful.. (and I guess steps 1, and 2 to source your height/color maps). OPM has configs with lots of comments explaining what stuff does, as far as an "easy to read" config, that one in the tutorail on step 3 is pretty much the most detailed one I've seen. My method was pretty much just trial and error. i.e. change a #, load up KSP , and see what it does...days and days of reloading.. Have you started a [WIP] thread yet? Perhaps if I took a look at your config, and textures, I could go over it and see what we can do to get it into a loadable state. Also please note that when you change the stuff on your planet it will only be visible from the ground (hyperedit is a necessity).. we need to export Color, and normal maps with kopernicus by pressing (MOD+E+P), typing in the planet name, and 1024,2048, or 4096 in the box(bigger #= bigger file). MOD is ALT if you are using Windows, or RShift if you are using linux. That will export .png files into a cache folder in kopernicus. We can use those files to get the planet looking correct from space. Also - since you seem to be able to aquire planet textures you might consider a collaborative effort with another user. For example user ThatGuyWithALongUsername is making a Gas planet 2, and he needs help with planet textures in his WIP thread HERE.
  19. You need a biome map if you want your planet to have biomes... You make it in GIMP/photoshop as a 1024x512 RGB .png pic. You should use basic colors because it's easier to write the #'s into the .cfg. you code it into the .cfg using 3 numbers that represent red green, and blue (and a 1 at the end because it's a solid color). For example red would be 1,0,0,1 yellow would be 1,1,0,1... Kopernicus creates a .bin file in the cache location the first time it runs for quicker loading. You have to constantly delete these when making changes. It's courteous to other planet makers if you have a cache subfolder in your planets folder. If you don't specify a cache folder in your .cfg kopernicus will put it in a cache subfolder inside kopernicus, and if people try to remove/ update your mod the old .bin files remain and can cause problems. you can find some examples HERE.
  20. Hello SpaceplaneAddict! What I would do if I was you (keep in mind that I am only a "novice" planet builder): Install a fresh copy of KSP into a new folder. Grab Asclepius from my Sig link, and install it (along with Kopernicus... you need that), I'd recommend OuterPlanets, and NewHorizons too, KillAshley and CaptRobau know what they are doing better than me, so I recommend you check out those .cfg's as well. Put your textures in the same places as mine.. It's best to leave them as .png files until everything is finalized, then convert to .dds later on (whole different can of worms there) Then open up Asclepius.cfg in a text editor, and rename all of the textures to the textures you made. Then load up KSP, and see if it worked. Then you can start changing different parts of the .cfg, and renaming stuff to get it the way you want it. Then load up KSP, and see if it worked. Then you will need to do a lot of research and reading on the Kopernicus thread.. If you have a background in programming it will help. There is not really a "how to make a planet guide" (If you wrote one everyone would love you forever!) You can check out the Kopernicus GitHub to get an idea of what you can do besides whats already there. HERE is a link I refer to often... You can also look around at other planet's .cfg's... There is a Dev version of KittopiaTech that allows you to alter settings that are already written into a config file (or loaded with a template) in game to save you from having to reload every time, but it will not save any config files, it won't put anything "new" in, and it has bugs. It certainly won't "create a new planet" for you. It also requires a custom kopernicus .dll that can be found with the download. Anyways, you only really want to use that after you have learned what you are doing with the config files. Sigma88 has made a few awesome, and extremely helpful tools for kopernicus planet developers as well. (like an atmospheric curve calculator, among other things) If you get stuff "mostly" working, you should start a [WIP] thread in the Add-ons section so you can get help there, and document your progress. You can ask to have it moved to the add-on releases after you are satisfied that it isn't a buggy mess. Good luck with your planet!!! And thanks for stopping by my Asclepius thread
  21. Hey guys! I've written a ResearchBodies compatibility config file for the Kronkus system. It will be added in on the next release. In the meantime, here is a Dropbox Link to KronkRsBdys.cfg if you want to add it manually. It causes Kronkus to be researched/tracked at the beginning of the game on easy, and normal modes, and Kersex only on Easy. If anyone has any suggestions to make Kronkus more compatible with other mods, or any other suggestions please let me know. Also- Can anyone confirm that the CKAN issue worked itself out? Or does it require some intervention on my part?
  22. simon56modder informed me that ResearchBodies has been updated. The old config should still work fine, but misses out on new features. Here is an updated .cfg that causes Asclepius to be researched/visible at gamestart on easy, and normal modes. (and Kruel on easy mode) DOWNLOAD ASC_Researchbodies.cfg form dropbox. It will be added in on the next release, but since I just updated, that might be awhile. Enjoy
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