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Please delete thread or at least lock it


_Augustus_

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There's discussion in the OPM thread about a similar thing. I lose the Sarnus rings, and Ovock goes back to round when I try and use a desktop icon to launch the game. But if I launch the game by double clicking the executable from a window manager, all is well. It was said that maybe Kittopia has some enviroment variable issues, so I'm not sure if it's a OPM or OP+ issue at all.

BTW, that happens to me in Linux....

It's proably because he launched with a desktop icon.

Or it's simply because he's on a Mac.

Or he installed it wrong.

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Installed Custom Asteroids and yep - very buggy for me:

http://i.imgur.com/M1dOLst.png

* NOTE: KSP 64bit on Linux so I have a ton of mods... including DarkMultiplayer so my game often has visits from friends (the above asteroids spawned in the space of about 30 mins or so).

So in relation to the above pic, I look forward to seeing what other outer bodies will be added to the Outer Bodies Plus pack as my asteroids seemingly want to match the number found in our own real solar system... lol :)

Dude even if that is a bug that looks pretty cool. It looks like a slightly more realistic number of asteroids.

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* NOTE: KSP 64bit on Linux so I have a ton of mods... including DarkMultiplayer so my game often has visits from friends (the above asteroids spawned in the space of about 30 mins or so).

My DMP alarm was set off, hello everyone!

Deadpan110: DMP hijacks the asteroid spawning methods in a multiplayer game so there are always exactly the number of untracked asteroids specified in the config file. The default for this is 30 - If removing DMP resolves the issue then there's a conflict, I might have to let KSP deal with asteroids instead of DMP doing the job :P

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Deadpan, did your system show up like this, or did you timewarp? Custom Asteroids handles timewarp levels above 1000(0) badly, everything below that should be fine. I found that leaving the system at 1000x for a few minutes usually cleaned up most of the junk. Alternatively, edit your savefile (if your text editor can handle it :D)

The problem could really be a number of different things - but it was no big issue removing the Custom Asteroids mod.

I basically posted the pic to perhaps encourage the creation of a few larger than class E asteroid bodies and perhaps a few comets into OPP+ as well as to share the pic of my resource full solar system :)

LOL, I think the Kerbals need to relocate to another solar system on your game...

Yeah, need another Outer Planets expansion that has distant star systems... and a behemoth PC to run it all on ~wants NOW~ , lol :P

Dude even if that is a bug that looks pretty cool. It looks like a slightly more realistic number of asteroids.

IKR - I really wouldn't mind at all having that many if my computer didn't slow down to a crawl... pity - heh ;P

My DMP alarm was set off, hello everyone!

Deadpan110: DMP hijacks the asteroid spawning methods in a multiplayer game so there are always exactly the number of untracked asteroids specified in the config file. The default for this is 30 - If removing DMP resolves the issue then there's a conflict, I might have to let KSP deal with asteroids instead of DMP doing the job :P

Heya m8, I am pretty sure that its nothing to do with DMP and more likely the way Custom Asteroids implements its own spawning (it is suggested that its a bug with high warp and/or Linux for that mod?).

Needless to say, I had to ALT+F4 to exit the game and when I checked the server (was ready to grep and remove them all), they hadn't saved.

Back on topic:

DMP works nicely with OPP and OPP+ (for those that do not know) as long as everyone playing has the correct mods installed.

I look forward to seeing some Regolith configs in the future and perhaps - comets/large asteroids on rails...

Keep up the good work guys!

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It's proably because he launched with a desktop icon.

Or it's simply because he's on a Mac.

Or he installed it wrong.

Well, I've the same issue while launching directly from the app folder.

Maybe Mac issue, then...

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Would you switch to dds textures to save the time to convert the pongs? I believe it also saves Ram. Thank you love the mod now that it is no longer glitcher every release!

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Hey you may want to enable "oceanFX" in the kittopia configs for Themis, since, if I'm not mistaking, currently when you land in water you won't get the usual waves... also, I'm working on a green atmospheric ocean planet for Kerbol+ too! The only obstacle I have is a bug that for some reason removes the oceans... also, how did you fixed the wrong shader bug on the moons? Someone told me that .dds conversion should fix the bug by making the normal map 50% transparent...

Also, I am now working with a guy from the /r/spaceengine sub to export textures from SE for me. (Crashes on me when I try)My email is amarius2000@gmail.com so If you want me to collaborate with something like textures I'll be happy!

Sorry for doing a bad job with my original OPM+ pack bbut at the moment I was such a noob at that... here's a tip if you can't make planet textures flat even with deformity = 0: you can use negative deformity to lower it even more!

Edited by amarius1
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Augustus, for some reason my small Plock moons are all round. They all have the bop/gilly textures, but they are round. Is this intended?

This is intended.

I'm having trouble getting OPM and OPM+ to load right now, unfortunately.

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Augustus, for some reason my small Plock moons are all round. They all have the bop/gilly textures, but they are round. Is this intended?

This is probably because the mod isn't loading the models properly, I've had the same problems when developing my pluto system

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