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MarcRan17

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    Space Lemon
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  1. Hey all, Looking for advice on tweaking the appearance of atmospheres. I'm using OPM and a mod called Better Kerbol which dynamically brightens and dims sunlight based on how far from the sun you are. This realistically simulates how the sunlight out at the outer planets would be much dimmer than at Kerbin orbit for example. Only thing is, Scatterer doesn't really take this into account it seems, which doesn't surprise me, Better Kerbol being a much lesser known mod. It just means that the atmospheres of say the outer gas giants from OPM are brighter around the edges than they should be. I'm thinking to make custom edits to the cfg files I'm using for OPM and Scatterer to just make the atmospheres darker but not sure how to go about doing that. A screenshot of what I'm trying to adjust can be seen below, in which the edges of Sarnus' atmosphere are noticeably too bright compared to the rest of the planet. Anyway I'm wondering if there's a simple way to edit these atmosphere configs to make them dimmer to match the rest of the planet or if that's a wildly complex thing to adjust. I've tried tweaking the values a little already but so far not with satisfactory results. Thanks for any advice!
  2. I'm excited to see all the awesome stuff the KSP community does with this game! All the cool challenges, creative vessel designs, bold missions, and of course I'm incredibly excited to see what the modders can achieve when they get their hands on the game. KSP1 has been an awesome 12 year long ride, and I'm excited to embark on the journey that will be KSP2!
  3. I thought the case might be such. Thanks for the reply though! It does seem a little weird that the game allows comets to be any size but not so for asteroids. I've up-voted your bugtracker threads, as I'm definitely in agreement both that there should be support to make comets with non-comet models, and that non comets should be able to use the comet models and sizes. I'd really like to have large asteroids to build industrial stations on and such. For now, my kinda weird main belt "comets" will have to do. Thanks again for your mod and for your help!
  4. Hey Starstrider, thanks for this mod, and thanks for updating! I have one question though regarding asteroid size classes. I was experimenting with a config of my own that would add an additional group of asteroids to the Main Belt. The basic configs included with CA only call for class A-E rocks in this region, presumably because the larger ones are all comets. Is there no way to use the comet model, and also have comet size classes, without strictly defining the rocks as comet objects? That is, could I use the PotatoRoid, or CA rock models but have them in sizes akin to the stock comets? I tried to make a group of Large Main Belt asteroids in the same orbital parameters as the mainBeltMiddle group included in basic asteroids.cfg but using a comet orbit type definition similar to the way the Kentaurs group was done from the Trans-Neidon.cfg. In an effort to test which models I could use I gave an asteroidTypes{} block containing some of each of PotatoComet, PotatoRoid, CaAsteroidCarbon, and CaAsteroidMetal, but could not seem to get it to work right. I was getting asteroids spawning in the right orbit which said they were comet size classes but when I approached them they were no bigger than E class rocks, unless of course they were actually using the PotatoComet model, in which case they were the correct size as listed in tracking station. It seems that if the rock uses any model besides PotatoComet, that it can't be larger than class E... I don't suppose I can circumvent that somehow that you know of? In case it's at all relevant, I'm running KSP 1.11.0, with OPM, and Custom asteroids for my testing install. Thanks again for the mod and for your time!
  5. Well, I'm happy to report that it's almost perfectly working now. Only a couple of minor bugs that I've mostly been able to work around. Like in the VAB (or SPH) if I try to select a base that's not yet opened the button clicks, but doesn't actually select (if that makes sense). Maybe this is intended behavior though, not sure. Other things I noticed: Some of the markers for Launch sites were off by quite a bit. KSC Runway was a good 50km off into the middle of the ocean, and my new Launchsite is about 1500km away from it's correct location (the map marker, that is) When I selected the KK toolbar button while "flying" a flag near the new launch site, it was just a grey panel with no buttons, instead of the Nearest Base, Open/Close this base, etc screen. This could be worked around, just annoying. Thanks again for your hard work! Glad I have a working system now, even if it is a bit buggy at times. They aren't (as far as I can tell) game breaking bugs.
  6. Wow, quick work! You seriously are one of the most helpful modders I've had the pleasure of talking to! Thanks! I'll let you know if I have any more problems when I give this another go in about 15-25 minutes. Just gotta get the Endeavour V crew home from Mun
  7. Sounds good! Thanks again for being both very responsive, and very helpful. I don't think I've ever seen such quick help with a Mod issue ever before!
  8. Okay, so tried the version you gave me. It's better, but still not 100% right. I created a new instance, saved it, checked newInstances folder and there WAS something there this time. However, I was unable to make the runway that I placed into a new Launch Site. Pressing the Make Launchsite button didn't do anything. Good news though is that the runway is still there after a reboot though, so that problem appears to be fixed.
  9. Will do. I'll report back in about 5-10 minutes. I'm not too worried about losing the open/close funds if that's all that will be lost. I'll back up the save though, just in case.
  10. "VERSION": { "MAJOR":0, "MINOR":9, "PATCH":9, "BUILD":6 }, Just tried saving a new instance, and checked the new instances folder immediately after saving. No sign of anything in that folder unfortunately. I haven't retarded the game yet. Thanks for your continued help!
  11. I don't I'm afraid. There is nothing there. Maybe if I look after placing a new instance, but before restarting?
  12. Hey all. Please forgive me if this has been mentioned already, or If i'm just being an idiot, but I have yet to figure this out and it's taken up a good three hours of my day today. I'm trying to figure out how to add new launch sites. I thought I understood what I was doing, and I'm still not sure I don't. I place a static, give it a name, make it a launch site, select VAB and Rocket Pad, and then save the instance. And to be doubly sure I hit save in the top right corner of the instance browser. I can then see the new launch site in the map, and I can launch there just fine, but when I quit the game, and restart it, the statics I've added are all gone. Why aren't they permanent? Has it got anything to do with playing in Career mode? Are there any mods that people have seen conflict with KK? I'm really not sure what is causing this and/or what I'm missing.
  13. Okay I'm pretty sure my non-inclusion of spaces is what's messaged up at least Kerbin's BIOME_RESOURCE definition. As for the duplicate resource maps, I'm still not so sure. Keep in mind that I've only used the CRP and other mods as a reference so far. All the actual configs are my own. So unless you mean stock configs (Which would certainly be confusing) then I'm not so sure that's it... I suspect maybe it has something to do with Variance and Dispersal settings. The Munar Lowlands for example, cover a huge portion of the Mun, and so if two resources happened to both roll 'yes' on their existence there (not unlikely) then their maps would look conspicuously similar. The only way I think I could avoid this like I say, is to increase Variance and Dispersal. Another Thought. I like to use SCANsat, but I've noticed that it's resource maps only list Ore. I suppose there's a cfg somewhere that dictates the resources to show, and since mine are almost all custom, they aren't listed. I imagine a simple MM patch could iron that out, no? EDIT: One other question: When are resource maps for the planets generated? Is it at the time of orbital survey or is it when the savefile is started? That is, If I add new resources and distribution definitions for them, will they be added to existing saves? And if so, on what conditions? Are already scanned planets SOL?
  14. Okay, excellent, thanks! Next question (sorry, I'm full of these): With the BIOME_RESOURCE nodes, I'm not sure what names the biomes go by. I thought that I should be able to make ice caps/poles of some planets contain water and/or nitrogen ice resources, but I'm finding that this hasn't worked as expected. I am about 90% sure that's because I've declared bioimeName incorrectly since I don't actually know what the biomes are called internally by the game (not just their names as shown on the wiki apparently). And Another thing. I've built a scanner probe and been flying it around using quicksave editing to test resource distributions, and I'm confused by one of my findings. It seems that despite having wildly different distribution definitions, some resources will have an almost identical map to other resources on the same planet. Like, I'll see WaterIce in craters A, B, and C on Mun, and nowhere else, and I'll also see Carbon in these exact same craters and nowhere else, even though the fractions for Carbon and WaterIce are quite different and their distribution rules likewise. What's happening here? And why am I seeing it so frequently? I thought it might just be chance, given that there are often less than a dozen biomes on a planet, it's possible that two resources are selected to appear in the same set of biomes, but it happens too frequently for me to be convinced this is the case. Anyways, thanks again for your help so far. This is definitely a learning experience.
  15. Hey, Thanks to the both of you. These answers are both super helpful. I don't know why I didn't seek out Karbonite sooner, and the CRP is more or less the same as what I'm doing, just with a few differences. @JadeOfMaar You mention PresenceChance in your other post, but I'm not sure I understand what you mean by each and every biome. Do you mean that this is the chance that the ore will sapwn at all in the save then? Or do you mean that, when the game generates the ore, it "rolls" this chance for each biome on each planet. That seems like a silly wuestion when I type it out, but I'd appreciate any clarification. As for MM, I had indeed already bookmarked that syntax page, haha! MM is proving to be quite powerful. Thanks again for the help!
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