JadeOfMaar Posted September 30, 2017 Share Posted September 30, 2017 (edited) Download? :3 Took me long enough..... lol. Edited September 30, 2017 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Brigadier Posted September 30, 2017 Share Posted September 30, 2017 12 minutes ago, JadeOfMaar said: Are you going to bury this mod inside the GPP thread? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 30, 2017 Share Posted September 30, 2017 2 minutes ago, Brigadier said: Are you going to bury this mod inside the GPP thread? Huh? I'm just linking it once. After that, it's the link in my sig. Quote Link to comment Share on other sites More sharing options...
Porter_John Posted September 30, 2017 Share Posted September 30, 2017 17 minutes ago, JadeOfMaar said: Download? :3 Took me long enough..... lol. OH MY GOODNESS! Thanks Jade! Quote Link to comment Share on other sites More sharing options...
Brigadier Posted September 30, 2017 Share Posted September 30, 2017 Oh, yeah...didn't see the sig. Well done, then! :-) Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted September 30, 2017 Share Posted September 30, 2017 5 hours ago, everchanging02 said: @Galileo and @Sigma88 I stumbled upon the above mention of Galactic Neighborhood. Awesome-looking mod. However, I'm presently playing a GPP game that I'd like to add it to... I did a light scan of the GN forum and did not seem to spot an answer. I'm also not that terribly knowledgeable about the mod settings (though I could probably invest some time to figure it out, eventually). Assuming either of you might have thought of the same idea, do either of you know how to achieve the end goal of effectively starting on Gael (around Ciro) and having Kerbol/Sun accessible as a secondary system with GN? <.<;; Keep in mind that GN is only compatible with the most minimalist install of GPP possible (only GPP folder and GPP textures) it is mostly a sandbox mod, I have made no effort balancing career because honestly once you can go interstellar I would assume career is pointless Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted September 30, 2017 Share Posted September 30, 2017 Is there a way to invert the GPP secondary mod so that the stock system is the distant system to GPP? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 30, 2017 Share Posted September 30, 2017 (edited) 1 hour ago, fwdixon said: Is there a way to invert the GPP secondary mod so that the stock system is the distant system to GPP? Sorry, bud. It can be done but we're not going to do it or support anyone who does. The idea of it is a bit offensive too imo..... GPP exists for players who have had their fill of the stock planets. Edited September 30, 2017 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted September 30, 2017 Share Posted September 30, 2017 (edited) 59 minutes ago, JadeOfMaar said: Sorry, bud. It can be done but we're not going to do it or support anyone who does. The idea of it is a bit offensive too imo..... GPP exists for players who have had their fill of the stock planets. Well then......no need to take offense. From a story-telling pov, it made an intriguing idea is all (kerbals on Gael "rediscovering" their long-lost (almost forgotten) origins). Edited September 30, 2017 by fwdixon Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 30, 2017 Author Share Posted September 30, 2017 8 minutes ago, fwdixon said: Well then......no need to take offense. From a story-telling pov, it made an intriguing idea is all (kerbals on Gael "rediscovering" their long-lost (almost forgotten) origins). It would be good for story telling. I'll entertain the idea, but no timetable for if or when it happens. Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted September 30, 2017 Share Posted September 30, 2017 1 minute ago, Galileo said: It would be good for story telling. I'll entertain the idea, but no timetable for if or when it happens. no worries. I was more wondering if it was technically possible. Knowing that it is, I may delve in to in a bit on my own as an academic curiosity. Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 30, 2017 Author Share Posted September 30, 2017 1 minute ago, fwdixon said: no worries. I was more wondering if it was technically possible. Knowing that it is, I may delve in to in a bit on my own as an academic curiosity. Oh, it's definitely possible, and I had a feeling the request or question would pop up at sometime. I mean, we already include GPP_Secondary as an option in GPP, I don't see why the other shouldn't happen, besides the fact that free time is hard to come by right now.. but when is it not? Quote Link to comment Share on other sites More sharing options...
Norcalplanner Posted October 1, 2017 Share Posted October 1, 2017 On 9/29/2017 at 8:19 PM, JadeOfMaar said: Download? :3 Took me long enough..... lol. I'll definitely have to try the new version when I update my install, which probably won't be until some time after 1.3.1 drops. In the meantime, here's a screenshot featuring Isk as viewed down near Icarus: Quote Link to comment Share on other sites More sharing options...
TheProtagonists Posted October 2, 2017 Share Posted October 2, 2017 I tried to add planets from other plant packs into the scatterer_flex.cfg with limited success. It seems like the EVE clouds and other scatterer effects for planet packs that MM loaded before GPP_secondary work (such as extrasolar) but those that MM loaded after it (such as OPM) don't work... This led me to believe that the scatterer patch in GPP_secondary only changed everything MM loaded before it (alphabetically), so my question is is it possible to load this patch (or maybe the entire GPP_secondary) later or even at last in MM? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 2, 2017 Share Posted October 2, 2017 4 hours ago, TheProtagonists said: This led me to believe that the scatterer patch in GPP_secondary only changed everything MM loaded before it (alphabetically), so my question is is it possible to load this patch (or maybe the entire GPP_secondary) later or even at last in MM? Within GPP_Secondary, try adjusting any @Kopernicus:FOR/:AFTER[GPP/GPP_Secondary] tags to @Kopernicus:AFTER[Squad] and any non-Kopernicus AFTER tags to :AFTER[Squad] I'm confident that you have no planet mods installed whose names start with S or later... If you do, adjust the tags to :AFTER[ZZZ] which works and is widely used. Mods do load in alphabetical order so this should be sufficient. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 3, 2017 Share Posted October 3, 2017 (edited) I was informed last night in the OPT thread that someone (using OPT, MKS and GPP) built an airplane (not a spaceplane) with just one engine, one of my custom jet engines and got himself an Iota encounter, and with it a gravity assist that would trap him in orbit. Lol-worthy and the height of epicness. Pictures of Gael, the aircraft and the orbit are in the post. Edited October 3, 2017 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Danilka Posted October 5, 2017 Share Posted October 5, 2017 (edited) How you made the effect of inclination of the axis for gas giant texture? I'm sorry for my english! Edited October 5, 2017 by Danilka Quote Link to comment Share on other sites More sharing options...
pearldrumbum Posted October 5, 2017 Share Posted October 5, 2017 Is Scatterer required for this to work? Unfortunately my computer doesn't handle graphic mods all that well, but CKAN is forcing me to install scatterer along with GPP. I tried deleting it after the fact and it also deleted GPP. If I manually remove scatterer will GPP fail? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 5, 2017 Share Posted October 5, 2017 11 minutes ago, pearldrumbum said: Is Scatterer required for this to work? Unfortunately my computer doesn't handle graphic mods all that well, but CKAN is forcing me to install scatterer along with GPP. I tried deleting it after the fact and it also deleted GPP. If I manually remove scatterer will GPP fail? Scatterer is not required. Quote Link to comment Share on other sites More sharing options...
Sahadara Posted October 5, 2017 Share Posted October 5, 2017 (edited) When in orbit of Lili, my ship teleports to random points along its orbit whenever I turn on time warp. Is this a known issue? Clean install btw. Edit: I tried moving Lili into a higher orbit which made the effect smaller but it's still there. So I think it's to do with Lili being so close to Tellumo. Going to see now if it produces anything noticeable in the log. Edited October 6, 2017 by Sahadara Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 6, 2017 Share Posted October 6, 2017 @Sahadara i'm sure this is a minor computational issue that happens sporadically, and regardless of GPP's presence in th install. It may be due to some issue unique to your CPU and KSP...? Quote Link to comment Share on other sites More sharing options...
Sahadara Posted October 6, 2017 Share Posted October 6, 2017 1 minute ago, JadeOfMaar said: @Sahadara i'm sure this is a minor computational issue that happens sporadically, and regardless of GPP's presence in th install. It may be due to some issue unique to your CPU and KSP...? The strange thing is, that it only happens in orbit of Lili, and when Lili is moved to an even higher orbit, the effect disappears completely. So it definitely seems to be due to Lili's close proximity to Tellumo. Quote Link to comment Share on other sites More sharing options...
4d4Garrison Posted October 6, 2017 Share Posted October 6, 2017 2 hours ago, Sahadara said: When in orbit of Lili, my ship teleports to random points along its orbit whenever I turn on time warp. Is this a known issue? Clean install btw. Edit: I tried moving Lili into a higher orbit which made the effect smaller but it's still there. So I think it's to do with Lili being so close to Tellumo. Going to see now if it produces anything noticeable in the log. I have noticed this issue as well in my 2.5x scale save. It seems to happen if you don't land right near or on Lilli's poles. I thought when I scaled up to 2.5x the (slightly) higher gravity for Lilli might help, it seems this is to no avail. Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted October 6, 2017 Share Posted October 6, 2017 1 hour ago, Sahadara said: The strange thing is, that it only happens in orbit of Lili, and when Lili is moved to an even higher orbit, the effect disappears completely. So it definitely seems to be due to Lili's close proximity to Tellumo. Can confirm, I get this at 6.4 scale too, and I’m several versions out of date now so it must’ve been around for a while. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted October 6, 2017 Share Posted October 6, 2017 20 hours ago, Danilka said: How you made the effect of inclination of the axis for gas giant texture? I'm sorry for my english! I used a program called 'Pano2VR'. It is very useful, one of the tools it features is the ability to rotate the input texture around a sphere using offset and roll and then the ability to export said texture. Quote Link to comment Share on other sites More sharing options...
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