The White Guardian Posted January 20, 2019 Share Posted January 20, 2019 On 1/16/2019 at 8:58 PM, amarius1 said: Do it for the current version. The main characteristics of existing celestial bodies will not change anytime soon. Also, I understand you lacked the time, it's no problem my dude. A special request for Fonso is that it needs its higher atmosphere to be pretty damn thick with some mountain peaks still peaking over the clouds, as in @NovaSilisko's original plans for Fonso. Try giving Daphy a very thick "sea level" atmosphere the same color as the surface so landing on its lower areas would look like lading on a lake of vapors. Daphy is supposed to be very foggy. Could you perhaps add some dark clouds mixed in for Manai together with normal ones? I also trust you can give all the planets a nice glow. Send me some files for testing as soon as you have something completed, I finally have decent enough hardware to run the game with clouds at over 25 fps xd The sad thing about giving Fonso such an atmosphere is that currently EVE scaledspace cloud layers intersect very harshly with the scaledspace mesh. It'd require an edge-detecting shader. I can try writing something like that, but it's something I have never done before so I cannot guarantee it'll work. It's going to require a custom DLL to implement perfectly; good thing I've been practicing my C# for the past several years... Quote Link to comment Share on other sites More sharing options...
amarius1 Posted January 21, 2019 Author Share Posted January 21, 2019 (edited) 16 hours ago, The White Guardian said: The sad thing about giving Fonso such an atmosphere is that currently EVE scaledspace cloud layers intersect very harshly with the scaledspace mesh. It'd require an edge-detecting shader. I can try writing something like that, but it's something I have never done before so I cannot guarantee it'll work. It's going to require a custom DLL to implement perfectly; good thing I've been practicing my C# for the past several years... Make it so, mr. Guardian. Whatever it takes for the original concept to be realised. Try going with the custom plugin implementation. Thanks a lot! Edited January 21, 2019 by amarius1 Quote Link to comment Share on other sites More sharing options...
Galileo Posted January 21, 2019 Share Posted January 21, 2019 16 hours ago, The White Guardian said: The sad thing about giving Fonso such an atmosphere is that currently EVE scaledspace cloud layers intersect very harshly with the scaledspace mesh. It'd require an edge-detecting shader. I can try writing something like that, but it's something I have never done before so I cannot guarantee it'll work. It's going to require a custom DLL to implement perfectly; good thing I've been practicing my C# for the past several years... It has already been fixed by the EVE and Scatterer devs. Quote Link to comment Share on other sites More sharing options...
amarius1 Posted January 21, 2019 Author Share Posted January 21, 2019 Just now, Galileo said: It has already been fixed by the EVE and Scatterer devs. Perfect! Thanks for letting us know. Quote Link to comment Share on other sites More sharing options...
Galileo Posted January 21, 2019 Share Posted January 21, 2019 2 hours ago, amarius1 said: Perfect! Thanks for letting us know. There are some parameters that need to be changed but I can’t remember exactly and I’m not at my pc right now to dig em up Quote Link to comment Share on other sites More sharing options...
Xein Posted February 10, 2019 Share Posted February 10, 2019 @amarius1 Absolutely awesome mod, thanks for creating along with the others that have contributed. Just a quick question, will this mod ever be compatible with GEP (Grannus Expansion) ? Quote Link to comment Share on other sites More sharing options...
amarius1 Posted February 13, 2019 Author Share Posted February 13, 2019 (edited) On 2/10/2019 at 11:01 PM, Xein said: @amarius1 Absolutely awesome mod, thanks for creating along with the others that have contributed. Just a quick question, will this mod ever be compatible with GEP (Grannus Expansion) ? I'll have to first check what Grannus Expansion even is. Back in my day we only had OPM, Kerbol Origins and some kuiper belt mods and Planet Factory remakes. I'll see what it would take to make that compatible. Thank you for liking my mod and hopefully you will keep using it's next versions. Development will be mainly shifted to the ones who took over the project but until they have something major I'll still make sure it's compatible with latest game versions and respond to anyone's questions. Edited February 13, 2019 by amarius1 Quote Link to comment Share on other sites More sharing options...
Xein Posted February 15, 2019 Share Posted February 15, 2019 On 2/13/2019 at 9:39 AM, amarius1 said: I'll have to first check what Grannus Expansion even is. Back in my day we only had OPM, Kerbol Origins and some kuiper belt mods and Planet Factory remakes. I'll see what it would take to make that compatible. Thank you for liking my mod and hopefully you will keep using it's next versions. Development will be mainly shifted to the ones who took over the project but until they have something major I'll still make sure it's compatible with latest game versions and respond to anyone's questions. For sure Your mod is great and the work that's been put into it is fantastic. Keep up the awesome work Quote Link to comment Share on other sites More sharing options...
MrCow Posted March 10, 2019 Share Posted March 10, 2019 Hello amarius! The mod seems great but instead of starting orbiting Kerbin my kerbals orbit a ringed planet. Also Kerbin on the map screen appears bright pink and flat textured, along with the Kerbal Space Center being on some odd floating gas giant. I would love it for some help. Quote Link to comment Share on other sites More sharing options...
Mythical Donuts Posted March 10, 2019 Share Posted March 10, 2019 hey @MrCow, I'm not sure about Kerbin but the start screen thing is part of the mod, not a glitch. That's Sarvin, the main planet in this pack and a Saturn analogue that once was going to be put into the stock game a long time ago. Quote Link to comment Share on other sites More sharing options...
amarius1 Posted March 13, 2019 Author Share Posted March 13, 2019 On 3/10/2019 at 3:22 AM, MrCow said: Hello amarius! The mod seems great but instead of starting orbiting Kerbin my kerbals orbit a ringed planet. Also Kerbin on the map screen appears bright pink and flat textured, along with the Kerbal Space Center being on some odd floating gas giant. I would love it for some help. The changing of the title screen planet is an intended thing. The Kerbin pink stuff may be caused by some other mod. Kerbol Origins does not modify Kerbin or the space center in any way. If you're still not sure, temporarily remove the "Sarvin System" folder from the Kerbol Origins mod directory. The mod is designed to be modular so in case of memory concerns or bugs you can easily move out folders for each planet or planetary system although your issue isn't likely to have been caused by my mod. All the best. Quote Link to comment Share on other sites More sharing options...
amarius1 Posted March 24, 2019 Author Share Posted March 24, 2019 wew 4 years is a long time... one day I'll return to this Quote Link to comment Share on other sites More sharing options...
CrainFartor Posted March 30, 2019 Share Posted March 30, 2019 I made a set of ribbons to be used with the final frontier mod, they're a bit crude, as all the ones i've made so far have been, becouse i had to "carve out" the ensigns, plus i'm not exactly an image editor, but i think they're good enough until someone does a proper set:http://www.mediafire.com/file/oh8ohv9dvc9d4rl/KerbolOriginsRibbonsRelease.7z/file Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted April 20, 2019 Share Posted April 20, 2019 I found a bug that was causing Kopernicus the throw NREs ..\GameData\KerbolOrigins\SarvinSystem\Sarvin\Sarvin.cfg: spawnGroupMinLimit & spawnGroupMaxLimit are not defined for the Asteroid node for Sarvin. When Kopernicus does its AsteroidUpdate function this causes an NRE as the values are undefined. Spoiler @Kopernicus:FOR[KerbolOrigins] { Asteroid { name = Sarvin Locations { Around { Body { body = Sarvin minAltitude = 5602000 maxAltitude = 5602900 probability = 80 reached = true } } } interval = 15 minUntrackedLifetime = 1 maxUntrackedLifetime = 20 probability = 50 spawnGroupMinLimit = 1 // MISSING LINE IN OFFICIAL RELEASE spawnGroupMaxLimit = 7 // MISSING LINE IN OFFICIAL RELEASE Size { key = 0 0 key = 0.3 0.45 key = 0.7 0.55 key = 1 1 } } %mainMenuBody = Sarvin Body { Quote Link to comment Share on other sites More sharing options...
amarius1 Posted April 23, 2019 Author Share Posted April 23, 2019 (edited) On 4/20/2019 at 7:54 PM, Tonka Crash said: I found a bug that was causing Kopernicus the throw NREs ..\GameData\KerbolOrigins\SarvinSystem\Sarvin\Sarvin.cfg: spawnGroupMinLimit & spawnGroupMaxLimit are not defined for the Asteroid node for Sarvin. When Kopernicus does its AsteroidUpdate function this causes an NRE as the values are undefined. Hide contents @Kopernicus:FOR[KerbolOrigins] { Asteroid { name = Sarvin Locations { Around { Body { body = Sarvin minAltitude = 5602000 maxAltitude = 5602900 probability = 80 reached = true } } } interval = 15 minUntrackedLifetime = 1 maxUntrackedLifetime = 20 probability = 50 spawnGroupMinLimit = 1 // MISSING LINE IN OFFICIAL RELEASE spawnGroupMaxLimit = 7 // MISSING LINE IN OFFICIAL RELEASE Size { key = 0 0 key = 0.3 0.45 key = 0.7 0.55 key = 1 1 } } %mainMenuBody = Sarvin Body { Thank you for this! The spawnGroupMin and Max weren't in older implementations of Kopernicus so the asteroid generator part of Kerbol Origins got broken in time. I'll remove it till I can have time to fix it. Thank you again! Edited April 23, 2019 by amarius1 Quote Link to comment Share on other sites More sharing options...
The Minmus Derp Posted April 24, 2019 Share Posted April 24, 2019 Note: must remove some part mods I don’t use so I can install this, opm, and a poopload of other packs. I can’t wait! ps. Does this have clouds? Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted April 28, 2019 Share Posted April 28, 2019 @The Minmus Derp Clouds is something I'm currrently working on, though I'm finishing the next releases of both KS3P and INSTANTIATOR first so I can use them to power up K.O. I've been putting together several features that I'm dying to add to Kerbal Origins once ready, for example 3D rings, (2D textured ring from afar, individual rocks up-close) so I've decided to compile those endeavours into a single 'beautify' update. Quote Link to comment Share on other sites More sharing options...
amarius1 Posted May 1, 2019 Author Share Posted May 1, 2019 On 4/28/2019 at 5:26 PM, The White Guardian said: @The Minmus Derp Clouds is something I'm currrently working on, though I'm finishing the next releases of both KS3P and INSTANTIATOR first so I can use them to power up K.O. I've been putting together several features that I'm dying to add to Kerbal Origins once ready, for example 3D rings, (2D textured ring from afar, individual rocks up-close) so I've decided to compile those endeavours into a single 'beautify' update. Oh man, please do, KO needs a visual update and I thougut you gave up. Thanks. Quote Link to comment Share on other sites More sharing options...
Syd90 Posted May 1, 2019 Share Posted May 1, 2019 Hello, thank you for this nice mod. On 1.7, KerbNet doesn't work with it (tested on a freshly installed KSP with no other mods besides Kopernicus). After some testing I found that deleting the subfolder "Karbonite" fixes this problem. What does this folder do? Quote Link to comment Share on other sites More sharing options...
amarius1 Posted May 1, 2019 Author Share Posted May 1, 2019 (edited) 13 hours ago, Syd90 said: Hello, thank you for this nice mod. On 1.7, KerbNet doesn't work with it (tested on a freshly installed KSP with no other mods besides Kopernicus). After some testing I found that deleting the subfolder "Karbonite" fixes this problem. What does this folder do? The Karbonite folder used to be an integration with a popular resource mod with the same name. Idk if people still use that today but I'll probably remove the folder soon if it fixes the issue on 1.7. No idea how it managed to impact KerbNet though xd Edited May 1, 2019 by amarius1 Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 25, 2019 Share Posted May 25, 2019 @amarius1 CKAN install of latest on KSP 1.7 I get log messages for missing textures: BUILTIN/05_NORMAL I tracked it down to GameData\KerbolOrigins\KeelonSystem\Keelon\Keelon.cfg and GameData\KerbolOrigins\KeelonSystem\Manai\Manai.cfg From what I can tell it looks like this used to be a stock builtin texture but was dropped at some point. I can't find any info on the current set of builtin textures or what should replace it. Quote Link to comment Share on other sites More sharing options...
amarius1 Posted May 28, 2019 Author Share Posted May 28, 2019 On 5/25/2019 at 5:54 PM, Tonka Crash said: @amarius1 CKAN install of latest on KSP 1.7 I get log messages for missing textures: BUILTIN/05_NORMAL I tracked it down to GameData\KerbolOrigins\KeelonSystem\Keelon\Keelon.cfg and GameData\KerbolOrigins\KeelonSystem\Manai\Manai.cfg From what I can tell it looks like this used to be a stock builtin texture but was dropped at some point. I can't find any info on the current set of builtin textures or what should replace it. Pretty sure those builtin textures are related to ground texture patterns which are supposed to be based on existing stock surface textures (things like gravel and rock surfaces). It is likely that Squad made changes on how they are named so now the mod can't find them anymore. Can you visit Manai with the set orbit cheat and tell me if the ground textures look out of ordinary? Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 28, 2019 Share Posted May 28, 2019 1 hour ago, amarius1 said: Can you visit Manai with the set orbit cheat and tell me if the ground textures look out of ordinary? I've never been to Keelon or Manai to know what "normal" should be. Quote Link to comment Share on other sites More sharing options...
amarius1 Posted May 29, 2019 Author Share Posted May 29, 2019 18 hours ago, Tonka Crash said: I've never been to Keelon or Manai to know what "normal" should be. Looks like nothing out of ordinary. Great! Quote Link to comment Share on other sites More sharing options...
amarius1 Posted June 3, 2019 Author Share Posted June 3, 2019 Also, not to hype everyone too early but going to Uni soon I'll be able to get an RTX2060/2070 machine which means I'll afford to give all Kerbol Origins planets a 4k/8k retexture and a new terrain overhaul as well as new clouds depending on time . The mod will become Kerbol Origins Reloaded. Stay tuned for the rebirth. ETA: 3 months Quote Link to comment Share on other sites More sharing options...
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