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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!


KillAshley

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Ash,

I have only taken a look at the new textures from the map view, but they look sharp and vibrant compared to the original textures- I need to add some clouds to my testing ground... everything looks off without them.

I have run a series of tests and confirmed what I thought, Kopernicus will swap to your new textures but will not destroy the original textures that are loaded from the Asset files. I found with the (default) settings that a stock install of KSP adding Kopernicus and your alternate textures increased RAM usage by an average (I did 5 runs each scenario) of 195MB from stock. Texture replacer will not remove textures, but it does destroy them when it is swapping out to a new one!

By using Texture Replacer to add dummy textures to all of the original planets when the game loads, you can vastly reduce how much RAM is used when Kopernicus goes through and adds your new textures. I have created 8x8 pixel pink textures (1x1 loaded inconsistently or INCREASED RAM usage- wth?) for all of the original planets for use with Texture Replacer. These tiny textures can be swapped to by Texture Replacer and then overwritten by Kopernicus, they will STILL be loaded but they are incredibly tiny and still net a positive outcome.

Using this method I had the following results (RAM usage, not disk space):

Kopernicus + New Textures = + 195MB over stock

Kopernius + New Textures + Texture Replacer + Dummy Textures = + 46MB over stock

I am not sure if you would want to add the dependency of Texture Replacer, but if you wanted to check this out or maybe include it in a future pack I wanted to inform you about what I was messing with.

NH_DummyTextures (copy over TextureReplacer- should be no overwrites unless you already have alternate planet textures in place)

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*snip*

Yeah I was thinking of creating a texture replacer dependancy too, I knew it would increase the usage considerably using just kopernicus however creating the config for it is pretty simple for me so i thought at least it's an easy test to see how they look properly and get some feedback on any tweaks. I'll have a look further into it when i delve back into that part. I want to get some more work done first on other things, such as the clouds and the stars. I'll use your example for the beta 2, cheers...texture replacer is still a little new to me, so I didn't want to dive straight into it before I had feedback on the basics :wink:

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@eddiew, I'm gonna PM you a config, can you test it out and see if it helps? Think I've got an idea :wink:

Received, tried and replied with details, good sir!

THRtr3O.jpg

TLDR:

Made it from Jool escape to Sonnah capture without blowing up or major engine burns. Was blooming close, since I apparently have some clipping in my cargo bay that's overheating the innards, but she made it. Couple of gentle loops to get the AP near Kerbin's orbit and just wait to be picked up :) Even if the inclination's off, refuellers can now sensibly get out to it. Job's a good'un, I'd have to say ^^

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​issue

I'm aware of this, as are the kopernicus boys. The KSC view doesn't display correctly, however those ships are in the correct positions so don't worry. It just looks a little odd is all...

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You know, I have another quick question. Does this mod feature contracts to explore the bodies added by New Horizons?

It does, though I am not sure how extensive they get or how far they go. I have had flag planting, flyby, temperature, eva, and exploration missions for the Sonnah system and am hoping to trigger something that unlocks content beyond that.

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It does, though I am not sure how extensive they get or how far they go. I have had flag planting, flyby, temperature, eva, and exploration missions for the Sonnah system and am hoping to trigger something that unlocks content beyond that.

Okay, thanks, Tynrael. I actually asked that question before I installed the mod, as I was still considering whether or not to do so. But, curiosity got the better of me, and I went ahead and installed it, and I must say, the Kerbol system feels a lot realistic and "lively". I, of course, have my complaints, though they are small; such as the obvious issue with Kopernicus not syncing day/night cycles (although, as the mod author stated, this is in no way New Horizon's fault). Another is a seeming lack of clouds on Kerbin (I remember there being far more in "stock" KSPRC. Of course, these are very minor complaints, and overall, this mod is beautiful, and filled a niche that KSP has been missing.

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What is this sorcery?!?!?

Magic, pure magic :cool:

You know, I have another quick question. Does this mod feature contracts to explore the bodies added by New Horizons?
It does, though I am not sure how extensive they get or how far they go. I have had flag planting, flyby, temperature, eva, and exploration missions for the Sonnah system and am hoping to trigger something that unlocks content beyond that.
Okay, thanks, Tynrael. I actually asked that question before I installed the mod, as I was still considering whether or not to do so. But, curiosity got the better of me, and I went ahead and installed it, and I must say, the Kerbol system feels a lot realistic and "lively". I, of course, have my complaints, though they are small; such as the obvious issue with Kopernicus not syncing day/night cycles (although, as the mod author stated, this is in no way New Horizon's fault). Another is a seeming lack of clouds on Kerbin (I remember there being far more in "stock" KSPRC. Of course, these are very minor complaints, and overall, this mod is beautiful, and filled a niche that KSP has been missing.

All the contracts are generated by the stock game IIRC, You should get the full spectrum of contracts that all stock planets get, however I haven't tested this too much. The contracts for 'explore planet X' are generated by distance so you should get the closer ones first, and the expanded contracts for individual planets (temp scans/EVA/rovers/etc) should come in after the 'explore planet X' are completed. Of course I have no idea how to properly trigger them, whether its based off rep or something else is beyond my knowledge!

@fallout, if you find any major issues, or have any suggestions just let me know dude! Same goes for anyone else really! :wink:

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Searched through this thread, and can't seem to find the answer to this specifically:

Will this mod work on Ubuntu 14.04?

I'm having NO joy currently with the Outer Planets mod, Astronomer's Visual pack, etc...

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Searched through this thread, and can't seem to find the answer to this specifically:

Will this mod work on Ubuntu 14.04?

I'm having NO joy currently with the Outer Planets mod, Astronomer's Visual pack, etc...

I am playing this with linux mint and perfectly fine. I recently installed linux version and transfered my New Horizons save. I even put kerbalgalaxy mod on top of it. I do not have problem with loading and playing. If it works with mint, it should work with ubuntu

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Searched through this thread, and can't seem to find the answer to this specifically:

Will this mod work on Ubuntu 14.04?

I'm having NO joy currently with the Outer Planets mod, Astronomer's Visual pack, etc...

I am playing this with linux mint and perfectly fine. I recently installed linux version and transfered my New Horizons save. I even put kerbalgalaxy mod on top of it. I do not have problem with loading and playing. If it works with mint, it should work with ubuntu

I run Windows 7, trying to learn Linux, but not quite there yet :confused:

Let me know it works for you, will help in the future hopefully

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hi everybody :) just want to ask for the proper procedure in installing the latest New Horizons along with Outer Planets Mod?

Thanks in advance.

1> download New Horizons

2> download OPM

3> download the latest Kopernicus

4> dump them all in the Gamedata folder

5> enjoy!

I created native compatibility for available packs, so you really only need to install them normally and they will work together :wink:

- - - Updated - - -

OK peoples, I've created Github repositories for the things I'm working on currently. I kind-of figured out how to use it, but you can check on it to find developmental builds as i progress.

New Horizons Github

Cloud Layers Github

Vanilla Texture Overhaul Github

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OK peoples, I've created Github repositories for the things I'm working on currently. I kind-of figured out how to use it, but you can check on it to find developmental builds as i progress.

Good stuff :)

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1> download New Horizons

2> download OPM

3> download the latest Kopernicus

4> dump them all in the Gamedata folder

5> enjoy!

I created native compatibility for available packs, so you really only need to install them normally and they will work together :wink:

- - - Updated - - -

OK peoples, I've created Github repositories for the things I'm working on currently. I kind-of figured out how to use it, but you can check on it to find developmental builds as i progress.

New Horizons Github

Cloud Layers Github

Vanilla Texture Overhaul Github

Thanks KillAshley, will follow your instructions. :)

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any issues or problems, just gimme a yell dude!

Uhm :"> Kerbin got replaced by a planet near Kerbol on the main menu screen. Will try my install with just New Horizons, then with the OPM. Will report back. :)

wv8OEhL.jpg

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Yeah I did that, don't worry about it :wink:

Oh :P but it's only on the main menu screen :wink:

In the game, Kerbin is normal and all the celestial bodies are in the right place/orbit.... I think :blush:

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@fallout, if you find any major issues, or have any suggestions just let me know dude! Same goes for anyone else really! :wink:

Alrighty, good sir, will do! I just hope Kopernicus' author can get that sun-Kerbin issue fixed. And another question that I have since starting up the mod is whether or not the orbits of Kerbin and Aptur are supposed to cross like they do in my game. I thought that was kind of strange... cool, but strange.

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