Galileo Posted November 21, 2016 Author Share Posted November 21, 2016 (edited) 42 minutes ago, Nhawks17 said: Has anyone been able to get Kerbal Konstructs working with GPP? I've tried loading it in by default but I'm getting an error because it can't find Kerbin and I don't see any config changes to where I could specify Gael. I don't even know if KK works with Kopernicus It does work with kopernicus because there are configs that work with RSS or SSRSS. I have not tried anything with kk in a long time though. I used to have the launch towers in ssrss iirc Edited November 21, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
Yargnit Posted November 21, 2016 Share Posted November 21, 2016 (edited) 2 hours ago, JadeOfMaar said: Sorry @Yargnit. I've added all your mods except any particular USI mod to my install and have not reproduced your problem, neither have I experienced any resource problems except for when the cfg file does not exist for a CRP resource. Are all of your mods KSP 1.2.1-ready? If not, please remove or update them and try the game again. I didn't get the toolbar button with that robotic arm icon as in your screenshots so I'm suspecting old mods. The only issue GPP should cause is confusion with any mods which explicitly need the stock planets to exist. My screenshots are right before installing your mod selection, but afterwards my situation hasn't changed. I'll have to do a little experimenting then. the USI tools/robitic arm is from RoverDudes Konstruction mod, so I'm fairly confident it's not the issue. I did try to pull all of the extra configs out of the community resource pack so the game wouldn't have a million resources I don't use to flip through, but again it's the exact same config I used with OPM successfully, so I'm not sure why it would be different here. I'll try playing with it and see what happens though. & let you know if I come up with anything.Your screenshots still aren't showing the planetary overlay though, but you are getting the tab to work at least which I can't. Hmm, so I put back the full community resource pack and it fixed it. Odd that OPM doesn't have any issue with me removing park of the configs but Galileo does. Any idea why that would be? I'd love to remove all references to the other resources so they aren't clogging up my interfaces. Thx again for the help .:) Edited November 21, 2016 by Yargnit Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 21, 2016 Share Posted November 21, 2016 @Yargnit How peculiar. As far as I know, USI makes the most use of CRP but it makes sense that if you can, delete what you don't need. Well I did switch on the overlays, though I didn't screenshot that. I'll be glad to read what you come up with. Quote Link to comment Share on other sites More sharing options...
Yargnit Posted November 21, 2016 Share Posted November 21, 2016 (edited) Ok, I fixed it. I was apparently a bit to aggressive pruning the content of CommonResources.cfg in the ComminityResourcePack folder and this planet pack didn't like it even though OPM didn't mind. So I ended up leaving that file intact, but then deleted everything except for IntakeLqd out of the ResourceConfigs folder of said pack (used for submarine ballast). That, plus deleting the entire GPP_Resources folder in the GPP folder allowed me to clear both the Kerbnet overlay and the toolbar overlay to only show the Ore resource. Thanks again for the help. I tend to be fairly aggressive cutting parts out of mods to only leave myself with what I need, and it occasionally backfires like this. But I am very particular about performance so anything I'm not using that I can get to make the game run faster I tend to do so. Edit, ok you are such a troll and I LOVE you for it! You don't know how long I've wanted squad to silently make the rocks collide-able without saying anything, and you did it! Not even mad that my rover face planted into a rock and exploded, you are not my HERO! Edited November 21, 2016 by Yargnit Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted November 21, 2016 Share Posted November 21, 2016 2 hours ago, Galileo said: It does work with kopernicus because there are configs that work with RSS or SSRSS. I have not tried anything with kk in a long time though. I used to have the launch towers in ssrss iirc Hmm... maybe I'll need to look into it some more. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 21, 2016 Share Posted November 21, 2016 10 hours ago, Yargnit said: Ok, I fixed it. I was apparently a bit to aggressive pruning the content of CommonResources.cfg in the ComminityResourcePack folder -snip- Hmm, so I put back the full community resource pack and it fixed it. Odd that OPM doesn't have any issue with me removing park of the configs but Galileo does. Any idea why that would be? I'd love to remove all references to the other resources so they aren't clogging up my interfaces. Thx again for the help .:) Yeah... No one should touch CommonResources.cfg at all. That's where flow modes, densities and costs of resources are. GPP_Resources is equivalent to ResourceConfigs folder inside CRP and you may trim them equally. However, you should keep the Ore.cfg inside GPP_Resources. That one's very important, especially for players who don't use other resources. I mentioned on the previous page, and @Nhawks17 just met it too. GPP will cause issues with mods that explicitly require the stock planets to exist. OPM merely sits with them so there'll be no problems tweaking as you like in there. No other planet pack removes stock planets like this one does, so bad things will happen. When I began writing GPP_Resources I had problems where if a cfg file did not exist for GPP, while it existed in CRP its resource would still be absent. Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted November 21, 2016 Share Posted November 21, 2016 1 hour ago, JadeOfMaar said: Yeah... No one should touch CommonResources.cfg at all. That's where flow modes, densities and costs of resources are. GPP_Resources is equivalent to ResourceConfigs folder inside CRP and you may trim them equally. However, you should keep the Ore.cfg inside GPP_Resources. That one's very important, especially for players who don't use other resources. I mentioned on the previous page, and @Nhawks17 just met it too. GPP will cause issues with mods that explicitly require the stock planets to exist. OPM merely sits with them so there'll be no problems tweaking as you like in there. No other planet pack removes stock planets like this one does, so bad things will happen. When I began writing GPP_Resources I had problems where if a cfg file did not exist for GPP, while it existed in CRP its resource would still be absent. Yup! I actually figured out what was causing it. KK doesn't itself call for Kerbin, it was LLL KSC++ that was doing it, going in the configs and changing them to Gael fixed it and now I'm currently porting KSC++ over to GPP But I'm having to do it manually because the coordinates are all changed Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted November 21, 2016 Share Posted November 21, 2016 @Galileo I might hurt you for not making the area around the KSC flat This is proving to be difficult for KK stuff to look good xD Quote Link to comment Share on other sites More sharing options...
Benji13 Posted November 21, 2016 Share Posted November 21, 2016 Looks great. Congratulations on release (I know, I'm late)! II look forward to using this with Galactic Neighbourhood. Also, thanks for keeping performance in mind when you update your mods. Many people would simply say "Too laggy for you? Bad luck!". Thanks, Benji13. Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted November 21, 2016 Share Posted November 21, 2016 KSC++ Compatibility soon™ Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 21, 2016 Author Share Posted November 21, 2016 12 minutes ago, Nhawks17 said: KSC++ Compatibility soon™ OH MY GODDDDD!!!!!!!!!!!!!!!!!! you rock my socks Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted November 21, 2016 Share Posted November 21, 2016 Just now, Galileo said: OH MY GODDDDD!!!!!!!!!!!!!!!!!! you rock my socks I think I'm falling in love with it I'm also working on support for the KSCFloodlight mod with more stock-like textures and that looks amazing too. Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 21, 2016 Author Share Posted November 21, 2016 Here is a look at sneak peak at the new Hadrian.. 1 minute ago, Nhawks17 said: I think I'm falling in love with it I'm also working on support for the KSCFloodlight mod with more stock-like textures and that looks amazing too. That is by far my favorite little addon.. The floodlights, so small, yet add so much to the game Thanks for doing this.. Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted November 21, 2016 Share Posted November 21, 2016 KerbalX looks so tiny compared to these puppies Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 21, 2016 Author Share Posted November 21, 2016 Here is one more look at Hadrian 3 minutes ago, Nhawks17 said: KerbalX looks so tiny compared to these puppies You are hired. Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted November 21, 2016 Share Posted November 21, 2016 Just now, Galileo said: Here is one more look at Hadrian You are hired. Okay seriously, Hardian looks astonishing Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 21, 2016 Author Share Posted November 21, 2016 JUST SO EVERYONE KNOWS, THHIS WILL NOT WORK WITH THE LATEST KOPERNICUS. USE VERSION 1.2.1-1 OF KOPERNICUS FOR THIS TO WORK We are working on an update that will be compatible and will make some pretty cool changes Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 22, 2016 Share Posted November 22, 2016 Looks like Hadrian is getting a makeover. What kind of environment are you giving it? It looks close enough to Nero for tidal heating to play a role, especially with other moons in the system adding further perturbations. Does it have a more substantial atmosphere? Liquid hydrocarbons or nitrogen oceans? I need to know what to bring with my first mission to the system Quote Link to comment Share on other sites More sharing options...
TheUnamusedFox Posted November 22, 2016 Share Posted November 22, 2016 http://imgur.com/a/Gxt9g ... I think I'm in love. Gael just has something that Kerbin lacks, but that may just be the sheer amount of time I've been stuck looking at it. The other planets are equal to if not higher in quality to stock when it comes to design, and in aesthetics they are leaps and bounds ahead. Thank you so much for making this, I may be able to squeeze another few hundred hours out of KSP now, before boredom comes a knocking! This just became a new required mod for me to play ksp. Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 22, 2016 Author Share Posted November 22, 2016 3 minutes ago, TheUnamusedFox said: http://imgur.com/a/Gxt9g ... I think I'm in love. Gael just has something that Kerbin lacks, but that may just be the sheer amount of time I've been stuck looking at it. The other planets are equal to if not higher in quality to stock when it comes to design, and in aesthetics they are leaps and bounds ahead. Thank you so much for making this, I may be able to squeeze another few hundred hours out of KSP now, before boredom comes a knocking! This just became a new required mod for me to play ksp. Outstanding perspective in that screenshot with that first shot! wow.. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted November 22, 2016 Share Posted November 22, 2016 4 hours ago, MaxL_1023 said: Looks like Hadrian is getting a makeover. What kind of environment are you giving it? It looks close enough to Nero for tidal heating to play a role, especially with other moons in the system adding further perturbations. Does it have a more substantial atmosphere? Liquid hydrocarbons or nitrogen oceans? I need to know what to bring with my first mission to the system We took your suggestion and gave Hadrain liquid nitrogen oceans. Between its lower albedo and a thicker atmosphere, I was able to warm it up from 58 K to 65 K. Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 22, 2016 Share Posted November 22, 2016 7 minutes ago, OhioBob said: We took your suggestion and gave Hadrain liquid nitrogen oceans. Between its lower albedo and a thicker atmosphere, I was able to warm it up from 58 K to 65 K. I will make my entire ship out of superconducting magnets, set up some rails and make the Ciro system's most insane transport system. On a more serious note, not sure how reliable this is but apparently Pluto once had liquid nitrogen lakes. I did not know it had climate cycles that extreme - it is too cold (plus not enough atmosphere) for it presently. They gave it a pressure of about 0.4 atm during this warm phase. http://www.seeker.com/pluto-may-have-nitrogen-lakes-that-freeze-and-thaw-1771112641.html Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 22, 2016 Share Posted November 22, 2016 (edited) RoflKoptering through Tarsiss atmosphere on the dark side. Managed to catch Gauss and Catullus in the sky at once. Jornard Keman is a very happy victim test pilot. .....Valentina died. All in the name of SCIENCE and development of this star system mod, of course. Edited November 22, 2016 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 22, 2016 Share Posted November 22, 2016 Are you flying through the atmosphere nose first, or am I slightly impaired? If so, we got a BadS over here. Here is another article about nitrogen-dominated climate cycles - seems like early Titan might have had this (sun was 30% dimmer when it formed). http://www.exoclimes.com/news/recent-results/nitrogen-oceans-the-climate-of-early-titan/ I wonder how far out a body would need to be to have liquid hydrogen... Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 22, 2016 Share Posted November 22, 2016 Tarsiss does have a Duna class atmosphere so Just Do It™ Yes I'm moving prograde there...plus I was hunting for anomaly-like geological features. Quote Link to comment Share on other sites More sharing options...
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