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braininator
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Everything posted by braininator
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That looks awesome! I have a quick question regarding how this plugin can be used. As most people who use this mod are most likely using it to fill in gaps that other mods such as PF-CE, RSS and such mods have(mainly CE)). I have two questions, my first is this: is it possible to have the star fix for mod developers, is it possible for people who use Planet packs to not have to use this mod, and if they do, how easy is sharing the star fix for people's star systems?(I.E.) how much do the people using the packs have to do to get it. The second question I have is also regarding the "star fix." As you have implied the star fix is a module that has to be added to the star, but how much can it be changed as far as you know? By this I mean, can the light be made to have other colors easily or other similar changes? Thanks for the help
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there is one line that is very obviously an issue: The referenceBody. It's called the sun officially. Replace "referenceBody = Kerbol" with "referenceBody = Sun". That should fix it for you, though eccentricity, I don't believe can be zero exactly. If the change in reference body doesn't work, also try upping your eccentricity to like .00001 and see if that also helps. good luck
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Yes I agree... It does look a bit odd. I looked at the files and it does appear that the creator did create a height map that is completely flat for Neptune. However, he commented out the line in the config that set the height map to that. I do not know why, but uncommenting it breaks the Scaled Space for the planet. Also yes, both Sentar and Serious are supposed to be enabled when you use this pack.(if you are not using CE just sentar has to be enabled I believe. On another topic, does anyone know if it is possible to change the color of stars in this mod/CFG file system? As PF CE edition, in the current version, does not allow you to change it, so I am curious. Thanks
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THis is the Kittopia Tech ingame editing tool. http://forum.kerbalspaceprogram.com/threads/68619-Plugin-WIP-KittopiaTech-ingame-planetary-editing-tools-V0-075 I am sorry I can't help on the heightmaps. I cannot get them to work, along with color for mine as well. However mine reports it is found. It's odd. Sorry for not being able to help
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Has anyone tried this on Linux 64-bit version? I recently made my computer dual-boot as I knew about the 64-bit version, however in ubuntu, I am having it crash at the end of the loading screen, and in the actual output log,(not PF's), it complains about not finding 'High' for PQS of each of the planets. I have also watched the resources for my computer and it never passes 2gb of RAM for KSP. Also this happens for both standard and CE planet factory; if anyone would like to have the log to figure out why it can't load, I can do this later today. Thanks in advance for any help I am given
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Hi, thank you for developing this! For a while now I have been making my own galaxy/mini-star cluster, so I used PF CE to make a new identical sun, and then made more planets for the old sun. As I could not get RSS to work, I have tried to use this to permanently move stock PF and normal planets over to my new sun meanwhile adjusting some of the PF ones to fit slightly better. To do this, I have used this plugin, which during a particular instance of KSP works amazing BTW!!! However, for some reason even though I used save data, the adjustments I make to the planets disappear when I reload the game, is there something I am missing? Also, if and when I do manage to get this to save and load perfectly, how do I share it, when I feel it is ready to be released? Thanks
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Nice work with the moon! Good job! For earth, have you done the scaled space? And I'd so, did you delete the old one before you updated? I found that if you do not the old is not replaced. And I've also tried exporting from se. I found it works for anything but our solar system, else the results are the same as yours. On a completely unrelated note, does anyone know where I can get star wars bump/color maps? And preferably without copyright issues if that is an issue that I might have.
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I am attempting to build a system using this mod, and I am starting by building planets, however I am encountering an issue. I am trying to create the scaled space of my planets. my first planet is based off of Duna. However, as it can be seen from map view, you can only see the original radius of the planet(I edited it to be 1.750 thousand KM radius). This is also true from orbit, untill you are at the top of it's atmosphere. I didn't have a bin scaled space file, so I tried creating one though the game crashed. This happens with or without hte radius being changed. The bin file is being created when it crashes, but it does not solve the scaled space issue. Does any else have this issue, and does anyone know what I have messed up to have this issue? I can upload the files tonight if necessary. Thank you for the help
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I have thought of volunteering to set up and maintain a thread dedicated to navigating and finding planet packs. With krag's permission, and people's request, I shall start a thread where people can request there pack to be listed ( they'll put there name, the pack name, a link to their thread, maybe the download?) and so all the un-visited threads of cool planet packs might get some attention and if people do want me to manage this, can anyone recommend packs for me to start with so the thread does not start void? Thanks
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I might have found the problem as to why my copy of Skelton was not working. It appears that the initial values of Skelton is initiated inside CelestialBody{} while the planets in the other folders that have come out since initial release have the same values that are set inside both CelestialBody{} and inside PFBody{}. I have not looked inside the source code of this mod yet so I am unsure if this would mean it does not work. I also checked the output log and my copy of Skelton seems to be added to the system, it just does not show up. If you would like to look at the files I can send you the download link if you so desire. If this is what is breaking the planet how would you suggest that I change it? Thanks for your help
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Yes... I updated the .system... And renamed all the files... My laptop battery died so I can't show my output log or my results and I'm busy tomorrow so unless someone figures it out I'll post the files on Sunday Thanks for your help and thanks krag for doing this mod
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Hello... I have a quick question... I have been playing around and learning the system... I've managed to produce a system based off of the serious system... Which works perfectly great however I then tried to add a Skelton to the system... (changed the names of the files like the others and there orbits) however the Skelton copy does not seem to appear... My question is... Does copying and adjusting work on only things added after initial release or can it work with the original added planets? And if so how? If anyone can help it would be great
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OK I tested some more. With planet factory and Hyperedit installed, I checked with a 2.5M pod with SAS in space. On four times warp it started shacking like crazy and rotating - basically like the old SAS just much much worse. It was not,however, throwing itself much more than 2 meters of where it should be according to the orbit I gave it in hyperedit which I assume is due to the tiny eccentricity the Hyper edit gives it. So I went back to check on the old pod I left in orbit last time. This was also gave the same results as last time. I found a tiny parachute I put on it when I tested to make sure .23 didn't break your planet surfaces. I am guessing that vehicle was thrown of course since the center of torque is not where the center of mass is. I then tested it again on a clean install - infinite fueling into space - and it still spins around with the SAS on in 4x warp. I have concluded that it's the SAS in .23 Unless you recommend otherwise I think I might send in a bug report as this did not happen in .22
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OK...well I did a quick test... Hyperedit+ 2.5M pod. The planets themselves work fine. I only had hyperedit+this mod installed. On 4x time acceleration in orbit I got the kraken once I put a tiny amount of input. I am unsure if this is .23 or krag's antikraken Kaboomiam tech. I do not have time to test this, however, it was around both Eve and Skelton, so it is not because I am around a planet-factory planet. If no one checks to see if this is planet factory or .23 I will more extensively test this tommorow.
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Does anyone know if .23 breaks the mod? I heard on Scott Manley's channel that the code for the PQS planet system has been optimized. Mine is still updating with the new launcher so I can't find out for myself... at this rate till next week
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What is the most underrated planet/moon/star?
braininator replied to Astronaut's topic in KSP1 Discussion
My top underrated moons/planets is Dres, pol, bop, and the magic bolder.(though that one might not count). -
How did you install it into KSP? if you put the plugin in the plugin folder and the plugin data in hte plugin data folder, this is usually the result. The way it is normally installed is: 1. dowload 2. unzip 3. move file from downloads/planetfactory/gamedata to ksp/gamedata wherever you have it on your computer reference: "dangerand adrenaline" had this bug over on twitter and this fixed it for him. The how-to-install mods tab in the space port that has the standard instructions were outdated as of KSP .20 IDK why they did not update that yet to match the new file sorting system.
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The original version he released on his first Reddit post was without serious.
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You can move any of the bodies that you have in that load of the game with Hyperedit. However if you want the changes to be slightly more permanent, you can edit the CFG files of some of the moons. Some will say in comments inside the file weather the planet is configurable on that release or not. The moons of sentar that are configurable inside the cfg files include Skelton, Thud, and Erin. Pock(Not actually a moon of Sentar....) and Ringle are not configurable. I have not looked for more than 30 seconds at the source code so I am not certain why they are not configurable, but I am sure that Krag and anyone who has looked and understood the source code will be able to explain it.
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From my understanding of the science resource CFG file, all the varying experiments (Air sample, seismic reading, crew report, etc), all have exactly the same initial value for all places (except kerbin which is lower). I have done a mission to Erin and received as much science as I did when I took the same lander to laythe. So as far as I'm aware, there is as much actual science in the new planets, but the science messages are the same as the planet that Krag based his planets on( I am not sure completely about this one... I only read half of the messages...) If it gives 0 science and says that this is not what your looking for... I have only experienced this in sandbox mode.
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I apologize for sparking any controversy this has produced, that Was not my intention. I have already mentioned I am using Hyper-edit code as inspiration, and even using some of it-edited of course. I am getting the variables I am currently using from there. As no one has managed to use that code to copy planets before, I am unsure of whether this is going to work or not since I need to do more groundwork as far as the program goes, to be able to actually test it in game. Though I expect that by the end of this weekend, I will know whether my program is actually going to work.
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I am currently attempting to produce a mod that allows a user to make their own planet. Using my code+ some part of hyperedit that is adapted(I got permission), it will copy an existing planet, and then adapt the copy to whatever purpose the user sees fit. It is still early in the works, and I have nothing to actually show yet, but I have a plan on how to code it, and what I need. The reason I am posting this now is that I have some questions that I need answering for a planned feature. I am trying to find the part of the planet-object that has the value for the planet mesh, (so the user can replace the stock mesh if desired.), does anyone know what the key is, that I can reassign it to what I chose? Does anyone know also know the key for the planet texture? Thank you for your help, braininator
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Hello, I am trying this mod out today and so far it seems great! Though I have a few quick questions(More like 3 topics with multiple questions....) about messing around with it. (Oh BTW, my ability to do art is... no existent... especially electronic art.... so some might seem a bit silly... I apologize if they are) 1. The downloadable textures are not color coded to the water planets, so if I wanted to just paint a water planet a funky color, like change kerbin's water to orange, and ground to pure black, is there a simple way to do that? 2. I noticed that the effects only happen above a certain altitude. If I did just change the color of the planets(see previous question) is there a way to make it permanent irrelevant of height? alluding to the previous example, if I was just coloring the water and terrain, it doesn't effect anything but how it's colored, no change in patterns, looks or anything just filtered into a new color(So it won't cause any issues with changed terrain and mesh misplacement), would it be possible to make it apparent at ground level? 3. What happens if I switch around the textures? Say I put the two Dres textures onto the Mun? will how the textures fit, change the mesh? is the mesh dependent on the terrain textures or completely irrelevant? Does the texture automatically resize itself to fit around the mesh? Does the terrain mesh fit onto one of the textures? Say if I somehow figured out how to make a planet bigger, would these textures still fit or would it cause issues? Thank you very much for your time for reading, and responding if you do so,
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Hello, I just discovered this mod today, and it's features look amazing! I have decided to attempt to expand the solar system for myself. Now I am aware that I cannot save planet persistence files in this version, which is 1.2.4.1 so for now I am just going to mess around in an alternate download so i do not destroy any important things in my main save. I have a few quick questions, though about this mod. My first question is is there a way to copy the planets? Like I could copy, say Eve, place it in a far out orbit, readjust the copie's gravity, atmosphere, color, ETC, and name it something else without changing the original? and second, if I can copy planets, is there a way to copy and make orbit, the sun? So i can have a sun with an edited gravity to be much smaller, in orbit around the sun? Thank you in advance for time if answer
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How to record KSP
braininator replied to braininator's topic in KSP1 Gameplay Questions and Tutorials
Thank you for your quick replies! If I get into filming and editing for you tube, I would not mind spending money on recording device, however as my free time is limited, I have a busy schedule this year in school, I do not want to buy software that I won't have time to bother use which is why I asked... PS. Pleborian, ur channel is what first got me into KSP thank you