Galileo Posted October 27, 2016 Author Share Posted October 27, 2016 3 minutes ago, Streetwind said: Also, is it normal/intended that Lili cannot be selected? It's hard to miss that it's there, but you cannot select it with the mouse, and tabbing through celestial bodies skips over it. All intentional. As for making ksc prettier, I like how it looks. Stock is too colorful and cartoon-ish. And I don't know what you mean when you say blank cliff faces. I use custom textures for cliff faces and they are more detailed than stock. Link to comment Share on other sites More sharing options...
Streetwind Posted October 27, 2016 Share Posted October 27, 2016 Oh, I didn't mean "blank" in the sense of "untextured", I meant it in the sense of "nothing grows on them". Together with the brown grass it just looks a bit forbidding and lifeless. But eh, beauty is in the eye of the beholder. If you don't want to change it, it's not my place to demand it of you. Link to comment Share on other sites More sharing options...
Galileo Posted October 27, 2016 Author Share Posted October 27, 2016 10 minutes ago, Streetwind said: Oh, I didn't mean "blank" in the sense of "untextured", I meant it in the sense of "nothing grows on them". Together with the brown grass it just looks a bit forbidding and lifeless. But eh, beauty is in the eye of the beholder. If you don't want to change it, it's not my place to demand it of you. If you go into the cfg for Gael and lower the contrast to 1 or 2 it should brighten the area up a little Link to comment Share on other sites More sharing options...
Quodios Kerman Posted October 27, 2016 Share Posted October 27, 2016 I am very sad that I knew this mod today... If I noticed this mod earlier, my KSP playtime would have been doubled I want to edit this planetary system 6.4 larger. I think I'll edit cfg files or use sigma dimension dev version! Link to comment Share on other sites More sharing options...
Streetwind Posted October 27, 2016 Share Posted October 27, 2016 (edited) 2 hours ago, Galileo said: If you go into the cfg for Gael and lower the contrast to 1 or 2 it should brighten the area up a little Playing with that value made no visible difference, and neither did Saturation... odd. I was wondering if it was because I had Scatterer active, but toggling postprocessing off also didn't reveal a difference. Oh well, it's not the end of the world. 1 hour ago, Quodios Kerman said: I am very sad that I knew this mod today... If I noticed this mod earlier, my KSP playtime would have been doubled I want to edit this planetary system 6.4 larger. I think I'll edit cfg files or use sigma dimension dev version! Just tried the Sigma Dimensions dev version. Atmosphere resizing doesn't work, as multiple people have pointed out in the thread already. Additionally, for this planet pack specifically, you need to make sure you always match resize and rescale. In other words, if you make all the planets 6.4 times as big, you also need to space them 6.4 times as far apart. And I mean exactly 6.4 times. This is because of the tight orbit of Lili, and because the rings obey the rescale parameter. When I went and doubled planet size without rescaling distances, I ended up with all ringed planets losing their rings (because they were now inside the planets), and Lili orbiting under Tellumo's surface So in order to preserve the look of everything, rescale and resize must match exactly. Something like 6.4x size, 10x scale won't work out without noticable visual artifacts. Also - and I don't know what specific mod interaction is responsible for this - the EVE clouds obey the resize parameter instead of the (currently defunct) atmosphere parameter. So if you set planet size to 6.4 times normal, you're going to get clouds at 38.4 kilometers instead of at 6 kilometers. Pretty sure this is a bug. When I used Sigma Dimensions previously, planet size did not affect cloud height. For what it's worth: Gael responds beautifully to modest resizing factors. Terrain flattening out as planet sizes increase is normal and expected, but at 2x, people would struggle to even tell the difference to the default size on a screenshot of the KSC view. The coastline mountains are still as majestic as ever. And with a 50% increase in orbital velocties across the board, a 2x size multiplier is already a good bump in difficulty. I like it better than stock sizes, even. Edited October 27, 2016 by Streetwind Link to comment Share on other sites More sharing options...
Wraith977 Posted October 28, 2016 Share Posted October 28, 2016 I'm also fairly sure you're not supposed to be able to see Gael through Iota.. . I'm not sure if this is GPP or rather SVE or Scatterer (or something I did wrong) but it's not in the known issues section so I thought I might as well point it out... Link to comment Share on other sites More sharing options...
Galileo Posted October 28, 2016 Author Share Posted October 28, 2016 35 minutes ago, Wraith977 said: I'm also fairly sure you're not supposed to be able to see Gael through Iota..I'm not sure if this is GPP or rather SVE or Scatterer (or something I did wrong) but it's not in the known issues section so I thought I might as well point it out... yeah ill look into it. not supposed to do that Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 28, 2016 Share Posted October 28, 2016 This sounds somewhat like the thing where someone else had KSPRC installed along with SVE. Link to comment Share on other sites More sharing options...
sDaZe Posted October 28, 2016 Share Posted October 28, 2016 5 hours ago, Galileo said: yeah ill look into it. not supposed to do that Thats a old scatterer bug Link to comment Share on other sites More sharing options...
Galileo Posted October 28, 2016 Author Share Posted October 28, 2016 14 minutes ago, sDaZe said: Thats a old scatterer bug yeah? hmm i dont remember.. Link to comment Share on other sites More sharing options...
kraden Posted October 28, 2016 Share Posted October 28, 2016 @Galileo Reinstall fixed my lack of clouds, thanks! Also, (this may be better suited for @JadeOfMaar [I think he did biomes for Gael, right?]) what do you guys think of having the nearby volcano be it's own biome? I sent an early career rocket in there to check it out and was sad to see it was just oceans biome. Link to comment Share on other sites More sharing options...
Galileo Posted October 28, 2016 Author Share Posted October 28, 2016 Just now, kraden said: @Galileo Reinstall fixed my lack of clouds, thanks! Also, (this may be better suited for @JadeOfMaar [I think he did biomes for Gael, right?]) what do you guys think of having the nearby volcano be it's own biome? I sent an early career rocket in there to check it out and was sad to see it was just oceans biome. @JadeOfMaar is one step ahead of you Link to comment Share on other sites More sharing options...
kraden Posted October 28, 2016 Share Posted October 28, 2016 1 minute ago, Galileo said: @JadeOfMaar is one step ahead of you He usually seems to be Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 28, 2016 Share Posted October 28, 2016 @kraden Nah, I'm not so awesome. But I wonder how many people are/were expecting that biome too. There is a proper, Kerbin-comparable biome map now and science defs so everyone can properly science the volcano and potentially find the other/different biomes where they're expected. Hopefully it's already in the 0.9 release. If not, you'll see it in 1.0. Link to comment Share on other sites More sharing options...
kraden Posted October 28, 2016 Share Posted October 28, 2016 Cool. Yeah, I didn't have time to check last night after installing 0.9. Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 28, 2016 Share Posted October 28, 2016 @Galileo Hi sir, I have two questions : 1- Kopernicus just updated with a patch for kerbin reparenting bug, considering that you remove kerbin from game, I assume your pack should still work without any config change being needed? 2- About remote tech, I added tons of ground stations and one of them was original position on ksp center, now with gael, were should i put the coords and height for that station to be? thanks Link to comment Share on other sites More sharing options...
Galileo Posted October 28, 2016 Author Share Posted October 28, 2016 4 minutes ago, Jiraiyah said: @Galileo Hi sir, I have two questions : 1- Kopernicus just updated with a patch for kerbin reparenting bug, considering that you remove kerbin from game, I assume your pack should still work without any config change being needed? 2- About remote tech, I added tons of ground stations and one of them was original position on ksp center, now with gael, were should i put the coords and height for that station to be? thanks Everything works fine with the lastest Kopernicus As for figuring out the coordinates for the ground stations, you can use Kittopia tech or Hyperedit to figure that out. Kittopia will give you the exact coordinates or you can use Hyperedit to land where you want your ground stations to go and use those coordinates. Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 28, 2016 Share Posted October 28, 2016 6 minutes ago, Galileo said: Everything works fine with the lastest Kopernicus As for figuring out the coordinates for the ground stations, you can use Kittopia tech or Hyperedit to figure that out. Kittopia will give you the exact coordinates or you can use Hyperedit to land where you want your ground stations to go and use those coordinates. Hmm well, first of all, i wanted the exact coords of ksc in gael, thought as the developer that info would be in your hands by now, as for using kittopia or hyper edit, i would like to use kittopia, but can't figure how would i get coordinates on the ground (i just looked at imgure image gallery, nothing catched my eyes about it) can you give me small quick guide? Link to comment Share on other sites More sharing options...
Galileo Posted October 28, 2016 Author Share Posted October 28, 2016 (edited) 21 minutes ago, Jiraiyah said: Hmm well, first of all, i wanted the exact coords of ksc in gael, thought as the developer that info would be in your hands by now, as for using kittopia or hyper edit, i would like to use kittopia, but can't figure how would i get coordinates on the ground (i just looked at imgure image gallery, nothing catched my eyes about it) can you give me small quick guide? i do have the coordinates for KSC on Gael but if you wanted the actual tracking station to be the location of a ground station, the coordinates would be different slightly. here are the coordinates for KSC latitude = 8.510 longitude = -168.250 To use Kittopia you would need to go into the PQS tab and find that you are looking for. KSC is labeled KSC for example. its pretty straight forward Edited October 28, 2016 by Galileo Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 28, 2016 Share Posted October 28, 2016 1 minute ago, Galileo said: i do have the coordinates for KSC on Gael but if you wanted the actual tracking station to be the location of a ground station, the coordinates would be different slightly. here are the coordinates for KSC latitude = 8.510 longitude = -168.250 and height? or can it be 70? Link to comment Share on other sites More sharing options...
Galileo Posted October 28, 2016 Author Share Posted October 28, 2016 (edited) 3 minutes ago, Jiraiyah said: and height? or can it be 70? there isn't a height parameter. that is something you will have to play around with and figure out this is what my KSC node looks like in the Gael cfg Spoiler SpaceCenter { //PQSCity latitude = 8.510 longitude = -168.250 lodvisibleRangeMult = 6 repositionRadiusOffset = 0 reorientFinalAngle = 50 // MapDecal decalLatitude = 8.496 decalLongitude = -168.100 heightMapDeformity = 15 absoluteOffset = 8 absolute = true radius = 7000 I dont know how adding remote tech ground stations work as i have never used the mod so im not going to be much of a help Edited October 28, 2016 by Galileo Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 28, 2016 Share Posted October 28, 2016 (edited) 1 minute ago, Galileo said: there isn't a height parameter. that is something you will have to play around with and figure out this is what my node looks like in the Gael cfg SpaceCenter { //PQSCity latitude = 8.510 longitude = -168.250 lodvisibleRangeMult = 6 repositionRadiusOffset = 0 reorientFinalAngle = 50 // MapDecal decalLatitude = 8.496 decalLongitude = -168.100 heightMapDeformity = 15 absoluteOffset = 8 absolute = true radius = 7000 I dont know how adding remote tech ground stations work as i have never used the mod so im not going to be much of a help ok sir thanks. now is there any guide how i can use kittopia for ground coordinates? Edited October 28, 2016 by Jiraiyah Link to comment Share on other sites More sharing options...
Galileo Posted October 28, 2016 Author Share Posted October 28, 2016 (edited) 33 minutes ago, Jiraiyah said: ok sir thanks. now is there any guide how i can use kittopia for ground coordinates? HyperEdit would be easier to use. Just land where you want a ground station to be and use your current latitude and longitude You could also use KER or mechjeb Edited October 28, 2016 by Galileo Link to comment Share on other sites More sharing options...
Jiraiyah Posted October 28, 2016 Share Posted October 28, 2016 Just now, Galileo said: HyperEdit would be easier to use. Just land where you want a ground station to be and use your current latitude and longitude mm can't we alternatively add a scan sat vessle around the orbit in test save and look at the map? wouldn't it be faster? Link to comment Share on other sites More sharing options...
Galileo Posted October 28, 2016 Author Share Posted October 28, 2016 4 minutes ago, Jiraiyah said: mm can't we alternatively add a scan sat vessle around the orbit in test save and look at the map? wouldn't it be faster? Sure you could do it that way too. Link to comment Share on other sites More sharing options...
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