KillAshley Posted April 25, 2015 Author Share Posted April 25, 2015 I'm not too sure dude! The changes to the science I made only lower the amount of science you get from bodies, it shouldn't interfere with the leveling...I'll have a look at things and see if there's anything happening Quote Link to comment Share on other sites More sharing options...
Mekan1k Posted April 25, 2015 Share Posted April 25, 2015 Mun is still there, it just takes about 150 delta-v extra to get to!... I was kinda hoping the Mun and Minnimus would still be orbiting Kerbin- maybe closer though... Quote Link to comment Share on other sites More sharing options...
KillAshley Posted April 26, 2015 Author Share Posted April 26, 2015 The problem i have with Minmus, is that it's too easy to pillage for science. During early game, I'd send ship after ship draining all science i can from that small low grav world, with little to no effort at all, and by the end of it the tech tree was (almost) complete! IMHO it ruined things for me, even though it was my fault for doing it, I could never resist the temptation of sending just one more ship to unlock the next node....So when i set out to make New Horizons, i wanted to create a challenge that I didn't find in the stock game. I wanted a completely new experience, one where I would have to work for my upgrades. I can understand this pack isn't for everyone, as every has different tastes, but for those looking for a better challenge and more variety should have a look.oh, and Mun only takes about 100 delta-v extra to reach, so it's not like i made it a lot harder to get to, but Minmus is so OP for early game that I wanted it to go far away. Quote Link to comment Share on other sites More sharing options...
riocrokite Posted April 26, 2015 Share Posted April 26, 2015 The problem i have with Minmus, is that it's too easy to pillage for science. During early game, I'd send ship after ship draining all science i can from that small low grav world, with little to no effort at all, and by the end of it the tech tree was (almost) complete! IMHO it ruined things for me, even though it was my fault for doing it, I could never resist the temptation of sending just one more ship to unlock the next node....So when i set out to make New Horizons, i wanted to create a challenge that I didn't find in the stock game. I wanted a completely new experience, one where I would have to work for my upgrades. I can understand this pack isn't for everyone, as every has different tastes, but for those looking for a better challenge and more variety should have a look.oh, and Mun only takes about 100 delta-v extra to reach, so it's not like i made it a lot harder to get to, but Minmus is so OP for early game that I wanted it to go far away.Totally agree with your approach; great work:) Quote Link to comment Share on other sites More sharing options...
KillAshley Posted April 26, 2015 Author Share Posted April 26, 2015 thanks man, it took a long time and MANY variations of planets/orbits to get something I was happy with that would not only expand the system, but create the fresh experience I wanted. Quote Link to comment Share on other sites More sharing options...
KillAshley Posted April 27, 2015 Author Share Posted April 27, 2015 news is slow at the moment, I've been working on quite a few polishes to the pack, but most of my time has gone into the Kerbol+ pack overhaul I've been helping Amarius1 with. With 1.0 there's sure to be a issues that we can't forsee so I'm holding off on further work to the pack until the dust settles and we see whats broke and what hasn't.For the time being, here's' a peek at the finale of the New Horizons pack. Providing a hard challenge, and an interesting landscape I introduce this....I'll post again soon when there news... Quote Link to comment Share on other sites More sharing options...
Wolves_Hero Posted April 28, 2015 Share Posted April 28, 2015 (edited) Look nice added planets, I been installed but not show up new planets on KSP 1.0, I think Kopernicus & this mod 0.90 is old.I have old KSP 0.90 is worked fine Edited April 28, 2015 by Wolves_Hero Quote Link to comment Share on other sites More sharing options...
KillAshley Posted April 28, 2015 Author Share Posted April 28, 2015 thanks dude, yeah currently the pack is not compatible with 1.0 due to a kopernicus issue. Those geniuses are already workin on get it going for 1.0 now but we don't know when I'll be able to update. Stay tuned on the forums, I'll announce when I've updated. There's plenty of new things in the update so stay strong. Quote Link to comment Share on other sites More sharing options...
TonyC Posted April 28, 2015 Share Posted April 28, 2015 This looks really neat. I will check it out ASAP ! Quote Link to comment Share on other sites More sharing options...
KillAshley Posted April 28, 2015 Author Share Posted April 28, 2015 Cheers dude, just remember it's 0.90 for now Quote Link to comment Share on other sites More sharing options...
Svm420 Posted April 28, 2015 Share Posted April 28, 2015 Thomas posted in the Kopernicus dev thread that he has updated for 1.0 Quote Link to comment Share on other sites More sharing options...
amarius1 Posted April 29, 2015 Share Posted April 29, 2015 yeah, but it's very hard to work with the new atmospheric modifiers since the old ones we used with kopernicus is 0.90 no longeer work or cause trubles. Quote Link to comment Share on other sites More sharing options...
KillAshley Posted April 29, 2015 Author Share Posted April 29, 2015 I'm in the process of updating now, will take some time though as IRL comes first. Once I'm happy with the update I'll upload it. Quote Link to comment Share on other sites More sharing options...
Probus Posted April 30, 2015 Share Posted April 30, 2015 KillAshley, If you need any help testing just let me know. Quote Link to comment Share on other sites More sharing options...
KillAshley Posted April 30, 2015 Author Share Posted April 30, 2015 Cheers for the offer dude, but I'm almost there, maybe a day or 2 depending on irl stuff.Once I release though, if you find any bugs let me know and I'll fix them Quote Link to comment Share on other sites More sharing options...
KillAshley Posted May 3, 2015 Author Share Posted May 3, 2015 I have completed my upgrade to the 1.0.2 version of ksp, however Kerbal Stuff is giving me grief and not completing my uploads I'm starting a curseforge project to host the upload now, once it's finished I'll post the changelog and alter the OP Quote Link to comment Share on other sites More sharing options...
KillAshley Posted May 3, 2015 Author Share Posted May 3, 2015 It's back, baby!Version 1.4 is now live on CurseForge!Changelog:Added Lave ScidefReduced most texture sizes to improve RAM usage slightlyFixed atmosphere temp & pressure for 1.0 update Fixed all temperature curves Added all pressure curvesFixed flightGlobalsIndex orderFixed atmosphere gradient for all planetsFixed resource configs to new stock system (Added data for new planets too)Fixed Mun's orbit back to correct position from my 1.0 versionMoved Rings to separate folder to ease ATM compatibilityPlanet Changes- Ernus Minor terrain tweaks Moh fixed ambient lighting (don't know how it became blue....) Added correct temperature (careful, it's hot!) Arin Fixed texture seam Sonnah Added correct temperature (careful, it's hot!) Lave Retextured Leouch Added gaseous anomaly planet, Leouch, to Jool (Jool was getting lonely) Added Biome map, and correct multiplier Molas Retextured Titanus Removed Kittopiatech dependancy Changed Titanus to a frozen world (removed liquid ocean, replaced with ice ocean) Retextured to better match terrain Normal map now reflects surface properly Vanor Added correct temperature (careful, it's hot!) Tidus Reverted to original design (without laythe islands) Updated biome map Etal Added high gravity dwarf planet to Vanor Added correct biome map and science multiplier Quote Link to comment Share on other sites More sharing options...
Probus Posted May 3, 2015 Share Posted May 3, 2015 Loaded it up. Its working great. Thanks a bunch KillAshley!I noticed Kerbin has a greatly reduced SOI. Is there any way to increase it without changing the geeASL to something other than 1? For contract purposes. Quote Link to comment Share on other sites More sharing options...
KillAshley Posted May 3, 2015 Author Share Posted May 3, 2015 not as far as i know, there could be a config option I'm not aware of but as far as i know the soi depends on it's proximity to it's parent.You could, however, swap its orbit with Serran and it'll have a bigger soi, or move it around as you wish...Or you could lower the GeeASL of Sonnah down to a lower number, which will in turn will increase kerbin's soi.You may want to be careful with aptur when increasing the SOI, as it sit juuuuuuuust outside of kerbin's area, so increasing the soi could cause issues with it, but i haven't tried that Quote Link to comment Share on other sites More sharing options...
TonyC Posted May 3, 2015 Share Posted May 3, 2015 FINALLY WOOO ! Thank you so much for this ! Quote Link to comment Share on other sites More sharing options...
KillAshley Posted May 3, 2015 Author Share Posted May 3, 2015 haha you're welcome dude, theres even some extra planets in there that i threw in for you As always dude, if you find any bugs/have any issues or suggestions feel free to let me know and I'll sort it out as soon as possible. Quote Link to comment Share on other sites More sharing options...
Clythoris Posted May 3, 2015 Share Posted May 3, 2015 This actually looks pretty amazing!A couple of questions.1. Is sitting on Ernus's sun side gonna make my ship explode? If I can even get that close to the sun to land there.2. Do you have any idea if it's going to work with nuFAR? Or if it worked with FAR in older versions? 3. I read somewhere that in 1.0 you can rename existing bodies [Kerbin, mun etc], maybe you could rename the stock ones to make it less confusing , if it's actually possible though.4. How do asteroids spawn in this new solar system? In stock they only spawned around Kerbin and ?Dres?, how does it work here?5. Resources. Did you manually set them in or are they randomly created?6. Are missions gonna be impossibly hard at start? Telling me to go to Minmus right after Mun even though it's orbiting a far away body?7. Is Leouch's name based on an anime character? 8. Can I somehow remove rings from planets without breaking the mod horribly? I don't like them, personally. [Arin, Titanus]Also you mistyped Arin's name into Astid in the Imgur gallery. Quote Link to comment Share on other sites More sharing options...
Therlun Posted May 3, 2015 Share Posted May 3, 2015 Thanks for your work on this.The prospect of the same old system for the 15th time made me look for a changed system and this one looked the most promising, so I'm trying it.I have one question, is there a way to determine the low space/high space boundaries ingame? Quote Link to comment Share on other sites More sharing options...
KillAshley Posted May 4, 2015 Author Share Posted May 4, 2015 This actually looks pretty amazing!A couple of questions.1. Is sitting on Ernus's sun side gonna make my ship explode? If I can even get that close to the sun to land there.2. Do you have any idea if it's going to work with nuFAR? Or if it worked with FAR in older versions? 3. I read somewhere that in 1.0 you can rename existing bodies [Kerbin, mun etc], maybe you could rename the stock ones to make it less confusing , if it's actually possible though.4. How do asteroids spawn in this new solar system? In stock they only spawned around Kerbin and ?Dres?, how does it work here?5. Resources. Did you manually set them in or are they randomly created?6. Are missions gonna be impossibly hard at start? Telling me to go to Minmus right after Mun even though it's orbiting a far away body?7. Is Leouch's name based on an anime character? 8. Can I somehow remove rings from planets without breaking the mod horribly? I don't like them, personally. [Arin, Titanus]Also you mistyped Arin's name into Astid in the Imgur gallery.ok, here we go!1> depends on the ship i've landed ships there during testing, but it's hard...they like to go boom alot. I think i might tweak the orbits in future and bring all planets out slightly to make it a little easier2> It worked perfectly with FAR in previous versions but i haven't tried the latest versions of it to see. If you find any issue let me know and i'll fix them ASAP.3> I actually had plans to completely redo the stock system from scratch (like Alternis Kerbin did in the past), however it's only been a thought so far. It's easy enough to do with Kopernicus though.4> Asteroids are hard coded to spawn outside of Kerbin's SOI in ksp, so they spawn in a sort-of asteroid field between kerbin and Serran in orbit of Sonnah. I want to look at changing this with something like Custom Asteroids Mod (if it still works) but for now asteroid missions are pretty easy unfortunately.5> I manually set them, but I'm still not 100% they are perfect. I have had only limited experience with the mods that use them so i might have gotten abundances wrongs sometimes. (This is why feedback is always important for me) AND with the change to the system I'm still not 100% with the new system.6> No, contracts in stock are generated on a distance scale. So you'll get contracts depending on distance to another body. I've heard custom contracts (like orbital science ones) have unforgiving times (like 3 years to do a minmus mission when it's now in orbit of Eeloo!). Looking into this is on my to-do list, but i needed to see if it's stable in 1.0 first before expanding more.7> Possibly, it's actually a forum member! We had an incident where i didnt set an atmosphere properly on Serran in an earlier version resulting in it getting about 220atm pressure and he gave me the idea of adding a planet with an insane atmosphere and almost no gravity and after I finished it I decided to name it after him/her!8> Thats easy enough, go into their configs (GameData>New_Horizons>KopernicusFile>NewHorizonsPlanets>[PLANETNAME]) and find the ring section. Delete everything between the { } and it'll work fine.(I also fixed the imgur screw-up, thanks!)If theres anything else you want to know, just ask! Thanks for your work on this.The prospect of the same old system for the 15th time made me look for a changed system and this one looked the most promising, so I'm trying it.I have one question, is there a way to determine the low space/high space boundaries ingame?at the moment theres no way in-game to do this, however the information is easily readable in the configs. open the config for the planet you want to know about (they are all in the New_Horizons folder) and scroll down to the ScienceValues section and i'tll say flyingAltitudeThreshold = [x] spaceAltitudeThreshold = [x]the [x] is the altitude in meters from the surface that the change from low to high takes place Quote Link to comment Share on other sites More sharing options...
Therlun Posted May 4, 2015 Share Posted May 4, 2015 (edited) I played a bit with this in science mode.Kerbin orbiting a Gas Giant is cute. The setup definitely provides a different starting experience than the normal Kerbin/Mun/Minmus system. However, in science mode the reduced science yields really impact the gameplay in a negative way.It doesn't feel very rewarding when a surface sample from the Mun or Aptur is actually worth less science than one from Kerbin's Grasslands 3km away from the KSP. This leads to the odd situation where you do flybys of those moons for the orbital science, but landing on and returning from them is much more effort than it's worth. Maybe it's different with contracts in career mode but in science mode grinding all of Kerbin's biomes is much easier and more productive, which feels really weird and counter-productive. I tried to land on Serran next and there seems to be something wrong with it's atmosphere. Even assuming the extreme stats are intended (three times as dense as Eve, 15 times Kerbin, yet it only starts at 54km?) there seem to be issues with some variables.If you go too fast you will just explode at the 54km border. If you manage to slow down enough and survive you will fly through literal glue. The ship will be instantly slowed down to 150m/s (maybe? seems to be a display/instrument error, actual speed is more like 15m/s) once it crosses the atmospheric threshold. Any thrust/breaking only has negligible effects as you slowly descend through that tar-like substance.Later at 20km or 14km there is another similar break point, where the instruments will do another jump to 15m/s (although the actual speed seems unchanged from before, but it's difficult to tell).It seems all atmospheric drag is instantly applied at max value at certain height thresholds, instead of a slowly thickening atmosphere.I looked at the Serran.cfg but I didn't find a similar cfg that actually includes the vanilla data for Kerbin so I couldn't compare the values. I also didn't reach any other atmospheric bodies yet so I can't tell if it's limited to Serran or if it's a general atmosphere issue with the new planets. Edited May 4, 2015 by Therlun Quote Link to comment Share on other sites More sharing options...
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