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Everything posted by Xenonclave
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idgi
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Hmm, to be honest I can't think of an easy way to re-add the atmosphere with OPM. If you go into GameData/XPC/PlanetConfigs/EelooAlt, open the Eeloo.cfg file and get rid of :NEEDS[!OPM] at the top it might re-add the atmosphere without messing up Eeloo's place around Sarnus, but it also might not. In any case, the next time I update the mod I can make probably make it so that Eeloo keeps it's atmosphere even around Sarnus. It's just that OPM doesn't just move Eeloo, it also changes its surface. I'll have to think about what the best way to handle it.
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I think I rearranged the orbits but honestly they could've already been the way they are. I have been meaning to go back and change more stuff for Eve and Duna but I just wanted to release something (plus I had already made a settings.cfg where you can select which mods you want active like months ago) So tbh that was the only real substantial change.
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Ok I have been super inactive for the longest time because of university and stuff BUT I just updated it (kinda). Changelog: v0.3 [KSP 1.2.1] [Kopernicus v1.2.1-1] - Added Setting.cfg file - Added configs for DOE and Planet Shine - Changes to Eve system I'll make an actual update with actual new content and more mod support soon (I hope, midterms just ended so I MIGHT have more spare time)
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[Kopernicus] [W.I.P] XenosAlt - Alternate Solar System
Xenonclave replied to Xenonclave's topic in KSP1 Mod Development
Idk when I'll really get back to work on this, I've been really busy lately and I'm currently prioritizing my other planet pack before I work more on this one. I figure I can make a complete version 1.0 of XPC before I really begin work on this. At the very least I'll try to get some sort of alpha version of this out soon. -
Sorry everyone for the lack of updates, I've been super busy with real life recently. I'll release an update soon I swear! @sentania Sigma has talked to me about adding my mod to Galactic Neighbourhood, so hopefully it'll be compatible soon. @Interplanet Janet I'll have to look into RevSS, I haven't seen it before. But I'll try to add compatibility in the next update. @Andem Which mods? I'm gonna look through the thread to see what's already been suggested but if there's anything else let me know
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That's weird, definitely shouldn't be happening... I'll look into it. I'll try to put out a new version of the mod soon, it could just be because the packs slightly outdated. If you want to manually fix it right now just go into your GameData folder where you installed the mod, go to XPC/EelooAlt/PlanetConfigs, delete Alu.cfg, and in Beros.cfg and Kyx.cfg change "referenceBody = Eeloo" to "referenceBody = Plock". It'll be underneath the "Orbit" header. You can open the files with notepad.
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This is a really cool concept and the artwork looks great! Keep it up!
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Can we alter the orbits of existing bodies? To make room for an added moon for instance, or even putting an existing body in orbit of whatever we make. Just wondering
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I mean you could still do most of them but their shapes would be slightly less exaggerated.
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Really love this series! Been a big fan of you since Spore, you truly have a knack for story telling.
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A few little suggestions, mostly that very irregularly shaped planets/moons/asteroids will be hard to make, so try to keep your plans at least vaguely spherical. Also, even though you don't have a great computer like you've said, you could totally make any of your planned gas giants right now! All you really need is to draw up a texture for them and you're practically done. Ideally you want a 4096x2048 texture that loops around on the left and right, you you want the top and bottom to be more or less the same horizontally so that it fits nicely onto a sphere. Here's a texture I made as an example: Best of luck!
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Hmm...I don't think I want to make Alu anything other than a moon of Eeloo. A Chiron analogue would be neat but it'd be just so hard to get to. A Vesta analogue is a neat idea though, the first thing I ever made in Kopernicus was a horribly ugly Vesta analogue. I might revive that idea for the planet collection though. What do you mean by 64K configs? As an unrelated thing, I've decided on a few directions for the future of XPC. For starters, I'm (probably) not going to have the option of separate downloads anymore, it just makes it such a huge pain to update. Having it all as one thing will make it easier to add mod compatibility as well. However I still want it to be set up so that you can choose which mods you want, so I've set up a settings file in the XPC download where you can choose which mods you want installed. It basically looks like this: I've also added support for ResearchBodies and DOE, I'm going to look into how EVE works and how I could get it to work with these mods. If there are other mod support requests let me know. I'm also going to add KSPedia entries for each body and make some small little touch-ups to all the planets. All of this will be part of a version 1.0 update that I'm going to put out soon-ish, along with probably two more mods (I'm thinking something involving a Vesta analogue and some other small minor planet bodies, and maybe a gas dwarf with a few moons) In general I just want to really polish up the mod pack before I shift my focus entirely on a new mod I'm working on which replaces the Kerbol system with an entirely new one.
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They're in my signature ======================== Part 2, Accident™ Wernher von Kerman lead our engineering teams into making a terrific new advancement in rocket design, using some of the data Jeb was able to transmit back before his... accident. Our current, two part plan is: 1) Immorally attempt to prevent news reports concerning Jeb's... Accident™. 2) Quickly do something good in order to have positive media attention, like actually returning a live Kerbal from space. Thus we have Valentina in the newly upgraded Gros Mk II about to embark on a hopefully not perilous journey. The Mk II features a more streamlined design, a heat shield, a drogue chute for added safety and a compartment for storing extra science instruments. It is also incredibly poorly balanced. Regardless, abandoning a mission is not an option here! Money is tight, after all, so Val had to find a way out of the spin and get herself back on track. Now I'll admit, I totally expected her to die (which would have really been a shame, 3 flights and no pilots left) but the drogue chute really helped, if I'm honest (she was coming in ridiculously fast, it's hard to plan a shallow sub-orbit with solid fuel engines). Following Val's successful mission bringing in a lot of scientific data, and in light of Jeb's Accident™, I'm going to be focusing on some unmanned missions for a while now.
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I've always wanted to write up some mission reports, and I feel since it's now summer (woohoo!) and seeing as I'm an unemployed student (awww) I might as well spend the time I'm wasting of my life doing this! To freshen up the Kerbal experience I'm using ResearchBodies as well as (as of right now) the Outer Planets Mod and my own Planet Collection (I've spent so much time making these planets, but never gotten to them legitimately). I am however going for a really stock feel with this. Most importantly, as a sort of personal challenge, I will not be quickloading or reverting flights in this playthrough, meaning that Kerbals are going to die a lot. ======================== Career mode - Normal difficulty Visual Mods - PlanetShine + Distant Object Enhancement ResearchBodies - Only Kerbin and the Mun unlocked from the beginning Planet mods - My Planet Collection, Outer Planets Mod ======================== Part I, Pros and Cons *Note to self: Do not send Kerbals into space before looking over the rocket for more than 3 seconds. Things went fine for the first launch, when valiant Valentina became the first Kerbal to leave the ground (apart from like, you know, jumping) in the first rocket in Kerbal history, riding aboard the Petit Mk I. The design of the Petit Mk I has its pros and cons Pros: Cheap, can fly Cons: After reaching the apex of its trajectory, tends to dart straight down. Also partially explodes on landing. The important part is, Valentina's flight yeilded valuable scientific information, which Wernher von Kerman tells me can be used to improve our rocket designs (how that makes any sense, I have no idea). This data lead to the creation of the Gros Mk I, a larger cousin of the Petit featuring two stages and an experiment bay. Jebediahs flight was meant to only reach the upper atmosphere, but unbeknownst to me the Gros is in fact capable of reaching space, thus making Jeb not only the first Kerman to go to outer space, but the first to go there by accident. Of course, those aren't the only firsts Jeb set today. You see, the Gros also has a few pros and cons. Pros: Can make orbit! Cons: I might have maybe (just maybe) forgot to add a heat shield. Coupled with the accidental suborbital flight and well... Jeb also became the first Kerbal to die in space. ======================== Part 2, Accident™ ======================== Like I said before, it's my first time writing up mission reports, so please leave feedback! Thanks for reading, I'll post another part soon.
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[Kopernicus] [W.I.P] XenosAlt - Alternate Solar System
Xenonclave replied to Xenonclave's topic in KSP1 Mod Development
You're both right Bellero would be very boring without moons... I'll probably give it a few small asteroid-type ones and maybe one decently sized one. Also I really don't like the look of Verta so I might just omit it entirely, if so I'm going to replace it with a huge waterworld planet (~2 times the size of Kerbin) -
[Kopernicus] [W.I.P] XenosAlt - Alternate Solar System
Xenonclave replied to Xenonclave's topic in KSP1 Mod Development
What I think I'll do is make sure that the stock planets all fit in between the Xenos planets, and if you just delete a certain file from the download it'll re-add the planets. But it'll ship with none of the stock planets (except Kerbin). I like the idea of having Moho and Dres orbiting Bellero, but based on it's current state it might not be very realistic for it to have moons. I'd move it even closer to the sun but I don't want it to be too hard to get to... -
[Kopernicus] [W.I.P] XenosAlt - Alternate Solar System
Xenonclave replied to Xenonclave's topic in KSP1 Mod Development
I was considering just doing that originally, but then there's the problem of fitting all the planets into one system together. I could include the original planets but have them all rearranged. If I were to do that though I'd probably edit them as well which really increases the scope of the whole thing... Not sure what I'll do. In the meanwhile, screwed around with particles for the first time and came up with this