

Borisbee
Members-
Posts
273 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Borisbee
-
[WIP] [0.90] KerbalGalaxy 3.0 (Using StarSystems, PF:CE and RSS)
Borisbee replied to Artyomka15's topic in KSP1 Mod Releases
Thought I would let you know that you may want to take another look at your planet's sphere's of influence. After trying and trying to get into orbit around Hades I finally figured out your sphere of influence for Apollo was only like 139km, while Halley was out to a distance of somewhere in the 500km range. Trying to get into orbit means you're no longer in the influence of Apollo and the game doesn't like that. I increased the gavity of Apollo to 6.9 and that seemed to fix it. I don't know how many other planets may or may not have issue, I only was messing around with that one. My advice is to also tweak the atmosphere's, the ceiling on them seem to be really low and so you almost always burn up coming in since it's so hard to bleed off that much speed that fast. -
For anyone wanting to try changing other parameters of the planet you create such as atmosphere or terrain, you could try using http://forum.kerbalspaceprogram.com/threads/68619-0-25-Plugin-WIP-KittopiaTech-Ingame-Terraforming-Tools-V0-181 I'v had some limited success with it. I think I'm just going to continue to wait patiently for a proper update for this mod though. Really can't wait.
-
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Borisbee replied to MacTee's topic in KSP1 Tools and Applications
Here is the log, but I don't think you'll find it very interesting. [22.11.2014 22:20:40.428] [1] [1068] Info : ---> KSP MA v1.4.0.15 started <--- [22.11.2014 22:20:40.428] [1] [718] Info : Loading KSP Mod Admin settings ... [22.11.2014 22:20:40.459] [1] [726] Info : Done. [22.11.2014 22:20:40.459] [1] [937] Info : Loading KSP mod configuration ... [22.11.2014 22:20:40.506] [1] [956] Info : Done. [22.11.2014 22:20:40.506] [1] [787] Info : Deleting old versions of KSP Mod Admin config. [22.11.2014 22:20:40.506] [1] [815] Info : Done. [22.11.2014 22:20:54.521] [1] [411] Info : Loading website ... [22.11.2014 22:20:54.630] [1] [411] Info : Loading website ... [22.11.2014 22:20:55.052] [1] [411] Info : Loading website ... [22.11.2014 22:20:55.068] [1] [411] Info : Loading website ... [22.11.2014 22:20:55.559] [1] [411] Info : Loading website ... [22.11.2014 22:20:56.169] [1] [411] Info : Loading website ... [22.11.2014 22:20:56.247] [1] [411] Info : Loading website ... [22.11.2014 22:20:56.310] [1] [411] Info : Loading website ... [22.11.2014 22:20:56.310] [1] [411] Info : Loading website ... [22.11.2014 22:21:14.099] [1] [411] Info : Loading website ... [22.11.2014 22:21:14.396] [1] [411] Info : Loading website ... [22.11.2014 22:21:14.411] [1] [411] Info : Loading website ... [22.11.2014 22:21:14.411] [1] [411] Info : Loading website ... [22.11.2014 22:21:15.255] [1] [411] Info : Loading website ... [22.11.2014 22:21:15.349] [1] [411] Info : Loading website ... [22.11.2014 22:21:16.106] [1] [411] Info : Loading website ... [22.11.2014 22:21:16.106] [1] [411] Info : Loading website ... [22.11.2014 22:21:18.210] [1] [697] Info : Mod download started ... [22.11.2014 22:21:18.789] [1] [739] Info : Done! [22.11.2014 22:21:41.673] [1] [825] Info : Saving new KSP Mod Admin settings. [22.11.2014 22:21:41.689] [1] [969] Info : Saving new KSP Mod settings. [22.11.2014 22:21:41.720] [1] [566] Info : ---> KSP MA v1.4.0.15 closed <--- -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Borisbee replied to MacTee's topic in KSP1 Tools and Applications
This tool looks really useful to me, but I'm having a pretty serious issue that is stopping me from really using the program. When I use the browser to try to download mods it just says "Mod download started... Done!" but the mod does not show up in the mod list, nor do I see a mod downloaded in my download folder. I've read back through about 10 pages of this thread but I didn't see anyone having this issue so I have to assume I'm just doing something wrong. Any help would be appreciated in solving this as this tool looks amazing and is just what I was hoping to find after having taken a long break from the ksp scene. -
This is the alternative. http://forum.kerbalspaceprogram.com/threads/88168-Early-development-0-24-Kopernicus-Planetary-System-Modifier
-
If you scroll up, ferram explained what they are, why it breaks FAR, and how to fix it.
-
I don't know why, but I have a hell of a time trying to get heightmaps to create smooth terrain. Anyone else having this issue? I'm using heightmaps from space engine and they just tend to create really sharp terrain, or if I lower deformity the features are hardly noticable. MapDecals on the other hand seem to generate much smoother terrain but I'v not been able to figure out how to calculate the position, or how to use more than one MapDecal at a time. Maybe my standards are just higher than most, but sharp pointy terrain just doesn't work for me, I'd like to see terrain closer to stock planets.
-
Krag I was wondering if you could answer a question I had about how you did VoronoiCraters. You specified keys for the crater and jitter curve and while I understand what the keys do in this context (form the shape) I'm unsure of how you managed to come up with the key numbers. The numbers look too precise to have been pure trial and error.
-
You would post it in the same forum that every other mod is released under and the same one the other planet packs were released under, the add-on releases forum. Also no you don't need permission, you're just sharing your own planets.
-
This happens because his Verviedi planet uses Erin as a template for some reason. I highly suggest you make sure all new planets use stock planets as a template as you get zero benefit from using krags planets.
-
Several, if not all of your planets do not work correctly with scanSat mod. The textures that show up when scanning give the "default" texture. This is odd since the planets I'v been working on in my own mod seem to work correctly. Another thing I might suggest is to try to make the land a little less flat. Verviedi for instance looks nice. It has several large craters that can be seen on the texture, however if you land on the surface you find that the actual terrain is very flat. I'd suggest working on that a bit so that the terrain is more interesting to explore.
-
Chaka Monkey - Closed Development Thread
Borisbee replied to YANFRET's topic in KSP1 Mod Development
Sorry, but am I the only one here that's confused by what you're trying to show? From the looks of it are you just taking a set of mods and retexturing them so they look like they all go together? Or are you trying to make this into a mod pack judging by your comment about needing communication from mod authors and it being a "stand alone install"? -
Maybe stupid question but why are you trying to build the .dll if you have no experience doing that sort of thing? That's unnecessary if you just want to use the mod.
-
You installed it wrong. Just drop the folder into gamedata, that's all there is to it.
-
I'm wondering if there is anything being done to account for the lack of sunlight that the second sun puts off. Not being able to use solar panels when that close to a sun is kind of silly.
-
I was pondering creating a hibernation/cryosleep mod to go in tandem with the life support mods that have been popping up to make long distance trips more feasible. My question is, is it ok to include mod .dlls as references in my project so that I can extend those classes? I want compatibility with remotetech so that if there is signal to the ship it's still controllable if the kerbals are in hibernation and I see no way to do that without extending remotetech. Or maybe a better question is, is this the way to go about doing something like this or is there another way? Thanks
-
Sorry but I'm a little confused. Is this a .dll addon or is it just going to be config changes? Either way wouldn't it make sense to release what you have and just have a placeholder object instead of holding back for someone to make a texture? I'm curious what you have because I was recently thinking of creating a mod that does something similar. The idea would be to put kerbals into cryosleep for a duration of time which locks out control of the ship and stops resource consumption by a certain amount.
-
I'm wondering if anyone could link me a series where the use of RemoteTech applied. I'v seen many let's plays but none seem to use RemoteTech that I can find and so I'd thought I'd ask here if anyone has a few good ones they know about.
-
Now-defunct-thread-that-should-not-appear-in-google-search.
Borisbee replied to Cilph's topic in KSP1 Mod Releases
I'm using Modular multiwheel and omniwheel mod and I found that even if I try to add the ModuleSPU to the wheels/engines, I'm still able to control them regardless if I have them connected to the network or not. I'd really like if there was a way to fix this as making sure your rovers are controllable via a proper satellite link seems like good fun.