amarius1 Posted March 19, 2017 Author Share Posted March 19, 2017 On 3/17/2017 at 0:22 PM, Kuldaralagh said: Hey guys, I loved the mod, but was very disappointed when I flew all the way to Savin for science and found out there was so little of it there. so I found this out. ScienceValues { flyingLowDataValue = 1 flyingHighDataValue = 1 inSpaceLowDataValue = 1 inSpaceHighDataValue = 1 recoveryValue = 1 flyingAltitudeThreshold = 150000 spaceAltitudeThreshold = 5000000 } is this correct? I mean, aren´t those ones supposed to be 10s or something. its quite a bummer to do a 30 minute burn just to find out you could get more science on kerbin Well I am very sorry friend... Did you happen to do it over Sarvin? I will release an update right away. Quote Link to comment Share on other sites More sharing options...
amarius1 Posted March 19, 2017 Author Share Posted March 19, 2017 EDIT: released a hotfix for the science values! Quote Link to comment Share on other sites More sharing options...
Kuldaralagh Posted March 21, 2017 Share Posted March 21, 2017 On 3/19/2017 at 2:03 PM, amarius1 said: Well I am very sorry friend... Did you happen to do it over Sarvin? I will release an update right away. Hey, no biggie, really. I was disappointed, but them started a fresh save with Strategia and Kerbol Origins. that is gonna take me a looong time. that and for some reason I have an unstable mod collection that crashes my game quite often, really, the lack of science was a small problem. besides, it made me learn a bit of kopernicus to find out what was wrong, and I found it. so win! Quote Link to comment Share on other sites More sharing options...
Kuldaralagh Posted March 21, 2017 Share Posted March 21, 2017 and yes, that was sarvin Quote Link to comment Share on other sites More sharing options...
amarius1 Posted March 21, 2017 Author Share Posted March 21, 2017 14 hours ago, Kuldaralagh said: and yes, that was sarvin Already fixed in the last patch i made on that day Quote Link to comment Share on other sites More sharing options...
kjgoebel Posted March 27, 2017 Share Posted March 27, 2017 About the biomes: the colors are still specified incorrectly in the cfg files. For example, in Sarvin.cfg, the entry for "Equatorial Cloud Belt" says "color = 0.192,0.043,0.043,1". The color in the image file is (192, 43, 43), so you need to divide by 255 to get (0.753, 0.169, 0.169). Changing the line to "color = 0.753,0.169,0.169,1" (and similarly for all the other biomes) makes it work just fine. There also appear to be a few typos. The color for "Northern Temperate Cloud Belt" is given as (0.255, 0.152, 0.056) but in fact the red component is 225, not 255. There are a few other entries like that. Something else odd is going on with Fonso, because there are five biomes in the cfg, but seven distinct colors in the image. I could post the corrections I've made (after I finish making them). My cfg files are out of date though, because I'm using an older version of the mod. Perhaps I should just post the corrected biome listings? Also, my corrected version of Fonso.cfg works, but it's probably not what you guys intended (five biomes instead of seven). Quote Link to comment Share on other sites More sharing options...
nsgallup Posted March 28, 2017 Share Posted March 28, 2017 Do planetary bodies have all of their biomes now? Quote Link to comment Share on other sites More sharing options...
kjgoebel Posted March 28, 2017 Share Posted March 28, 2017 (edited) Welp, here's my fix for the biomes. For each body, go to the cfg file and replace the contents of the Biomes node with what I give below. Some bodies may not end up exactly as the creators intended, but this at least works and gives them multiple biomes to get science from. I apologize for any typos and for the changes I made to Fonso and Manai. Faz: Spoiler Biome { name = Sandy_Pains value = 5.0 color = 0.082,0.192,0.251,1 } Biome { name = Lowlands value = 6.0 color = 0.188,0.314,0.145,1 } Biome { name = Midlands value = 7.0 color = 0.541,0.510,0.133,1 } Biome { name = Highlands value = 8.0 color = 0.729,0.463,0.176,1 } Biome { name = Peaks value = 10.0 color = 0.659,0.224,0.220,1 } Harvest: Spoiler Biome { name = Plains value = 1.0 color = 0.063,0.129,0.208,1 } Biome { name = Lowlands value = 2.0 color = 0.157,0.267,0.082,1 } Biome { name = Midlands value = 3.0 color = 0.596,0.565,0,1 } Biome { name = Highlands value = 4.0 color = 0.604,0.384,0.145,1 } Biome { name = Peaks value = 5.0 color = 0.659,0.067,0.02,1 } Rega: Spoiler Biome { name = Plains3 value = 0.4 color = 0.051,0.047,0.157,1 } Biome { name = Plains2 value = 0.5 color = 0.094,0.173,0.345,1 } Biome { name = Plains value = 1.0 color = 0.094,0.286,0.063,1 } Biome { name = Lowlands value = 1.5 color = 0.322,0.584,0.125,1 } Biome { name = Midlands value = 2.0 color = 0.816,0.8,0.251,1 } Biome { name = Highlands value = 2.5 color = 0.867,0.478,0.133,1 } Biome { name = Peaks value = 3.0 color = 0.667,0.133,0.133,1 } Keelon: Spoiler Biome { name = Sandy_Pains value = 5.0 color = 0.196,0.255,0.376,1 } Biome { name = Lowlands value = 6.0 color = 0.145,0.361,0.063,1 } Biome { name = Midlands value = 7.0 color = 0.741,0.729,0.145,1 } Biome { name = Highlands value = 8.0 color = 0.824,0.506,0.114,1 } Biome { name = Peaks value = 10.0 color = 0.753,0.192,0.188,1 } Manai was pretty messed up. The cfg file doesn't seem to be talking about the same colors that are in the biome map at all. So I took some liberties and came up with this: Spoiler Biome { name = Lava Sea Deeps value = 12.0 color = 0.082,0.149,0.227,1 } Biome { name = Lava Sea Shelf value = 12.0 color = 0.071,0.102,0.188,1 } Biome { name = Fiery Beaches value = 6.0 color = 0.082,0.251,0.114,1 } Biome { name = Lowlands value = 4.0 color = 0.835,0.714,0.208,1 } Biome { name = Midlands value = 2.0 color = 0.098,0.204,0.077,1 } Biome { name = Highlands value = 1.0 color = 0.824,0.537,0.220,1 } Revus: Spoiler Biome { name = Inferior_Ice_Plains value = 0.4 color = 0.039,0.063,0.125,1 } Biome { name = Superior_Ice_Plains value = 0.5 color = 0.102,0.188,0.314,1 } Biome { name = Ice_Plains value = 1.0 color = 0.114,0.353,0.125,1 } Biome { name = Lowlands value = 1.5 color = 0.416,0.627,0.125,1 } Biome { name = Midlands value = 2.0 color = 0.847,0.729,0.220,1 } Biome { name = Highlands value = 2.5 color = 0.973,0.463,0.063,1 } Biome { name = Peaks value = 3.0 color = 0.918,0.078,0.082,1 } Daphy: Spoiler Biome { name = Hardened_Fluff_Plains value = 6.0 color = 0.102,0.337,0.165,1 } Biome { name = Ice_Plains value = 5.0 color = 0.659,0.584,0.063,1 } Biome { name = Midlands value = 3.0 color = 0.741,0.408,0.188,1 } Biome { name = Highlands value = 2.0 color = 0.761,0.180,0.174,1 } Fonso was a bit messed up, as I mentioned before. There are seven colors in the biome map but only five in the cfg file. So again, I took liberties: Spoiler Biome { name = Sandy_Plains value = 6.0 color = 0.071,0.188,0.259,1 } Biome { name = Plains value = 5.0 color = 0.125,0.322,0.447,1 } Biome { name = Lowlands value = 5.0 color = 0.082,0.302,0.176,1 } Biome { name = Midlands value = 4.0 color = 0.133,0.49,0.227,1 } Biome { name = Gray Highlands value = 6.0 color = 0.596,0.537,0.125,1 } Biome { name = White Highlands value = 7.0 color = 0.635,0.380,0.220,1 } Biome { name = White Peaks value = 12.0 color = 0.729,0.149,0.145,1 } Potatus: Spoiler Biome { name = Craters value = 6.0 color = 0.102,0.141,0.314,1 } Biome { name = Lowlands value = 6.0 color = 0.157,0.227,0.051,1 } Biome { name = Midlands value = 5.0 color = 0.659,0.584,0.165,1 } Biome { name = Highlands value = 3.0 color = 0.69,0.4,0.063,1 } Biome { name = Peaks value = 2.0 color = 0.867,0.149,0.102,1 } Sarvin: Spoiler Biome { name = Equatorial Cloud Belt value = 1.0 color = 0.753,0.169,0.169,1 } Biome { name = Northern Temperate Cloud Belt value = 1.0 color = 0.882,0.596,0.220,1 } Biome { name = Southern Temperate Cloud Belt value = 1.0 color = 0.863,0.420,0.231,1 } Biome { name = Superior Cloud Belt value = 1.0 color = 0.824,0.729,0.341,1 } Biome { name = Kluhon Gas Clouds value = 1.0 color = 0.510,0.663,0.329,1 } Biome { name = Northern Subpolar Cloud Belt value = 1.0 color = 0.271,0.604,0.604,1 } Biome { name = Southern Polar Cloud Belt value = 1.0 color = 0.306,0.431,0.612,1 } Biome { name = Northern Polar Cloud Belt value = 1.0 color = 0.263,0.431,0.612,1 } Biome { name = Polar Gas Clouds value = 1.0 color = 0.447,0.318,0.714,1 } Biome { name = Aramnum Gas Clouds value = 1.0 color = 1,1,1,1 } Biome { name = Southern Polar Cloud Belt value = 1.0 color = 0.306,0.576,0.741,1 } Biome { name = Great Storms value = 1.0 color = 0.6,0.631,1,1 } Shayle: Spoiler Biome { name = Ice_Plains value = 3.0 color = 0.039,0.086,0.133,1 } Biome { name = Lowlands value = 4.0 color = 0.114,0.192,0.063,1 } Biome { name = Midlands value = 5.0 color = 0.824,0.729,0,1 } Biome { name = Icy_Highlands value = 6.0 color = 0.698,0.329,0,1 } Biome { name = Peaks value = 7.0 color = 0.553,0.165,0.165,1 } Edited March 28, 2017 by kjgoebel Quote Link to comment Share on other sites More sharing options...
Hypercosmic Posted March 28, 2017 Share Posted March 28, 2017 (edited) Is it possible to add an option to move stock objects back to their original orbits (like Eeloo back to its original orbit)? I guess some people don't like it. Also, the start menu texts appear behind Sarvin's rings. Edited March 28, 2017 by Hypercosmic Quote Link to comment Share on other sites More sharing options...
kjgoebel Posted March 28, 2017 Share Posted March 28, 2017 1 hour ago, Hypercosmic said: Is it possible to add an option to move stock objects back to their original orbits (like Eeloo back to its original orbit)? I guess some people don't like it. You can leave Eeloo where it is by removing the Eeloo folder from KerbolOrigins/SarvinSystem. Quote Link to comment Share on other sites More sharing options...
Hypercosmic Posted March 28, 2017 Share Posted March 28, 2017 (edited) On 3/28/2017 at 1:54 PM, kjgoebel said: You can leave Eeloo where it is by removing the Eeloo folder from KerbolOrigins/SarvinSystem. It won't break the game, right? Also, I strongly suggest you to put all of your stuffs above my first comment into a spoiler. Preferably, separate each object into each box as well. Edited March 30, 2017 by Hypercosmic GRAMMAR >:( Quote Link to comment Share on other sites More sharing options...
kjgoebel Posted March 28, 2017 Share Posted March 28, 2017 1 minute ago, Hypercosmic said: It won't breaking the game, right? Just tried it. Doesn't seem to break anything. As I understand it, the directory structure of Kerbol Origins is such that you can delete any part of it that you don't want, and it should work fine. Hmmmmm. I wonder what happens if you delete Sarvin without deleting any of Sarvin's moons........ Ah. Don't do that. But just deleting Eeloo is fine. Quote Link to comment Share on other sites More sharing options...
amarius1 Posted March 29, 2017 Author Share Posted March 29, 2017 On 3/28/2017 at 8:22 AM, kjgoebel said: Welp, here's my fix for the biomes. For each body, go to the cfg file and replace the contents of the Biomes node with what I give below. Some bodies may not end up exactly as the creators intended, but this at least works and gives them multiple biomes to get science from. I apologize for any typos and for the changes I made to Fonso and Manai. Faz: Reveal hidden contents Biome { name = Sandy_Pains value = 5.0 color = 0.082,0.192,0.251,1 } Biome { name = Lowlands value = 6.0 color = 0.188,0.314,0.145,1 } Biome { name = Midlands value = 7.0 color = 0.541,0.510,0.133,1 } Biome { name = Highlands value = 8.0 color = 0.729,0.463,0.176,1 } Biome { name = Peaks value = 10.0 color = 0.659,0.224,0.220,1 } Harvest: Reveal hidden contents Biome { name = Plains value = 1.0 color = 0.063,0.129,0.208,1 } Biome { name = Lowlands value = 2.0 color = 0.157,0.267,0.082,1 } Biome { name = Midlands value = 3.0 color = 0.596,0.565,0,1 } Biome { name = Highlands value = 4.0 color = 0.604,0.384,0.145,1 } Biome { name = Peaks value = 5.0 color = 0.659,0.067,0.02,1 } Rega: Reveal hidden contents Biome { name = Plains3 value = 0.4 color = 0.051,0.047,0.157,1 } Biome { name = Plains2 value = 0.5 color = 0.094,0.173,0.345,1 } Biome { name = Plains value = 1.0 color = 0.094,0.286,0.063,1 } Biome { name = Lowlands value = 1.5 color = 0.322,0.584,0.125,1 } Biome { name = Midlands value = 2.0 color = 0.816,0.8,0.251,1 } Biome { name = Highlands value = 2.5 color = 0.867,0.478,0.133,1 } Biome { name = Peaks value = 3.0 color = 0.667,0.133,0.133,1 } Keelon: Reveal hidden contents Biome { name = Sandy_Pains value = 5.0 color = 0.196,0.255,0.376,1 } Biome { name = Lowlands value = 6.0 color = 0.145,0.361,0.063,1 } Biome { name = Midlands value = 7.0 color = 0.741,0.729,0.145,1 } Biome { name = Highlands value = 8.0 color = 0.824,0.506,0.114,1 } Biome { name = Peaks value = 10.0 color = 0.753,0.192,0.188,1 } Manai was pretty messed up. The cfg file doesn't seem to be talking about the same colors that are in the biome map at all. So I took some liberties and came up with this: Reveal hidden contents Biome { name = Lava Sea Deeps value = 12.0 color = 0.082,0.149,0.227,1 } Biome { name = Lava Sea Shelf value = 12.0 color = 0.071,0.102,0.188,1 } Biome { name = Fiery Beaches value = 6.0 color = 0.082,0.251,0.114,1 } Biome { name = Lowlands value = 4.0 color = 0.835,0.714,0.208,1 } Biome { name = Midlands value = 2.0 color = 0.098,0.204,0.077,1 } Biome { name = Highlands value = 1.0 color = 0.824,0.537,0.220,1 } Revus: Reveal hidden contents Biome { name = Inferior_Ice_Plains value = 0.4 color = 0.039,0.063,0.125,1 } Biome { name = Superior_Ice_Plains value = 0.5 color = 0.102,0.188,0.314,1 } Biome { name = Ice_Plains value = 1.0 color = 0.114,0.353,0.125,1 } Biome { name = Lowlands value = 1.5 color = 0.416,0.627,0.125,1 } Biome { name = Midlands value = 2.0 color = 0.847,0.729,0.220,1 } Biome { name = Highlands value = 2.5 color = 0.973,0.463,0.063,1 } Biome { name = Peaks value = 3.0 color = 0.918,0.078,0.082,1 } Daphy: Reveal hidden contents Biome { name = Hardened_Fluff_Plains value = 6.0 color = 0.102,0.337,0.165,1 } Biome { name = Ice_Plains value = 5.0 color = 0.659,0.584,0.063,1 } Biome { name = Midlands value = 3.0 color = 0.741,0.408,0.188,1 } Biome { name = Highlands value = 2.0 color = 0.761,0.180,0.174,1 } Fonso was a bit messed up, as I mentioned before. There are seven colors in the biome map but only five in the cfg file. So again, I took liberties: Reveal hidden contents Biome { name = Sandy_Plains value = 6.0 color = 0.071,0.188,0.259,1 } Biome { name = Plains value = 5.0 color = 0.125,0.322,0.447,1 } Biome { name = Lowlands value = 5.0 color = 0.082,0.302,0.176,1 } Biome { name = Midlands value = 4.0 color = 0.133,0.49,0.227,1 } Biome { name = Gray Highlands value = 6.0 color = 0.596,0.537,0.125,1 } Biome { name = White Highlands value = 7.0 color = 0.635,0.380,0.220,1 } Biome { name = White Peaks value = 12.0 color = 0.729,0.149,0.145,1 } Potatus: Reveal hidden contents Biome { name = Craters value = 6.0 color = 0.102,0.141,0.314,1 } Biome { name = Lowlands value = 6.0 color = 0.157,0.227,0.051,1 } Biome { name = Midlands value = 5.0 color = 0.659,0.584,0.165,1 } Biome { name = Highlands value = 3.0 color = 0.69,0.4,0.063,1 } Biome { name = Peaks value = 2.0 color = 0.867,0.149,0.102,1 } Sarvin: Reveal hidden contents Biome { name = Equatorial Cloud Belt value = 1.0 color = 0.753,0.169,0.169,1 } Biome { name = Northern Temperate Cloud Belt value = 1.0 color = 0.882,0.596,0.220,1 } Biome { name = Southern Temperate Cloud Belt value = 1.0 color = 0.863,0.420,0.231,1 } Biome { name = Superior Cloud Belt value = 1.0 color = 0.824,0.729,0.341,1 } Biome { name = Kluhon Gas Clouds value = 1.0 color = 0.510,0.663,0.329,1 } Biome { name = Northern Subpolar Cloud Belt value = 1.0 color = 0.271,0.604,0.604,1 } Biome { name = Southern Polar Cloud Belt value = 1.0 color = 0.306,0.431,0.612,1 } Biome { name = Northern Polar Cloud Belt value = 1.0 color = 0.263,0.431,0.612,1 } Biome { name = Polar Gas Clouds value = 1.0 color = 0.447,0.318,0.714,1 } Biome { name = Aramnum Gas Clouds value = 1.0 color = 1,1,1,1 } Biome { name = Southern Polar Cloud Belt value = 1.0 color = 0.306,0.576,0.741,1 } Biome { name = Great Storms value = 1.0 color = 0.6,0.631,1,1 } Shayle: Reveal hidden contents Biome { name = Ice_Plains value = 3.0 color = 0.039,0.086,0.133,1 } Biome { name = Lowlands value = 4.0 color = 0.114,0.192,0.063,1 } Biome { name = Midlands value = 5.0 color = 0.824,0.729,0,1 } Biome { name = Icy_Highlands value = 6.0 color = 0.698,0.329,0,1 } Biome { name = Peaks value = 7.0 color = 0.553,0.165,0.165,1 } Thank you for doing this friend... If you agree, i can merge this into the next version of KO. I didn't have much time to work on this lately because of real life... Quote Link to comment Share on other sites More sharing options...
Hypercosmic Posted March 29, 2017 Share Posted March 29, 2017 21 minutes ago, amarius1 said: Thank you for doing this friend... If you agree, i can merge this into the next version of KO. I didn't have much time to work on this lately because of real life... I felt weird about that. KO Knocked Out! Quote Link to comment Share on other sites More sharing options...
kjgoebel Posted March 29, 2017 Share Posted March 29, 2017 1 hour ago, amarius1 said: Thank you for doing this friend... If you agree, i can merge this into the next version of KO. I didn't have much time to work on this lately because of real life... My pleasure. I'm happy to contribute. Yeah, real life takes its toll Quote Link to comment Share on other sites More sharing options...
Hypercosmic Posted March 29, 2017 Share Posted March 29, 2017 (edited) I wonder why KO engines are made by Ionic... In the wiki, it is mentioned that GP2 might be larger than Jool (9,000km). What are your ideas? Edited March 29, 2017 by Hypercosmic Quote Link to comment Share on other sites More sharing options...
Hypercosmic Posted March 30, 2017 Share Posted March 30, 2017 (edited) Decided to send Jeb on a Hyperedit tour at Rega. Once I got there, the bug has been spotted in an instant. (100 km orbit) Fonso has similar bug (visible at 100 km, but apparent below 80 km), but fades away when the ship orbits further out. I guess every objects has this kind of bug... I think if you zoomed into any planet close enough, that planet will pixelate. Not sure if Kerbol Origins, Kerbol Enhanced or other mods. Edited March 30, 2017 by Hypercosmic Quote Link to comment Share on other sites More sharing options...
amarius1 Posted March 30, 2017 Author Share Posted March 30, 2017 13 hours ago, Hypercosmic said: Decided to send Jeb on a Hyperedit tour at Rega. Once I got there, the bug has been spotted in an instant. (100 km orbit) Fonso has similar bug (visible at 100 km, but apparent below 80 km), but fades away when the ship orbits further out. I guess every objects has this kind of bug... I think if you zoomed into any planet close enough, that planet will pixelate. Not sure if Kerbol Origins, Kerbol Enhanced or other mods. I don't know the cause of this bug but it might be a Kopernicis bug not a planet pack one. I will talk with @Thomas P. about it. Quote Link to comment Share on other sites More sharing options...
Zenithas Posted April 2, 2017 Share Posted April 2, 2017 Any knowledge of how this interacts with RemoteTech? I've been having issues connecting back to Kerbin from the KO worlds, but want to confirm if it's incompatibility, kraken, or some strange design flaw with a heavy dose of coincidence. Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted April 2, 2017 Share Posted April 2, 2017 Alright, folks! After far too long... prepare to experience Kerbol Origins like never before! Quote Link to comment Share on other sites More sharing options...
nsgallup Posted April 2, 2017 Share Posted April 2, 2017 (edited) Wow, I've really got to try this again for all the pretty views, when will that stuff be ready Guardian? Edited April 2, 2017 by nsgallup Quote Link to comment Share on other sites More sharing options...
amarius1 Posted April 2, 2017 Author Share Posted April 2, 2017 9 hours ago, The White Guardian said: Alright, folks! After far too long... prepare to experience Kerbol Origins like never before! This is outstanding!! Good job bro! Hope you get it finished soon. Also: more custom rocket parts will come, thanks to Nills, including a new command pod, I just need to finish the sketches Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted April 3, 2017 Share Posted April 3, 2017 20 hours ago, nsgallup said: Wow, I've really got to try this again for all the pretty views, when will that stuff be ready Guardian? I only need to add surface dust and something 'special' for Faz, then it's done. Quote Link to comment Share on other sites More sharing options...
amarius1 Posted April 6, 2017 Author Share Posted April 6, 2017 On 4/3/2017 at 4:53 PM, The White Guardian said: I only need to add surface dust and something 'special' for Faz, then it's done. Beautiful! Announce me when you're ready! Quote Link to comment Share on other sites More sharing options...
smokytehbear Posted April 7, 2017 Share Posted April 7, 2017 On 3/30/2017 at 6:17 AM, Hypercosmic said: Decided to send Jeb on a Hyperedit tour at Rega. Once I got there, the bug has been spotted in an instant. (100 km orbit) Fonso has similar bug (visible at 100 km, but apparent below 80 km), but fades away when the ship orbits further out. I guess every objects has this kind of bug... I think if you zoomed into any planet close enough, that planet will pixelate. Not sure if Kerbol Origins, Kerbol Enhanced or other mods. This is a hyperedit bug, and it happens with pretty much all the planets. Just a way the data gets loaded in I guess. If you change instances, it should show the correct geometry. This is not a KO issue. Quote Link to comment Share on other sites More sharing options...
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