KillAshley Posted April 22, 2015 Author Share Posted April 22, 2015 Thanks man, yeah took me a while before i was happy with the layout of the Sonnah system...I was so sick of starting career mode with the same set of step (ksc science grab then minmus science grab) and wanted to make early game a little more challenging...Yeah i have noticed the contracts being a little weird. I thought it was a one off, but i haven't really had the time to do an actual playthrough to see if it was just a little screw up or incompatibility (so much work so little time:()I'll have to have a deeper look at the contract system, as it probably needs a little shake up to make up for the fact that all bodies have been re-aligned. I'll have a little poke around and see what I can do to help the problem as it is a big break when it comes to career mode. Cheers for reminding me, i had almost forgot all about it dude! This will be on my top-priority list for the next update. Quote Link to comment Share on other sites More sharing options...
dom700 Posted April 22, 2015 Share Posted April 22, 2015 Well, most missions are perfectly fine, first came Kerbin Missions, then Sonnah/Mun/SerranJust those weird missions from Orbital Science sometimes want me to go to Minmus (Collect Data from SOI mission type, which I also got for Sonnah, Mun and Serran) Quote Link to comment Share on other sites More sharing options...
kerbjo Posted April 22, 2015 Share Posted April 22, 2015 nice to see regolith is implented now il test and give feedback ,think in a week i should have tested it on all bodies Quote Link to comment Share on other sites More sharing options...
KillAshley Posted April 22, 2015 Author Share Posted April 22, 2015 Well, most missions are perfectly fine, first came Kerbin Missions, then Sonnah/Mun/SerranJust those weird missions from Orbital Science sometimes want me to go to Minmus (Collect Data from SOI mission type, which I also got for Sonnah, Mun and Serran)Ah ok, I'll contact them and see if there's a simple workaround I can implement. There's probably quite a few mods I'll have to look at, I'll let you know how it goes!nice to see regolith is implented now il test and give feedback ,think in a week i should have tested it on all bodiesYeah if you can let me know what you think, like if it's too much /not enough, that'd be great! I haven't had a lot of experience using the USI mods so there's a chance I over/under did the configs a little. Let me know what you think dude! Quote Link to comment Share on other sites More sharing options...
Larrt_M Posted April 22, 2015 Share Posted April 22, 2015 yeah they looked great man, how did you find Tidus Not sure what you mean. Tidus did not seem hard to find other then it was so far away. It took a long time to get there.Here is a picture of Tudus in the distance when I was orbiting Vanor.http://i950.photobucket.com/albums/ad343/Larry_M/Vanor%20amp%20Tidus.png Quote Link to comment Share on other sites More sharing options...
KillAshley Posted April 22, 2015 Author Share Posted April 22, 2015 I meant how did you like it? Haha Quote Link to comment Share on other sites More sharing options...
Larrt_M Posted April 22, 2015 Share Posted April 22, 2015 I meant how did you like it? HahaI liked it a lot! I landed in a real light area as you can see in the pictures. The thick atmosphere lets you land without using fuel, and the view of Vanor is fantastic. Trying to decide were to go next...When are you going to add the planet with the deep canyons? Quote Link to comment Share on other sites More sharing options...
KillAshley Posted April 22, 2015 Author Share Posted April 22, 2015 When are you going to add the planet with the deep canyons?it'll be in the next update, but It won't be till after 1.0 comes out. Don't want to push an update then find I'm incompatible with the KSP release! Quote Link to comment Share on other sites More sharing options...
Larrt_M Posted April 22, 2015 Share Posted April 22, 2015 (edited) it'll be in the next update, but It won't be till after 1.0 comes out. Don't want to push an update then find I'm incompatible with the KSP release!They say the 27th it will be released. Edited April 22, 2015 by Larrt_M Quote Link to comment Share on other sites More sharing options...
kerbjo Posted April 22, 2015 Share Posted April 22, 2015 Yeah if you can let me know what you think, like if it's too much /not enough, that'd be great! I haven't had a lot of experience using the USI mods so there's a chance I over/under did the configs a little. Let me know what you think dude!well just finished scanning serran the karbonite map looks decently done only problem is that its everywhere ;p not so chalenging , but for some reason i cant detect any other resource like ore metals ? substrate minerals ? the ones u need for EPL to work Quote Link to comment Share on other sites More sharing options...
KillAshley Posted April 22, 2015 Author Share Posted April 22, 2015 (edited) Oh god sounds like I uploaded the wrong set...I've got one set I was messing around with to figure out how they work and one that was supposed to be the release configs. I'll double check when I get home from work.If I did upload the wrong ones (from wwhat you say I'm pretty sure I did ) I'll put up the real configs in the morning. Edited April 22, 2015 by KillAshley Quote Link to comment Share on other sites More sharing options...
kerbjo Posted April 22, 2015 Share Posted April 22, 2015 Oh god sounds like I uploaded the wrong set...I've got one set I was messing around with to figure out how they work and one that was supposed to be the release configs. I'll double check when I get home from work.If I did upload the wrong ones (from wwhat you say I'm pretty sure I did ) I'll put up the real configs in the morning.no problem gime a sign when you update them and il start testing them again Quote Link to comment Share on other sites More sharing options...
Andrewx21 Posted April 22, 2015 Share Posted April 22, 2015 Decided to come back to this mod after 1.35 update and its looking good! Defenitly less glitches now to. Keep up the good work killashley Quote Link to comment Share on other sites More sharing options...
amarius1 Posted April 22, 2015 Share Posted April 22, 2015 @kill Ashley I have an Idea for your mod, that I am trying to implement in Kerbol Plus: volcanoes. How it works :you nead to create a Phantom body of a very small radius like 4 meters and make it rotate around your volcano planet at the same speed the planet is rotating. You will see that now the body is in a fixed spot over the surface. Now apply a particle effect from the parent planet to the Phantom body and make sure the jetstream is very tiny and the particles are tiny as well. Next, trough some texture trickery, find in the textures, the spot your Phantom body and thus the volcano is and modify it to get a real volcano terrain. If this doesn't work try this: move the Phantom body under the surface and create a second one high up over the planet than apply a particle effect between the two. So far I got this working on Kerbol Plus, but I still don't know what parameter to modify in order to make the Phantom bodies synchronise rotation with parent body. I know, It's pretty hard to understand. I will post pictures of how it should look later next week. Quote Link to comment Share on other sites More sharing options...
KillAshley Posted April 23, 2015 Author Share Posted April 23, 2015 no problem gime a sign when you update them and il start testing them againI've uploaded my master copy of my Regolith configs as a hotfix, they are linked in the OP or you can get it hereI haven't had time to properly test this set, so if they are off, please let me know. I haven't had much experience with USI/EPL mods, but i did a pass over most planets using these instructions from Olympic1 who wrote the OPM configs:Here are some requirements to see what resource can be found where:Minerals, Ore, Substrate and Uranite can only be found on planets that has (or had) oxygenThe above can also be found in large cratersOxygen is obviously only available on planets that contains oxygenKarborundum is only available on difficult planets (Eve, Eeloo and Kerbol -> Uses lots of dV to orbit/land)Water can be found on a planet which has (or had) waterWater is also found at any planet's atmosphereKarbonite can be found at any planet's atmosphere and SOISee point 1 and 2 for Karbonite in a planet's crustSo if theres anything you'd suggest let me know.*snip*Sounds interesting, what happened to the cryovolcano you were going to implement in K+? given up? I've started initial work on retexturing Keelon for you now so I'll let you know when I've got something I'm happy with.I don't know exactly, but it should possible to apply the particle-effect to other GameObjects than the ScaledObject. I'll test this after school. If it works, I'll post an example, if not, I'll modify the loader. And then you can use MapDecals to make the volcano (should be in KopernicusDev l, dunno )sounds good man, let us know! and by mapdecals, do you mean like the map add-ons in the old PlanetFactory? (sry didn't use planetfactory at all, so only slightly familiar with it's systems)... Quote Link to comment Share on other sites More sharing options...
amarius1 Posted April 23, 2015 Share Posted April 23, 2015 I implemented the cryovolcanism but I didn't knew how to make the 2 Phantom bodies rotate since with the planet. Maybe you could help a bit... The Huge white body as big as Minmus that floats above Keel on's surface has to be in a fixed spot too, so maybe you an find a way to specify a rotation period and revolution. I basically need the Phantom bodies to rotate the same speed as the surface of the planet body. I once made a comet that had a tail but had to make a Phantom body with it's Orbit almost the same as Comet's so the Comet's particles could have had a proper trail that rotates along. Quote Link to comment Share on other sites More sharing options...
amarius1 Posted April 23, 2015 Share Posted April 23, 2015 I don't know exactly, but it should possible to apply the particle-effect to other GameObjects than the ScaledObject. I'll test this after school. If it works, I'll post an example, if not, I'll modify the loader. And then you can use MapDecals to make the volcano (should be in KopernicusDev l, dunno )thank you! But until then, how do I change planet rotation speed and orbital speed? Quote Link to comment Share on other sites More sharing options...
Larrt_M Posted April 23, 2015 Share Posted April 23, 2015 Are you planning on adding a clouds config for Environmental Visual Enhancements in the future for those planets with atmosphere? Quote Link to comment Share on other sites More sharing options...
KillAshley Posted April 24, 2015 Author Share Posted April 24, 2015 (edited) Are you planning on adding a clouds config for Environmental Visual Enhancements in the future for those planets with atmosphere?i do have plans for the future with clouds so i probably will, but KSPRC is so much nicer though imho (if a little Ram heavy).....I have plans for a more custom version, when i have timeIn the meantime here's a sneak peek at my final addition to my pack. I don't plan on adding anything else from this point on, and hope other packs upgrade to kopernicus so their compatibility will suffice for additional challenges.The future of my pack will mainly be upgrades in terms of quality and polishing all the fine details to ensure it's all i can make it! Edited April 24, 2015 by KillAshley Quote Link to comment Share on other sites More sharing options...
Hotblack Desiato Posted April 24, 2015 Share Posted April 24, 2015 I've uploaded my master copy of my Regolith configs as a hotfix, they are linked in the OP or you can get it hereI haven't had time to properly test this set, so if they are off, please let me know. I haven't had much experience with USI/EPL mods, but i did a pass over most planets using these instructions from Olympic1 who wrote the OPM configs:just a question, as I downloaded it in order to learn where to find karborundum. I also looked into the karbonite-file and found something weird.file: Karbonite.cfgREGOLITH_BIOME_RESOURCE{ ResourceName = [B]Ore[/B] ResourceType = 0 PlanetName = Arin BiomeName = Polar Crater Distribution { PresenceChance = 75 MinAbundance = 1 MaxAbundance = 10 Variance = 50 }}all the entries in the REGOLITH_BIOME_RESOURCE contain the ResourceName Ore instead of Karbonite.you might take a look at it in order to spawn karbonite at the right places instead of ore. Quote Link to comment Share on other sites More sharing options...
KillAshley Posted April 24, 2015 Author Share Posted April 24, 2015 thanks, don't know how i missed that, I've fixed and re-uploaded the files Quote Link to comment Share on other sites More sharing options...
kerbjo Posted April 24, 2015 Share Posted April 24, 2015 just tested a scan on serran and found regolith resources there, biome map is displayed, everything is looking alright. ll go on to test with a landed base if drilling goes to thx for the fix Quote Link to comment Share on other sites More sharing options...
Commissioner Tadpole Posted April 25, 2015 Share Posted April 25, 2015 Do you have a Delta-V map for this mod? You could say it's like Alternis Kerbol Redux Quote Link to comment Share on other sites More sharing options...
KillAshley Posted April 25, 2015 Author Share Posted April 25, 2015 just tested a scan on serran and found regolith resources there, biome map is displayed, everything is looking alright. ll go on to test with a landed base if drilling goes to thx for the fixNo worries dude, let me know how it goes!Do you have a Delta-V map for this mod? You could say it's like Alternis Kerbol Redux Haha yeah I had a little inspiration from it, but I wanted to keep the stock planets as well as expand the system. Make a new adventure really! There's no delta -v map at the moment. if I can figure out how to make one I'll give it a go! Quote Link to comment Share on other sites More sharing options...
dom700 Posted April 25, 2015 Share Posted April 25, 2015 I noticed something weird, entering Kerbin orbit is no longer enough (since 1.35) for crew to reach level 1. They still gain 2 xp points in total, but the requirement for level 1 appears to be something like 2.3 xp. Does it maybe have something to do with the changes to the science multiplier you made? Of course it is no big issue, but I always considered returning from Kerbin orbit appropriate for recieving level 1. Quote Link to comment Share on other sites More sharing options...
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