Jump to content

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


KillAshley

Recommended Posts

I made sure that Kerbin is far enough out from Sonnah tha keosynchronous orbits were still possible (I always play with RT so I need them :wink: )

Eh, as the old saying goes, "you can never be too sure".

Oh, and by the way, to answer your poll question, I honestly think there should be a binary star system in New Horizons; I've always been a sucker for multiple star systems.

Link to comment
Share on other sites

Ahh, okay then. Thanks for the response! The real reason for why I ask is the placement of Ernus, and its incredibly close proximity to Kerbol (so close that I couldn't even see it in the tracking station when I was giving a cursory glance; I just found out about it by reading the OP body list).

Link to comment
Share on other sites

Ahh, okay then. Thanks for the response! The real reason for why I ask is the placement of Ernus, and its incredibly close proximity to Kerbol (so close that I couldn't even see it in the tracking station when I was giving a cursory glance; I just found out about it by reading the OP body list).

haha yeah sometimes my desire for gameplay mechanics outweighs the realism. Ernus was thought up as a challenge planet. Very high gravity, no atmosphere, impossible to reach, and if you don't take precautions the sun with make you explode!

Is the Clouds pack for New Horizons require KSPRC to run, or can they run off of Astronomer's pack, as well?

The clouds are standalone, you don't need any other pack to run them. They include cloud layers for stock bodies s well as my custom ones :wink:

Link to comment
Share on other sites

A ton of work must have gone into all those extra configs and whatnot, really impressive!

Theres still more to come :wink:

haha but seriously New Horizons has been my way of reviving my love for this game, so the work is worth it. It's not that hard to create & maintain, the only hard part os finding the time to do it!

Hi, i cant seem to get the mod to work, Help would be very much appreciated

Yeah just got your PM, replied!

Link to comment
Share on other sites

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)

Had a look today and the net gain was more than around 270MB tbh, adding in TR as a dependancy now, BETA 2 for the stock planet textures will be up as soon as I finish tweaking some textures later today :wink:

Link to comment
Share on other sites

Quick request:

Can you please add a patch that, rather than changing the kerbol system, moves all the new NH planets to a new star system in KerbolGalaxy2? I really like the planets in this mod but I really want them as a separate star's solar system in my KG2 game.

Link to comment
Share on other sites

Quick request:

Can you please add a patch that, rather than changing the kerbol system, moves all the new NH planets to a new star system in KerbolGalaxy2? I really like the planets in this mod but I really want them as a separate star's solar system in my KG2 game.

I was planning on creating this patch, and one that adds the standard NH system to the Kerbol Galaxy mod. HOWEVER I am waiting for KG to stabilize, as right now it's pretty buggy and unstable :(

UPDATE:

Beta 2 is ready for the stock texture overhaul, memory reduction of around 200MB and a little tweak here and there. Release is available to download on GitHub:

https://github.com/KillAshley/New_Horizons-Vanilla_Overhaul/releases

Edited by KillAshley
Link to comment
Share on other sites

Let me know how much of a saving you see eddiew, my test was just on a basic install comparison between beta 1 vs 2

Hopefully tomorrow I can give the cloud layers another good polish. Then I can work towards that ultimate "look" for the NH universe!

Link to comment
Share on other sites

I will have to update all my clouds and use the new textures for the stock planets in my primary game install. I feel like I should be able to play the directX 32-bit version with some mods, openGL halves my framerate. Have I had luck with that? No, not really. I have found a few hundred MB I can push around from GameData\Squad and the Assets that doesn't impact my gameplay but... Kerbal recently is using almost 6GB of RAM so I need to revisit how badly I want to keep what I have because that gap is enormous.

The problem with EVE, New Horizons, and better textures is that (for me at least) they are not "nice to haves" they are "REQUIRED", stock just isn't as shiny.

Some cloud polish sounds great! Right now I'm mixing 3 cloud packs and modifying them to try and find the best looking results with the least expensive impact- I made it work but it is a giant mess :(

Very glad to see how active you are with this and how frequently things get updated!

Link to comment
Share on other sites

The problem with EVE, New Horizons, and better textures is that (for me at least) they are not "nice to haves" they are "REQUIRED", stock just isn't as shiny.

Some cloud polish sounds great! Right now I'm mixing 3 cloud packs and modifying them to try and find the best looking results with the least expensive impact- I made it work but it is a giant mess :(

Very glad to see how active you are with this and how frequently things get updated!

Haha yeah that was my thoughts too, after seeing the NH planets the stock ones just felt....boring! I felt a texture upgrade would help that a little, whitch it really does.

Yeah clouds are an ongoing pain in my ass, getting them just right will take some time, but I've got plenty of ideas!

I'll just keep going until thhings are perfect, you can count on that! Seeing half finished mods released annoys me, so this will definitely get the final polishes it deserves before I move onto another pack.

Link to comment
Share on other sites

Question, does a moon from this pack take up Eeloo's former space around Sarnus in the OPM patch?

There is an OPM patch included in the download that moves Eeloo in an orbit around Kerbol. And then when OPM loads it places Eeloo around Sarnus.

Link to comment
Share on other sites

I think this statement best sums up my save right now: Remote Tech, you are the bane of my existence and I would never be without you!

Trust me - I know the feeling! RT is one of my must-have mods, setting up a reliable comms network around the Sonnah system is a worthwhile task, believe me :wink:

Question, does a moon from this pack take up Eeloo's former space around Sarnus in the OPM patch?

my patch should (hopefully) move Eeloo back to where I intend it to be in my system, In New Horizons Eeloo is a dwarf planet between Titanus and Vanor with Minmus as a satellite orbiting it. If the patch works correctly then it shouldn't be anywhere near Sarnus. Sarnus may have a missing moon, however I wanted Eeloo as a parent rather than a moon, and have moved it back to it's place in my system.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...