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Borisbee

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Everything posted by Borisbee

  1. These wheels aren't like stock wheels, they require the use of a motor. They seem to work in .90 for me, although I do get some errors in the debug log.
  2. Well I certainly appreciate your work regardless. Planet editing is certainly something that has proven to be at the top of the difficulty scale, seeing how many mods have tried to do it but come up short.
  3. I'v given up trying to create anything. Can't get anything to export a scaledspace. No one else is having this issue? I may just dualboot linux to run 64bit ksp so that planetfactory isn't an issue. As much as I'd like to use kopernicus and RSS, I just can't create with the same amount of detail as PlanetFactory, not to mention the issue I'm having with scaledspace.
  4. You might want to look into possible bug. When trying to export scaledspace an IOException: Sharing violation on path C:\Kerbal Space Program\GameData\KittopiaSpace\Textures\ScaledSpace\Minmus\colourMap.png shows up for whatever planet you try. As a side note, has anyone had trouble with getting scaledspace to correctly update? I cloned Gilly and gave it a 200k km radius and tweaked the deformity some making it into a pretty cool mountainous region, but I can't for the life of me get the scaledspace to update to show it properly. Landing on it works, but the mapview is way out of whack so it's not really playable.
  5. Well that's unfortunate. I guess PlanetFactory is the only mod capable of doing mapdecals then.
  6. I was wondering if it is possible to use PQSMod_MapDecal in the RSS config. I wanted to apply a heightmap decal to place a mountain feature on a planet but when adding it, it doesn't seem to take effect. Does this code look right, or is this just not possible. Add { PQSMod_MapDecal { order=50000 radius=120000 position=-19468.5, -25737.1, 61828.1 angle=0 heightMap=GameData/RSSTextures/decal.png heightMapDeformity=22000 cullBlack=True useAlphaHeightSmoothing=False absolute=False absoluteOffset=200 colorMap=GameData/RSSTextures/decal_color.png smoothHeight=0.125 smoothColor=0.125 removeScatter=False DEBUG_HighlightInclusion=False } }
  7. I'd love support for using height/color maps. I'v been playing around trying to get a PQS_Mapdecal to work so that I could add interesting features on planets but I'v found no way to make this work other than using Planetfactory. The Skelton planet from there uses a decal to place a huge mountain on the side of the planet. I'v tried using RSS to add a decal but it doesn't seem to work there either. Also would like to be able to just use heightmaps to specify terrain for the procedural type planets like Minmus and Gilly. Ideally I'd just like to have more control in creating "interesting" areas to explore, rather than just tweaking some random deformity values that apply uniformly over the entire surface.
  8. Well that's rather unfortunate. I think what we need is a port to move the interstellar parts to the USI suite of mods. Do away with the ORS that seems to be depreciated at this point. I just hate to see this mod go away because the part models are amazing.
  9. CKAN integration should be trivial. It requires nothing special, just telling the repository where to grab the file.
  10. Hale looks like it will be a neat moon to land on with interesting terrain and fits the stock quality well. Have to say I am a bit disappointed with Ovok though. Making a moon a perfect sphere leads to no interesting terrain and I find it kind of boring. Doesn't draw me in to wanting to land on it as you've already seen what it looks like from space. Can't wait to see what Slate looks like.
  11. It's linked on the first page - - - Updated - - - I have found maps exported from spaceengine to vary, some of them have very dark blacks, while others like the one you posted are relatively light. I kind of think that creating 100% custom height and color maps in photoshop or something would probably yield the highest quality maps, but of course that takes a degree of skill to do and isn't nearly as easy to do as SpaceEngine.
  12. Ugh, serious immersion killer there. That's my biggest peeve with planet packs that people try to make. They look awesome in the scaled space view, but once you get closer it quickly becomes apparent that something is off. I mean in the above picture they look like two totally different planets. I'm fairly sure you can correct that issue. You most likely need to disable the PQS mods that supply the landclasses color and make it so it's only using the texture for color instead. Can be done with RSS and maybe even kittopiatech.
  13. From the screenshot of new moon it looks like you're doing gilly based moons and I have to say I like it. Gilly/Minmus style procedural moons are much better in my opinion as they tend to actually look closer to stock planets and have a higher quality as opposed to trying to use textures for vertexmaps which tend to make the land really jagged and low resolution.
  14. Glad this is getting some much needed attention. Might I suggest adding support for CKAN? It's pretty easy and allows people to browse and manage mods a hell of a lot easier than otherwise would be. http://forum.kerbalspaceprogram.com/threads/100067-The-Comprehensive-Kerbal-Archive-Network-(CKAN)-Package-Manager
  15. I seem to have expanding parts when hovering over them in the VAB. Not sure why, it's a fresh install.
  16. I came here to say this. CKAN is really great at managing and keeping mods up to date, not to mention I sometimes browse the repository just to find mods I didn't know otherwise existed. I really wish all modders would adopt support for CKAN.
  17. Any plans to make a "QuickSearch"? There are a few mods floating around that haven't been updated to .90 and it's the last feature missing to make me start playing .90 fulltime. Just a little search box to filter out parts by name or whatever would be amazing.
  18. Doesn't appear so. [LOG 21:23:57.219] Load(Assembly): PartSearch/PartSearch [LOG 21:23:57.220] AssemblyLoader: Loading assembly at C:\Users\Borisbee\Desktop\Kerbal Space Program .90\GameData\PartSearch\PartSearch.dll [LOG 21:23:57.224] AssemblyLoader: Loading assemblies [ERR 21:23:57.279] AssemblyLoader: Exception loading 'PartSearch': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'PartSearch.PSBehaviour' from assembly 'PartSearch, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
  19. You made a mod to add scroll support? The current part catalog mod has a patch someone made to basically add this single function. The only thing I'm missing that has me hesitant to move to .90 is the ability to part search. This was a function of part catalog I used, and there is another mod that works for .25 that adds a search bar but hasn't been updated to .90. Edit: Here is the mod to add a search bar. If someone could patch it for .90 would be awesome. http://forum.kerbalspaceprogram.com/threads/102375-0-25-PartSearch-v1-0-2-A-part-search-bar-for-the-editor
  20. Yea I just figured out it wasn't liking the underscore. Man you work fast hehe.
  21. Any reason the below config doesn't seem to add the mod parts to the catagory? AIES_Aerospace is the name of the mod folder, it creates the icon but all categories are empty. It worked fine when I did it for SpaceY heavy lifters mod, but AIES isn't seeming to play nice. CATEGORY { title = AIES icon = NearFutureSpacecraft colour = #FF90F090 type = mod value = AIES_Aerospace }
  22. Apologies if this is answered already but I'v read several pages back and saw nothing. I tried out RSS for the first time today. I used hyperedit to put me in an orbit of Duna/Mars and proceeded to retroburn to land. At some point the texture of the planet went away and the ground was blindingly bright white, and then I crashed into the ground. Have I done something wrong?
  23. I think people are getting weird orbits or SoI's because of lack of playtesting when creating planets. People seem to want to shotgun as many planets as they can instead of stopping to playtest and check each one for bugs such as that. I tried some planetpack and the first planet I went to had a SoI out of whack because they didn't set the gravity right and it set the SoI too small/large. I just wish more people would go for quality over quantity. Work on a single planet and make it as interesting and fleshed out as you can with biomes and science, make sure the SoI is good, the atmosphere works, it's landable, and then move on to the next planet.
  24. I don't mean to come across rude or anything but it bothers me you call your mod Planetfactory Revived when Planetfactory still works as it is, and the first thing I see in your thread is a picture of a very weirdly shaped Ablate. Ablate should be...ablated. If your goal is to recreate the planets in this mod to Kopernicus, I'd suggest actually doing a 1:1 copy of each planet.
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