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braininator
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Everything posted by braininator
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Alright, first off Tylo has no atmosphere, and PF cannot add an atmosphere to a derivative planet that's parent body had no atmosphere, so if you want an atmosphere you need to derive Duna or Kerbin. Though since that wasn't your problem listed I shall continue on. About the change in Radius, I shall first need to explain something quickly. There are two ways a planet is seen. One is the PQS, which is what you crash into, and you also see it at low alititudes. The other is the scaled space, or how it is viewed from space. The PQS is automatically generated with no issues, however, you have to manually force the program into designing hte Scaled spacce ased of your PQS. To do this all you need to do is hit alt-9 go to your planet, hit create scaled space. This will take your computer 1->5 minutes depending on how complicated your planet is. once that is done you need to go to the file where your planet is defined at 3 more files should be there. One which is the exactly named your planet name and is a bin file. The other should be planetname_map and planetname_normal. All 3 files will have an extra _ at the end. you need to rename each file to remove that _ at the end. This is included so you can tweak the planet, make another scaled space, without deleting the previous file permanently unwittingly.
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Sa-Fire Planet Pack for Planet Factory CE v.4
braininator replied to braininator's topic in KSP1 Mod Releases
Well, I made an Eve planet today, with an ocean to make the new Amie-Thistle. The ocean didn't appear so I am not sure what to do. I will make one or two more attempts at it, but I might just least it as is, or just fix it a little bit without complete revamp. When I release the next version, I will switch and go back to putting all creative effort into "Project Doomsday" which I described in a previous post...( I just picked the name) -
Post your cfg file please. I can help you best from there.
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I am having a small issue with a project of mine I have been working on. It requires that kerbin be moved to orbit a PF planet, and for some reason, once the orbit is changed, as well as the surface gravity, I get a null reference, and a NAN as my speed bar when I launch a craft. This is a very peculiar bug, and I am not sure what is causing it. If I send you the necessary files, would you mind taking a look at to make sure I have not done something to mess it up?
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Two people within a few days that have had a bug never seen with PF before? hmm this is odd. Considering there has been no patch to either KSP or PF in well over two months its odd that a bug is now starting to crop up. Do you mind posting a log to see if anyone can get to the bottom of this new bug?
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I think that may be slightly related to the fact that he had not originally intended for Laythe, Kerbin, and Eve derivatives to work. And while I have gotten Kerbin derivitives to work( Laythe had various glitches in my experience), and Cooly managed to make an Eve derivative, probably successfully- it would stand to reason they are not actually put together well from a coding standpoint(such as you trying to edit them). I am going to be trying the eve derivative out later this day/week. these were not intended for this version of CE(the next version was said to be "soon" about four months ago.
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Sa-Fire Planet Pack for Planet Factory CE v.4
braininator replied to braininator's topic in KSP1 Mod Releases
Someone just realesed a planet pack with Easter Eggs, Something along the lines of Alien I think... That's the first one I've heard about using that, I think I might see how he did it, and if it looks like it's possible I will ask permission to use his technique to add Easter eggs. Oh and V3 will probably just include Di-Mend V4 will be Amie-Thistle Remake, and probably a few tweaks to Di-Mend if something hasn't gone right. Also regarding difficulty for the moons is: Emralled is fairly easy to get to, large SOI, large gravity, with an easy landing if you have a aerodynamically stable craft(if you run far without one, it'll be a nightmare). Take off is a lot harder, I recommend jets, it would be near impossible without Rubbee has more orbital speed than Kerbin IIRC without any oxygen, but it has a thinner atmosphere, Opal, Floorite, and Amie-Thisle(so far) are all easier to land on, take off from, and get to as Tylo. Onyx and soon to be Di-Mend have little gravity, but highly inclined orbits, though take off and landing can be done with under 2k dV for onyx and probably under 1K for Di-Mend if you are a good pilot. I had not previously explained this so I thought it was a good idea to do so -
Sa-Fire Planet Pack for Planet Factory CE v.4
braininator replied to braininator's topic in KSP1 Mod Releases
It's currently 80KM accross with 3KM moutains, with about... I'd guess .3KM of flat between a spike. With .3 g's of acceleration IIRC from 3 hrs ago.I am going to try landing on it with a stock lander and see if there's any issues before saying it's ready for release. Also... regarding Amie-Thistle... I'm thinking an eve based planet... I am unsure how to make a template exactly but I know there's a super-eve pack. I think I'm going to ask if I can use the cfg as a template... Edit: Other than the fact that I've spent all my KSP time either messing around with mods or making and editing planets and I can't land to save jeb's life, everything looks good... I'd be careful coming in low and doing a long slow-down burn, those mountains come surprisingly fast for a slow orbit speed. -
[0.24.2] [32x] Super Eve Planet Pack 0.2
braininator replied to Cooly568's topic in KSP1 Mod Releases
This pack looks great! I too am surprised it has not received a large amount of attention, as this is a very unique pack in that it uses Eve, a planet I have not seen used as a template before -
Sa-Fire Planet Pack for Planet Factory CE v.4
braininator replied to braininator's topic in KSP1 Mod Releases
Ah I do apologize... I had already made this one before I decided to start looking up jewels by color on http://www.gemselect.com/gem-info/gems-by-color.php It is already its own moon in v2 on my planet pack. Version 3 is coming soon, depending on how development of Di-Mend goes. As I was never really satisfied with Amie-Thistle it'll probably have a minor to complete remake- as what you're proposing would require (PF cannot add atmosphere or oceans to planets derived from planets without one unfortunately). The remake will either be next patch or one after. Also to both you, FrostFyre, and to Christoph1337 welcome to the forums -
Sa-Fire Planet Pack for Planet Factory CE v.4
braininator replied to braininator's topic in KSP1 Mod Releases
I am done for now... But this is my very early prototype(literally first edition...) As I am not making these for me... What do you think? Too bumpy? not bumpy enough? Want a more colorful color map? ( I went with just white)? Any other thoughts? -
Sa-Fire Planet Pack for Planet Factory CE v.4
braininator replied to braininator's topic in KSP1 Mod Releases
I apologize but no.... One of them isn't actually a pack of any sort... and I have not mentioned and may not be mention for a while... The other one is designed for the 64bit hack, and the soon to be 64 bit version. I won't say much about it other than this... It's supposed to be a possible realistic(including size) scenario type pack using CE and Kittoptech (and possibly RSS with a blank cfg to deal with deep space kraken if that set-up works-haven't attempted that yet). The scenario is that on a large earth-like (in properties but not topography), the aliens had just terra-formed their small moon (A kerbin with only it's gravity and orbit altered) and have sent their first colony there with a space center. After the astronauts landed, a biological war-fare erupted on their home planet and all life there ended. Then from there they have to remake everything and be able to move every single surviving astronaut to another earth-like planet which has microscopic life and is habitable in another star system. AFAIK you can't make planet parameters a function of time except for cycles(such as orbits and it's rotation) but if I figure that part out by release it will probably be included. Anyways... I'm off to go see what I can do about the new Di-Mend -
Sa-Fire Planet Pack for Planet Factory CE v.4
braininator replied to braininator's topic in KSP1 Mod Releases
I like that idea! As far as I'maware its impossible to do see through planets. Jagged mountains are definitely doable. (high resolution texture that'sdesigned for a larger planet, and making a small one...) kind of like Onyx but much smaller. (I've got 3 projects for pfce of which this is only one) so I'll get to work on a prototype fairly soon -
In the source code the CS file named PF about half way down he defines each of the new planets. Under Sentar he defines the orbit on hte new PF body Sentar to be: new PFOrbit { inclination = 26.0f, eccentricity = 0, semiMajorAxis = 160000000000, LAN = 0, argumentOfPeriapsis = 0, meanAnomalyAtEpoch = 0, epoch = 0, referenceBody = "Sun" } Now since this is actual code not a CFG file he had to have parenthesis around the String. I am not sure why he included the f in the inclination, but I know the inclination of Sentar is about 26 degrees.
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KSP 64bits on Windows (this time, it's not a request)
braininator replied to Lilleman's topic in KSP1 Discussion
Thank you -
KSP 64bits on Windows (this time, it's not a request)
braininator replied to Lilleman's topic in KSP1 Discussion
This might be a slightly redundant, or even somewhat ignorant question, but how do I add the force commands to the shortcut? I cannot figure out how to... Thanks -
hmm... that's odd. What mods do you have? Also what planet packs are you using if any? Do you have the output log for a test where this happened? if possible a log with only this event occurring would be best to analyze.
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KSP 64bits on Windows (this time, it's not a request)
braininator replied to Lilleman's topic in KSP1 Discussion
Has anyone had a particular issue with RSS+PF cfg from the RSS thread? I personally am having trouble loading it, even though it works fine on 32 bit(though on 32 bit I only have RSS+PF installed cause of memory, and it works). normal RSS works fine on 64 bit as far as I can tell. The particular issue I have is that the textures are not loading, and I get a crash+null reference from the log when I try to go into the observatory or try to launch. Has anyone else had this?? -
Hi My computer(A 2 year old gaming laptop to clarify) spent 25 minutes yesterday producing the .obj files for the PF+RSS files. As far as I am aware the RSS +PF does not distribute the files for them- As I have the files would you like it if I set up a download for them so you don't have to generate them? (with permission OFC )
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I can't wait to see some of the new moons
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it doesn't really work like that. The entire folder system for defining system is just for organization(there's no point releasing a moon for a planet that doesn't exist either stock-or stock-pf or in that pack). All you need to do is set the orbital parameters of your planet to be around Kerbin, though I would warn you, KSP is not n-body - You'll get physics-glitches if you place a moon to low.