OhioBob Posted October 24, 2016 Share Posted October 24, 2016 46 minutes ago, Galileo said: Also, Tellumo has the same KerbNet stations. Once i figure out how to move them or remove them i will update again. Could it be as simple as changing Tellumo's template from Kerbin to, say, Laythe? Link to comment Share on other sites More sharing options...
Galileo Posted October 24, 2016 Author Share Posted October 24, 2016 1 minute ago, OhioBob said: Could it be as simple as changing Tellumo's template from Kerbin to, say, Laythe? It is that easy but I had already uploaded it when I realized I could do that. Thinking about it, I would have to edit the land control quite a bit in order for trees and rocks to show up on Tellumo. I will either do that or wait for a method to just remove the dishes from the template. Which ever comes first. Link to comment Share on other sites More sharing options...
TheEpicSquared Posted October 24, 2016 Share Posted October 24, 2016 Time to download this! Link to comment Share on other sites More sharing options...
Nhawks17 Posted October 24, 2016 Share Posted October 24, 2016 (edited) 3 hours ago, Galileo said: there are a few i know of at the moment but they are out of my hands. like the KerbNet stations. I tried moving them around on Gael so they could be on land, and I could accomplish this with kittopia tech but unfortunately its not possible to keep them there persistently according to sigma88. It may need a plugin and im not the guy for that job. Also, Tellumo has the same KerbNet stations. Once i figure out how to move them or remove them i will update again. Its kinda cool though. It allows for travel between Gael and Tellumo without having to set up a network Interesting.. what is causing there to be stations on Tellumo? Isn't there only stations on Kerbin in the stock game? Jk didn't see the next page Edited October 24, 2016 by Nhawks17 Link to comment Share on other sites More sharing options...
Benji13 Posted October 25, 2016 Share Posted October 25, 2016 I was thinking just before that it would be pretty awesome to make a way than someone could install this and have this whole system as a second star. So you start of with KSC on Kerbin and all the stock planets like normal but hey what's this? Another star! With all these lovely looking planets! Lets go there! I know it's probably not possible and the RAM usage would be... interesting, but it would be pretty cool. Especially if you chucked OPM on top. I dunno, just my shower thoughts/2 cents. Link to comment Share on other sites More sharing options...
Nhawks17 Posted October 25, 2016 Share Posted October 25, 2016 5 hours ago, Benji13 said: I was thinking just before that it would be pretty awesome to make a way than someone could install this and have this whole system as a second star. So you start of with KSC on Kerbin and all the stock planets like normal but hey what's this? Another star! With all these lovely looking planets! Lets go there! I know it's probably not possible and the RAM usage would be... interesting, but it would be pretty cool. Especially if you chucked OPM on top. I dunno, just my shower thoughts/2 cents. This was talked about at the beginning of the project and it was decided against this Link to comment Share on other sites More sharing options...
Galileo Posted October 25, 2016 Author Share Posted October 25, 2016 (edited) 5 hours ago, Benji13 said: I was thinking just before that it would be pretty awesome to make a way than someone could install this and have this whole system as a second star. So you start of with KSC on Kerbin and all the stock planets like normal but hey what's this? Another star! With all these lovely looking planets! Lets go there! I know it's probably not possible and the RAM usage would be... interesting, but it would be pretty cool. Especially if you chucked OPM on top. I dunno, just my shower thoughts/2 cents. 19 minutes ago, Nhawks17 said: This was talked about at the beginning of the project and it was decided against this This is possible if Sigma88's mod Galactic Neighborhood gets updated 19 minutes ago, Nhawks17 said: Im actually going to check to see if that mod works now. Its dependencies are updated so who knows.... Edit: I think it will work buts going to take a lot of cfg editing to get GPP working with it. I would have to sit down a figure it out. Maybe @Sigma88 could help me out? Edited October 25, 2016 by Galileo Link to comment Share on other sites More sharing options...
Theysen Posted October 25, 2016 Share Posted October 25, 2016 I have to admit, this planet pack got me playing "stock" again for 1.2 after I successfully lurked the entire development in this thread here. I'd love to give some feedback / personal impressions I came across so far. - Would you want to possibly rotate the Gaiel Launch Complex? For mostly eastwards launches you always go over the VAB / Astronaut Complex, etc. making it very unsafe in real life *if* something went wrong on launch. - The scatterer setting son Gaiel have the view offset to the Kerbin -0.012 on the lowest point resulting in a wide blue band on the horizon (probably not visible with SVE enabled, I had this "issue" in RSS as well and just put a 0 back in there and it looked smooth again. OPTIONAL: I really dig the lower, brownish light Cero emits, just for a heads up, which values do I need to edit in the Kopernicus configs for Cero to be a little brighter emissionwise? The Intensity or color as well? Really, really astonishing work. It feels so good playing on those planets and the stock system feeling somehow keeps intact. Squad, swap please Link to comment Share on other sites More sharing options...
Galileo Posted October 25, 2016 Author Share Posted October 25, 2016 21 minutes ago, Theysen said: I have to admit, this planet pack got me playing "stock" again for 1.2 after I successfully lurked the entire development in this thread here. I'd love to give some feedback / personal impressions I came across so far. - Would you want to possibly rotate the Gaiel Launch Complex? For mostly eastwards launches you always go over the VAB / Astronaut Complex, etc. making it very unsafe in real life *if* something went wrong on launch. - The scatterer setting son Gaiel have the view offset to the Kerbin -0.012 on the lowest point resulting in a wide blue band on the horizon (probably not visible with SVE enabled, I had this "issue" in RSS as well and just put a 0 back in there and it looked smooth again. OPTIONAL: I really dig the lower, brownish light Cero emits, just for a heads up, which values do I need to edit in the Kopernicus configs for Cero to be a little brighter emissionwise? The Intensity or color as well? Really, really astonishing work. It feels so good playing on those planets and the stock system feeling somehow keeps intact. Squad, swap please Thanks for the kind words and feedback! It's definitely possible to rotate KSC and I will look into it. I hadn't considered the possibility of destroying the buildings with dropped stages or launches gone wrong. For scatterers blue band, I did notice this and I meant to fix it. Whoops! Next update for sure. For the sun, I'm not sure because I'm not near my computer but maybe @OhioBob can help there Link to comment Share on other sites More sharing options...
OhioBob Posted October 25, 2016 Share Posted October 25, 2016 (edited) 2 hours ago, Theysen said: OPTIONAL: I really dig the lower, brownish light Cero emits, just for a heads up, which values do I need to edit in the Kopernicus configs for Cero to be a little brighter emissionwise? The Intensity or color as well? You'll probably just have to play around with it to get the colors and brightest that you want. Below are Ciro's current settings. The numbers you'll want to play around with are those in the Light{} node. Those settings affect how the sun looks from a distance and the color of light that it casts. The settings under the Material{} node affect the sun's appearance when up close to it. I recommend that you not change sunAU and luminosity because I think that will likely mess up the power generation of solar panels. @ScaledVersion { Light { sunlightColor = 1, 0.92, 0.85, 1 sunlightIntensity = 0.45 sunlightShadowStrength = 0.75 scaledSunlightColor = 1, 0.92, 0.85, 1 scaledSunlightIntensity = 0.45 IVASunColor = 1, 0.92, 0.85, 1 IVASunIntensity = 0.34 sunLensFlareColor = 1, 0.92, 0.85, 1 ambientLightColor = 0.06,0.06,0.06,1 sunAU = 13984359719 luminosity = 1360 } Material { rimColor = 1,1,1,1 emitColor0 = 1,0.97,0.83,1 emitColor1 = 1,0.887,0.72,1 sunspotColor = 0.54,0.35,0.13,1 } } Edited October 25, 2016 by OhioBob Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 25, 2016 Share Posted October 25, 2016 (edited) Finally trying out KSP 1.2. My Gael biome map works correctly, it seems. And certain other things I've added are showing up nicely. Now I need to get back KER. It's kinda horrible to do things without it. I'm gonna get back to the science for Gael's moons, then finish cleaning up the map and hope it doesn't disagree with things again. Edited October 25, 2016 by JadeOfMaar Link to comment Share on other sites More sharing options...
Cheesecake Posted October 25, 2016 Share Posted October 25, 2016 I'm using Remote Tech and there is no working Trakingstation at the Space Center so I can't launch any unmanned Launcher. Has anyone a RT-Config? I think Gael is a little bit 'grey'. Is it possible to make it a little bit more green? Link to comment Share on other sites More sharing options...
Galileo Posted October 25, 2016 Author Share Posted October 25, 2016 (edited) 12 minutes ago, Cheesecake said: I'm using Remote Tech and there is no working Trakingstation at the Space Center so I can't launch any unmanned Launcher. Has anyone a RT-Config? I think Gael is a little bit 'grey'. Is it possible to make it a little bit more green? There isn't a RT cfg yet. If want it so be more colorful you will have to lower the contrast in the Gael kopernicus cfg If you are talking about it being grey in scaled space, that would require changing the color in photoshop Edited October 25, 2016 by Galileo Link to comment Share on other sites More sharing options...
Galileo Posted October 26, 2016 Author Share Posted October 26, 2016 10 hours ago, Theysen said: I have to admit, this planet pack got me playing "stock" again for 1.2 after I successfully lurked the entire development in this thread here. I'd love to give some feedback / personal impressions I came across so far. - Would you want to possibly rotate the Gaiel Launch Complex? For mostly eastwards launches you always go over the VAB / Astronaut Complex, etc. making it very unsafe in real life *if* something went wrong on launch. - The scatterer setting son Gaiel have the view offset to the Kerbin -0.012 on the lowest point resulting in a wide blue band on the horizon (probably not visible with SVE enabled, I had this "issue" in RSS as well and just put a 0 back in there and it looked smooth again. OPTIONAL: I really dig the lower, brownish light Cero emits, just for a heads up, which values do I need to edit in the Kopernicus configs for Cero to be a little brighter emissionwise? The Intensity or color as well? Really, really astonishing work. It feels so good playing on those planets and the stock system feeling somehow keeps intact. Squad, swap please I flipped KSC around 180 degrees and love the new view on the launchpad Link to comment Share on other sites More sharing options...
Galileo Posted October 26, 2016 Author Share Posted October 26, 2016 @Nhawks17 go write your speech and quit liking pictures! Link to comment Share on other sites More sharing options...
Galileo Posted October 26, 2016 Author Share Posted October 26, 2016 WOO and i just figured out how to get Tellumo to not have CommNetDishes Link to comment Share on other sites More sharing options...
sDaZe Posted October 26, 2016 Share Posted October 26, 2016 Yeah! Get out of here @Nhawks17 Link to comment Share on other sites More sharing options...
Galileo Posted October 26, 2016 Author Share Posted October 26, 2016 (edited) UPDATE V0.9 Flipped KSC Around 180 degrees Removed KerbNet stations on Tellumo Turned off Scatterer's Ocean Shaders to allow for better performance. If you want to turn them on, you can do so in the main menu scatterer options. DOWNLOAD EDIT: I copied the wrong planet configs over to this dl and now all of the planet descriptions are gone. Ill upload the fix tomorrow Screw it. Im uploading the fix already. I'll sleep when I'm dead FIXED sleep time Edited October 26, 2016 by Galileo Link to comment Share on other sites More sharing options...
kraden Posted October 26, 2016 Share Posted October 26, 2016 I'm away from my computer right now but wanted to throw out that I am not seeing any clouds on Gael (haven't had time to check other planets) I installed the optional beautification mods, am I missing or forgetting something or should I start checking die mid conflicts? Beautiful system by the way, I love the slightly off equator KSC, should make things a bit more interesting Link to comment Share on other sites More sharing options...
Galileo Posted October 26, 2016 Author Share Posted October 26, 2016 (edited) 17 minutes ago, kraden said: I'm away from my computer right now but wanted to throw out that I am not seeing any clouds on Gael (haven't had time to check other planets) I installed the optional beautification mods, am I missing or forgetting something or should I start checking die mid conflicts? Beautiful system by the way, I love the slightly off equator KSC, should make things a bit more interesting hmm post a pic of your gamedata when you get the chance also post your output.log If you are talking about not seeing clouds in the main menu that's normal. Its a kopernicus bug that doesnt effect anything in game I just installed the latest version and I have clouds so my guess is probably just a little error in the install. Edited October 26, 2016 by Galileo Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 26, 2016 Share Posted October 26, 2016 (edited) One of my instruments for finishing up the finalized Gael biome map. You will see a wonderful assortment of 13 colors (well, 12 excluding black) in stock overlays and science definitions for all of them next time a download is pushed. Here's hoping my science for Gael's moons makes it before v1.0. This is an M2X Science VTOL, my first real KSP 1.2 craft, currently only good for Crew Report but that experiment is all I needed. Is it easy to change the sunflare in GPP? In case it's not (without renaming Ciro back to Sun), hacking the way had some ease to it. Edited October 26, 2016 by JadeOfMaar Link to comment Share on other sites More sharing options...
Nhawks17 Posted October 26, 2016 Share Posted October 26, 2016 10 hours ago, Galileo said: @Nhawks17 go write your speech and quit liking pictures! 9 hours ago, sDaZe said: Yeah! Get out of here @Nhawks17 Link to comment Share on other sites More sharing options...
Galileo Posted October 26, 2016 Author Share Posted October 26, 2016 21 minutes ago, Nhawks17 said: Smile because I bet your speech is kick butt Link to comment Share on other sites More sharing options...
Nhawks17 Posted October 26, 2016 Share Posted October 26, 2016 Just now, Galileo said: Smile because I bet your speech is kick butt Yeah we'll see... I present in 3 hours Link to comment Share on other sites More sharing options...
Galileo Posted October 26, 2016 Author Share Posted October 26, 2016 36 minutes ago, Nhawks17 said: Yeah we'll see... I present in 3 hours Good luck! Link to comment Share on other sites More sharing options...
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