JID00 gaming Posted December 19, 2016 Share Posted December 19, 2016 NO WAY! DUDE YOU HAVE GOTTEN SO MUCH BETTER AT MODDING! THIS IS SO COOL Link to comment Share on other sites More sharing options...
Mycroft Posted December 19, 2016 Share Posted December 19, 2016 (edited) 21 hours ago, daniel l. said: So... There are currently two different types of galaxy officially planned to be optional, But what if i also added a new type of galaxy called: "Cluster" A collection of globular clusters going around a central cluster. Yeah that would be great! I think you might also consider adding two more very common galaxy types for the bigger galaxies. They are Spiral and Barred Spiral galaxies. The Milky Way is actually a barred spiral galaxy. Google them for pictures. 5 hours ago, daniel l. said: To boldly go is now a part pack as well! I discovered that none of the usual warp mods provided a sufficient engine to cross interstellar space. So i'm implementing dependencies from @RoverDude's warp drive mod and including my own "Transwarp Drive" Dude, be very careful with that. It's not exactly the speed of warp drive that makes it OP. It's how much it can haul at that speed. Almost all warp drive mods out there are limited severely as to how much they can haul. Actually in this case, if you are interested in a mod that will work well with these distances, the best mod for that IMO is the Alcubierre Warp Drive mod. I have never been a fan of warp drive mods, more of a generation ships person, but each to his own. Honestly I would avoid it becoming a parts pack for now. I think we need to focus on the destinations being great, rather than getting there. Honestly with the big plans we have with this mod so far, I think that our best bet is to focus on achieving those first. The goals are very achievable but we should focus. Here's why I'm saying this: There are dozens and dozens of warp drive mods out there. A new one is hardly unique. But to my knowledge, there are literally NO other mods that generate a procedural galaxy for KSP. Now don't stifle your plans just because of me, though. The reason why I'm putting this to you is because I can tell people about your mod and present it as a new and unique mod for KSP. But it kinda has to be unique for that to work. I think that the planets are this mods strong points, and we should get those finished before moving on. Once we have say at least non stock textures for the planets, then we can work on other things. But for now that seems to be the major disappointment with this. They are stock planets, just mixed up. People want to discover things. People want to see new and pretty planets. Not the same ones over and over again. That is what seems to me to be the best stepping stone from which to launch other things. Ideally, for this mod to be basically functional (in my mind) the generator would have a ton of textures to pick from, and maybe a few combinations and sizes of rings, enough so each planet is mostly unique. And hopefully it would have a program to mix up and change the textures slightly so that they aren't too recognizable from player to player. That, IMHO is what strikes me as the baseline from which the mod can be interesting, and I can advertise it properly. That would be, from the consumer's perspective, when it enters beta. It's an excellent idea, but that seems to be the minimum to get it to the point where it is together enough to be stable. 1 hour ago, daniel l. said: I am curious about possible removing the ability to decide exactly how many stars of each star type. I Think it might be better to replace it with galaxy settings such as allowing the player to choose the total number of stars, And to choose the shape and age of the galaxy. Young galaxies will feature plenty of different main sequence stars, Lots of diversity, And perhaps unique star types such as Protostars, Older galaxies will gradually use fewer kinds of stars until all that is left is white dwarves, Neutron stars, And black holes. Do you guys think that would be better? I haven't started work on such changes yet so feel free to give feedback. So here's my feedback (as if I don't blab enough here ): I think that's an excellent direction to move in... later. For now, in the development version of the mod, we should have more options and controls than are going to be in the final version. This is done in many games and it was done in KSP. Why? Well for two reasons for this mod in particular. First, being able to change more variables in the beginning will allow for better bug tracking (this bug shows up if you enable these options and only these), but secondly and far more importantly, this allows you and your play test team to get a far better feeling for what options are extraneous and which aren't, from direct, hands on experience with the UI. It definitely allows for more flexibility as far as where we go in the future. Carpenters and craftsmen have a saying to measure twice and saw once, since once you cut something off, you can't undo it. Now this only sort of applies to this mod. Not all the way because you can theoretically add stuff back in. But you might be surprised by how hard it is to reinstall an option after you redesigned the code to operate without it. It's easier to get rid of options if you have them. Hard to add new options cut off early on. Sorry to ramble but basically, the long term goal should be for fewer options, but for testing purposes right now, more options is the way to go IMO. Did that make any sense at all? Edited December 19, 2016 by Mycroft Link to comment Share on other sites More sharing options...
daniel l. Posted December 19, 2016 Author Share Posted December 19, 2016 1 minute ago, Mycroft said: Dude, be very careful with that. It's not exactly the speed of warp drive that makes it OP. It's how much it can haul at that speed. Almost all warp drive mods out there are limited severely as to how much they can haul. Actually in this case, if you are interested in a mod that will work well with these distances, the best mod for that IMO is the Alcubierre Warp Drive mod. I have never been a fan of warp drive mods, more of a generation ships person, but each to his own. Honestly I would avoid it becoming a parts pack for now. I think we need to focus on the destinations being great, rather than getting there. Honestly with the big plans we have with this mod so far, I think that our best bet is to focus on achieving those first. The goals are very achievable but we should focus. Here's why I'm saying this: There are dozens and dozens of warp drive mods out there. A new one is hardly unique. But to my knowledge, there are literally NO other mods that generate a procedural galaxy for KSP. Now don't stifle your plans just because of me, though. The reason why I'm putting this to you is because I can tell people about your mod and present it as a new and unique mod for KSP. But it kinda has to be unique for that to work. I think that the planets are this mods strong points, and we should get those finished before moving on. Once we have say at least non stock textures for the planets, then we can work on other things. But for now that seems to be the major disappointment with this. They are stock planets, just mixed up. People want to discover things. People want to see new and pretty planets. Not the same ones over and over again. That is what seems to me to be the best stepping stone from which to launch other things. Ideally (in my mind) the generator has a ton of textures to pick from, and maybe a few combinations and sizes of rings, enough so each planet is mostly unique. And hopefully it has a program to mix up and change the textures slightly so that they aren't too recognizable from player to player. That, IMHO is what strikes me as the baseline from which the mod can be interesting, and I can advertise it properly. That would be from the consumer perspective when it enters beta. It's an excellent idea, but that is the minimum to get it to the point where it is together enough to be stable. It was never my intention to create a warp drive mod, Simply to create a warp drive part that could allow interstellar travel within the lifetime of the IRL player. You see, To Boldly Go, Isn't just the first mod to generate an entire galaxy, But it has also broken a scale record, The galaxies generated in this game are about 1 light year wide, (Literal light year, Not kerbal scale.) Meaning that in kerbal scale these galaxies are about 10LY, I checked and it takes literally thousands of years for a ship to travel across these galaxies at sublight speed. And there is not a timewarp mod that i know of that could make the trip any shorter. Link to comment Share on other sites More sharing options...
Mycroft Posted December 19, 2016 Share Posted December 19, 2016 13 minutes ago, daniel l. said: It was never my intention to create a warp drive mod, Simply to create a warp drive part that could allow interstellar travel within the lifetime of the IRL player. You see, To Boldly Go, Isn't just the first mod to generate an entire galaxy, But it has also broken a scale record, The galaxies generated in this game are about 1 light year wide, (Literal light year, Not kerbal scale.) Meaning that in kerbal scale these galaxies are about 10LY, I checked and it takes literally thousands of years for a ship to travel across these galaxies at sublight speed. And there is not a timewarp mod that i know of that could make the trip any shorter. Yeah, it's just that there are a ton of mods to do things like that. And I've seen a time warp mod that lets you warp faster than stock. Perhaps see with the makers about incorporating it? I do think this is a great direction to go in, just not now. Later, when the planets are more complete. Link to comment Share on other sites More sharing options...
daniel l. Posted December 19, 2016 Author Share Posted December 19, 2016 1 minute ago, Mycroft said: Yeah, it's just that there are a ton of mods to do things like that. And I've seen a time warp mod that lets you warp faster than stock. Perhaps see with the makers about incorporating it? I do think this is a great direction to go in, just not now. Later, when the planets are more complete. Alright, I'll hold the custom warp drive out of the next release. It'll give me more time to work with some other mod makers (See about getting a custom part model.) Link to comment Share on other sites More sharing options...
daniel l. Posted December 19, 2016 Author Share Posted December 19, 2016 (edited) 1 hour ago, JID00 gaming said: NO WAY! DUDE YOU HAVE GOTTEN SO MUCH BETTER AT MODDING! THIS IS SO COOL Thanks I'd like to think I've come a long way. Remember i promised you a kerbal galaxy a long time ago? VERSION 0.2 PROGRESS REPORT: Done so far: Planetary Rings, More Star types (Partially), Ellipse,Disk, And Cluster galaxies, Reparented Solar system, More will come soon, And this will all be released with the next update. Edited December 19, 2016 by daniel l. Link to comment Share on other sites More sharing options...
Denko666 Posted December 19, 2016 Share Posted December 19, 2016 1 hour ago, daniel l. said: Alright, I'll hold the custom warp drive out of the next release. It'll give me more time to work with some other mod makers (See about getting a custom part model.) At the risk of sounding self-serving : it uses USI's warp drive module. Also : dont copy over parts of other mods. Instead, note them as dependencies or suggestions. Most modding for KSP is done on Github, i strongly suggest you look into using that too. 9 hours ago, daniel l. said: Strange. I managed to install QB64 on my linux laptop. Perhaps if you log in as root and run the setup script from there. Maybe it depends on the distro used. I'm using SteamOS so it could be that the scriptt isn't able to figure out what distro it is. I gotten it to work on Crossover though, trick is to copy the exe onto the WINE Bottle's drive. Otherwise it freaks out over Linux's path syntax Link to comment Share on other sites More sharing options...
daniel l. Posted December 19, 2016 Author Share Posted December 19, 2016 6 minutes ago, Denko666 said: Also : dont copy over parts of other mods. Instead, note them as dependencies or suggestions. Most modding for KSP is done on Github, i strongly suggest you look into using that too Of course. My intention was to simply ship the mod with a single warp drive part that would require the primary mod to work. Link to comment Share on other sites More sharing options...
blackrack Posted December 19, 2016 Share Posted December 19, 2016 9 hours ago, daniel l. said: @blackrack How do i make scatterer sunflares work for other stars? Copy-paste the default config but change the name? I forgot, is there like a sunflare list file somewhere? Link to comment Share on other sites More sharing options...
Denko666 Posted December 19, 2016 Share Posted December 19, 2016 @daniel l., im sorry man; i keep running into issues. I got a galaxy config from the generator program, put it with the mod's files. I can see a whole bunch of new stars in the Tracking Station so all is well so far. But when i launch a vehicle, it gets stuck on time-space and the planet moves on without my craft. when i remove the To_Boldly_Go folder from GameData it all goes back to normal. I was really looking forward to using this mod, because it's the first one that actually makes the IXS Warpship have a real purpose in game. Do you have any clue what could be up? Link to comment Share on other sites More sharing options...
Planetace Posted December 19, 2016 Share Posted December 19, 2016 WOW! I cant even give words to how awesome this mod is! Great Job on creating it! However, it does come with downsides and scientific inaccuracies. So I propose the following to sort them out: Implement a solar system `plane` Here, you could add a sort of randomly generated inclination point, almost all planets will be set to this or near to this inclination. This is to prevent solar systems from becoming chaotic cluster-craps that look like someone just added inclination as a placeholder and stopped development on the system. This will make systems both cleaner and more pleasing to look at. Another thing, this should be done to planetary systems as well, so their moons would look pleasing in orbit, instead of being the same as above. Add a algorithm to prevent moons larger than their parent planet from being created, Or make the larger than parent moon become the parent Easy way to get this down, or at least in the sense of process. Planet A is created, and Z and X moons are made, planet A is smaller than Z, thus Z is swapped with A and becomes the parent. Or, Planet A is created, its size is documented. Z and X moons are made, Planet A is smaller than Z, thus Z is deleted and another moon is made and checked. Add Sigma Binary Support for planets Simple as that, if a Moon is half the size or more than its parent, then a binary config is added to the moon and planet to make a binary pair. Make Orbits LARGER This is simply to prevent the orbits of moons from crossing into neighboring planets, looking EXTREMELY unstable. Another thing you could do is making closer planets have less moons till there is a point where they simply cannot have one. Moons should be round as well, not always Asteroids Simple as that, make moons capable of being generated as duna, Eve or even Jool clones. But do add a size ration (the larger it is, the more likely it is to be X) to make smaller moons more likely to be barren, and larger moons to be more hospitable. Make Planets much more common Yea sure, there may be lag issues. So why not add a option/s that increases the chance of planets forming. Link to comment Share on other sites More sharing options...
daniel l. Posted December 19, 2016 Author Share Posted December 19, 2016 6 hours ago, Denko666 said: @daniel l., im sorry man; i keep running into issues. I got a galaxy config from the generator program, put it with the mod's files. I can see a whole bunch of new stars in the Tracking Station so all is well so far. But when i launch a vehicle, it gets stuck on time-space and the planet moves on without my craft. when i remove the To_Boldly_Go folder from GameData it all goes back to normal. I was really looking forward to using this mod, because it's the first one that actually makes the IXS Warpship have a real purpose in game. Do you have any clue what could be up? No idea. What version of KSP is it? And what other mods are you using? 3 hours ago, Galacticvoyager said: WOW! I cant even give words to how awesome this mod is! Great Job on creating it! However, it does come with downsides and scientific inaccuracies. So I propose the following to sort them out: Implement a solar system `plane` Here, you could add a sort of randomly generated inclination point, almost all planets will be set to this or near to this inclination. This is to prevent solar systems from becoming chaotic cluster-craps that look like someone just added inclination as a placeholder and stopped development on the system. This will make systems both cleaner and more pleasing to look at. Another thing, this should be done to planetary systems as well, so their moons would look pleasing in orbit, instead of being the same as above. Add a algorithm to prevent moons larger than their parent planet from being created, Or make the larger than parent moon become the parent Easy way to get this down, or at least in the sense of process. Planet A is created, and Z and X moons are made, planet A is smaller than Z, thus Z is swapped with A and becomes the parent. Or, Planet A is created, its size is documented. Z and X moons are made, Planet A is smaller than Z, thus Z is deleted and another moon is made and checked. Add Sigma Binary Support for planets Simple as that, if a Moon is half the size or more than its parent, then a binary config is added to the moon and planet to make a binary pair. Make Orbits LARGER This is simply to prevent the orbits of moons from crossing into neighboring planets, looking EXTREMELY unstable. Another thing you could do is making closer planets have less moons till there is a point where they simply cannot have one. Moons should be round as well, not always Asteroids Simple as that, make moons capable of being generated as duna, Eve or even Jool clones. But do add a size ration (the larger it is, the more likely it is to be X) to make smaller moons more likely to be barren, and larger moons to be more hospitable. Make Planets much more common Yea sure, there may be lag issues. So why not add a option/s that increases the chance of planets forming. I've had problems with many of these. Yes i need to fix the planetary inclination part, As for moons, It's a long running problem, But it's already been fixed in the next version which is coming up in a few days, Also you will see round moons as well. The reason why planets are rare is because after a long period of trial and error i realized that they caused to much lag and i couldn't make them too common, If you want i can try it again but i don't really expect different results. 6 hours ago, blackrack said: Copy-paste the default config but change the name? I forgot, is there like a sunflare list file somewhere? In my mod? No i dont think so, But can the config exist outside the main scatterer folder? Link to comment Share on other sites More sharing options...
Denko666 Posted December 20, 2016 Share Posted December 20, 2016 54 minutes ago, daniel l. said: No idea. What version of KSP is it? And what other mods are you using? Using KSP 1.2.2 Modlist: AllYAll ASET B9PartSwitch DarkSideTechnology DavonSupplyMod ExceptionDetector Firespitter JSI KerbalAtomics KerbalHacks KrakenScience KspPlayers MagicSmokeIndustries MiningExpansion NavyFish NearFutureConstruction NearFutureProps NearFutureSpacecraft NSS OPT PlayYourWay Proximity REKT SM_Marine StationPartsExpansion SurfaceExperimentPackage TechAurum T.G.O.L group To_Boldly_Go UniversalStorage WildBlueIndustries Workshop AGExt 2.2 AircraftCarrierAccessories 1.13 AlcubierreStandalone 0.5.2.0 AllYAll 0.10.1 AmpYearPowerManager 1:V1.4.4.0 AsphaltTiles 1.2 AsphaltTilesWelded 1.2 AsteroidDay 1.2 AT-Utils v1.2.2 AviationLights v.3.12 B9PartSwitch v1.5.3 BDAnimationModules 1:v0.6.4.4 CactEyeCommunity 1.2.1.10 ChopShop 0.10.1.1 CommunityCategoryKit 1.2.1.0 CommunityResourcePack 0.6.4.0 CommunityTechTree 1:3.0.2 CommunityTerrainTexturePack 2.1 ConfigurableContainers-Core 2.3.1 ContractConfigurator 1.22.2 ContractConfigurator-FieldResearch 1.2.0 ContractConfigurator-GrandTours 1:0.1.10.2 ContractConfigurator-Tourism 1.5.2 CustomBarnKit 1.1.10.0 CVX 0.12 DavonSupplyMod 021 DeepFreeze V0.23.2.0 DeployableEngines 0.3.3 DMagicOrbitalScience 1.3.7 DockingPortSoundFX v2.1.12 EditorExtensionsRedux 3.3.11.1 EnvironmentalVisualEnhancements 2:EVE-1.2-2 ESLDJumpBeacons 0.9 EVATransfer 6.0 ExtraPlanetaryLaunchpads 5.5.3.0 FirespitterCore v7.5.0 FirespitterResourcesConfig v7.5.0 FlexibleDocking 4.0 GammaTextures v1.11 HangarExtender 1:v3.4.9 HullcamVDSContinued 0.1.6 HyperEdit 1.5.3.0 IndicatorLights 1.2.5 IndicatorLightsCommunityExtensions 1.2 InterstellarFuelSwitch 2.3.1 InterstellarFuelSwitch-Core 2.3.1 IXSWarpshipOS 0.4.0.5 JX2Antenna 1.0 Karbonite 1:0.8.4.0 KAS 0.6.1.0 KerbalJointReinforcement v3.3.1 KerbalKonstructs 0.9.8.9 KerbalPlanetaryBaseSystems v1.3.9 KeridianDynamicsVesselAssembly 0.8.1 KHWearableKISProps 1.0 KIS 1.4.0.0 Konstruction 0.1.8.0 Kopernicus 2:release-1.2.2-2 kOS 1.0.3 kOSforAll 0.0.5 KSPSteamCtrlr autodetected dll KVVContinued 0.0.6 LandingHeight 1.9 MalemuteRover 0.2.4.0 MechJeb2-dev 2.6.0.0-667 MechJebForAll 1.2.0.0 MiniSampleReturnCapsule v1.2 Mk2Expansion 1:1.7.25 ModularFlightIntegrator 1.2.2.0 ModuleManager 2.7.5 NavHud 1.3.3 NearFutureConstruction 0.7.2 NearFutureElectrical 0.8.2 NearFutureElectrical-Core 0.8.2 NearFuturePropulsion 0.8.2 NearFutureSolar 0.7.1 NearFutureSolar-Core 0.7.1 OctosatContinued 0.1.2 OPTSpacePlaneParts 1.0.3.5 PlanetShine 0.2.5.2 PlanetShine-Config-Default 0.2.5.2 ProceduralFairings v3.20 ProceduralParts v1.2.8 QuantumStrutsContinued 1.7.0 REPOSoftTech-Agencies V1.4.4.0 RSTKSPUtils V0.23.1.0 SCANsat v16.11 Scatterer 2:v0.0256 ScienceRelay 3.1 SmartParts 0.1.9.2 Snacks v1.6.2 SpaceDock 0.2.1 SpacetuxSA 0.3.12.1 SpaceXLegs 2.3 Steamworks autodetected dll SuperHeavyBoostersHistoricalNexus 1.2.5 SurfaceExperimentPack v2.1.3 SVE-MediumResolution 2:1.1.4 SVE-Scatterer-Config 2:1.1.4 SVE-Sunflare 2:1.1.4 TacFuelBalancer 2.12 TarsierSpaceTechnologyWithGalaxies 1:6.6.1 TextureReplacer v2.5.4 ThrottleControlledAvionics v3.3.0 Toolbar 1.7.13 TreeToppler 1.1.1 TweakScale v2.3.3 UniversalStorage 1.2.2.0 USI-ART 1:0.9.5.0 USI-Core 0.3.5.0 USI-FTT 0.6.4.0 USI-SRV 0.6.3.0 USI-SubPack 0.2.4.0 USITools 0.8.7.0 WaypointManager 2.6.0 ZeroMiniAVC v1.04 yeah, it's a bunch Link to comment Share on other sites More sharing options...
daniel l. Posted December 20, 2016 Author Share Posted December 20, 2016 Just now, Denko666 said: Using KSP 1.2.2 Modlist: AllYAll ASET B9PartSwitch DarkSideTechnology DavonSupplyMod ExceptionDetector Firespitter JSI KerbalAtomics KerbalHacks KrakenScience KspPlayers MagicSmokeIndustries MiningExpansion NavyFish NearFutureConstruction NearFutureProps NearFutureSpacecraft NSS OPT PlayYourWay Proximity REKT SM_Marine StationPartsExpansion SurfaceExperimentPackage TechAurum T.G.O.L group To_Boldly_Go UniversalStorage WildBlueIndustries Workshop AGExt 2.2 AircraftCarrierAccessories 1.13 AlcubierreStandalone 0.5.2.0 AllYAll 0.10.1 AmpYearPowerManager 1:V1.4.4.0 AsphaltTiles 1.2 AsphaltTilesWelded 1.2 AsteroidDay 1.2 AT-Utils v1.2.2 AviationLights v.3.12 B9PartSwitch v1.5.3 BDAnimationModules 1:v0.6.4.4 CactEyeCommunity 1.2.1.10 ChopShop 0.10.1.1 CommunityCategoryKit 1.2.1.0 CommunityResourcePack 0.6.4.0 CommunityTechTree 1:3.0.2 CommunityTerrainTexturePack 2.1 ConfigurableContainers-Core 2.3.1 ContractConfigurator 1.22.2 ContractConfigurator-FieldResearch 1.2.0 ContractConfigurator-GrandTours 1:0.1.10.2 ContractConfigurator-Tourism 1.5.2 CustomBarnKit 1.1.10.0 CVX 0.12 DavonSupplyMod 021 DeepFreeze V0.23.2.0 DeployableEngines 0.3.3 DMagicOrbitalScience 1.3.7 DockingPortSoundFX v2.1.12 EditorExtensionsRedux 3.3.11.1 EnvironmentalVisualEnhancements 2:EVE-1.2-2 ESLDJumpBeacons 0.9 EVATransfer 6.0 ExtraPlanetaryLaunchpads 5.5.3.0 FirespitterCore v7.5.0 FirespitterResourcesConfig v7.5.0 FlexibleDocking 4.0 GammaTextures v1.11 HangarExtender 1:v3.4.9 HullcamVDSContinued 0.1.6 HyperEdit 1.5.3.0 IndicatorLights 1.2.5 IndicatorLightsCommunityExtensions 1.2 InterstellarFuelSwitch 2.3.1 InterstellarFuelSwitch-Core 2.3.1 IXSWarpshipOS 0.4.0.5 JX2Antenna 1.0 Karbonite 1:0.8.4.0 KAS 0.6.1.0 KerbalJointReinforcement v3.3.1 KerbalKonstructs 0.9.8.9 KerbalPlanetaryBaseSystems v1.3.9 KeridianDynamicsVesselAssembly 0.8.1 KHWearableKISProps 1.0 KIS 1.4.0.0 Konstruction 0.1.8.0 Kopernicus 2:release-1.2.2-2 kOS 1.0.3 kOSforAll 0.0.5 KSPSteamCtrlr autodetected dll KVVContinued 0.0.6 LandingHeight 1.9 MalemuteRover 0.2.4.0 MechJeb2-dev 2.6.0.0-667 MechJebForAll 1.2.0.0 MiniSampleReturnCapsule v1.2 Mk2Expansion 1:1.7.25 ModularFlightIntegrator 1.2.2.0 ModuleManager 2.7.5 NavHud 1.3.3 NearFutureConstruction 0.7.2 NearFutureElectrical 0.8.2 NearFutureElectrical-Core 0.8.2 NearFuturePropulsion 0.8.2 NearFutureSolar 0.7.1 NearFutureSolar-Core 0.7.1 OctosatContinued 0.1.2 OPTSpacePlaneParts 1.0.3.5 PlanetShine 0.2.5.2 PlanetShine-Config-Default 0.2.5.2 ProceduralFairings v3.20 ProceduralParts v1.2.8 QuantumStrutsContinued 1.7.0 REPOSoftTech-Agencies V1.4.4.0 RSTKSPUtils V0.23.1.0 SCANsat v16.11 Scatterer 2:v0.0256 ScienceRelay 3.1 SmartParts 0.1.9.2 Snacks v1.6.2 SpaceDock 0.2.1 SpacetuxSA 0.3.12.1 SpaceXLegs 2.3 Steamworks autodetected dll SuperHeavyBoostersHistoricalNexus 1.2.5 SurfaceExperimentPack v2.1.3 SVE-MediumResolution 2:1.1.4 SVE-Scatterer-Config 2:1.1.4 SVE-Sunflare 2:1.1.4 TacFuelBalancer 2.12 TarsierSpaceTechnologyWithGalaxies 1:6.6.1 TextureReplacer v2.5.4 ThrottleControlledAvionics v3.3.0 Toolbar 1.7.13 TreeToppler 1.1.1 TweakScale v2.3.3 UniversalStorage 1.2.2.0 USI-ART 1:0.9.5.0 USI-Core 0.3.5.0 USI-FTT 0.6.4.0 USI-SRV 0.6.3.0 USI-SubPack 0.2.4.0 USITools 0.8.7.0 WaypointManager 2.6.0 ZeroMiniAVC v1.04 yeah, it's a bunch TBG is very resource intensive. How many stars did you generate? Perhaps you should try the mod on a clean ksp install first and then add all your other mods back in. Link to comment Share on other sites More sharing options...
daniel l. Posted December 20, 2016 Author Share Posted December 20, 2016 (edited) As a parakeet i announce that version 0.2 will be release in about 3 days! Edited December 20, 2016 by daniel l. Link to comment Share on other sites More sharing options...
electricpants Posted December 20, 2016 Share Posted December 20, 2016 I LOVE THIS MOD! But you should make the moonar orbits smaller, because most of the time the moons orbit outside the parent body's hill sphere or SOI. Link to comment Share on other sites More sharing options...
daniel l. Posted December 20, 2016 Author Share Posted December 20, 2016 Just now, electricpants said: I LOVE THIS MOD! But you should make the moonar orbits smaller, because most of the time the moons orbit outside the parent body's hill sphere or SOI. Will do! *tweet* Link to comment Share on other sites More sharing options...
electricpants Posted December 20, 2016 Share Posted December 20, 2016 3 minutes ago, daniel l. said: Will do! *tweet* Oh yeah, when will diversity for rocky planets be introduced? Link to comment Share on other sites More sharing options...
daniel l. Posted December 20, 2016 Author Share Posted December 20, 2016 Just now, electricpants said: Oh yeah, when will diversity for rocky planets be introduced? Pretty soon i hope, @ProtoJeb21 Has offered me a massive collection of planet textures. Link to comment Share on other sites More sharing options...
electricpants Posted December 20, 2016 Share Posted December 20, 2016 Also, what happened to that red giant Kerbol mod you intended to finish? Link to comment Share on other sites More sharing options...
daniel l. Posted December 20, 2016 Author Share Posted December 20, 2016 Just now, electricpants said: Also, what happened to that red giant Kerbol mod you intended to finish? ... please don't bring that up. I have ADD. So... Any questions as to future features that you wish to see? (Detailed planets don't count. I'm doing those already.) Link to comment Share on other sites More sharing options...
Planetace Posted December 20, 2016 Share Posted December 20, 2016 Comets, asteroids with extremely eccentric and large orbits. Link to comment Share on other sites More sharing options...
daniel l. Posted December 20, 2016 Author Share Posted December 20, 2016 1 minute ago, Galacticvoyager said: Comets, asteroids with extremely eccentric and large orbits. Coming right up! Link to comment Share on other sites More sharing options...
Mycroft Posted December 20, 2016 Share Posted December 20, 2016 I think it would be great if you could have the possibility for some planets to (a) be open air inhabitable and (b) be able to have more KSCs on said planets that rely on mining. (C) have lucrative contracts to go find new habitable planets and go build on them, and ship masses of Kerbals to them. Oh and nice parakeet Link to comment Share on other sites More sharing options...
daniel l. Posted December 20, 2016 Author Share Posted December 20, 2016 2 minutes ago, Mycroft said: I think it would be great if you could have the possibility for some planets to (a) be open air inhabitable and (b) be able to have more KSCs on said planets that rely on mining. (C) have lucrative contracts to go find new habitable planets and go build on them, and ship masses of Kerbals to them. Oh and nice parakeet To answer A: Open air planet's already exist in the form of the Laythe clones, But there will be more kinds coming soon. to answer 2: If you use the extraplanetary launchpads mod then it is perfectly possible. And thanks for the compliment on my new feathers Link to comment Share on other sites More sharing options...
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