JadeOfMaar Posted November 26, 2016 Share Posted November 26, 2016 On 11/26/2016 at 4:55 AM, Raideur Ng said: Extremely well done mod. Jeb is in awe. Expand He's in awe, indeed. Coincidental sepia tone screenshot is coincidental. (He's one of the white suits here, at Augustus.) Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 26, 2016 Author Share Posted November 26, 2016 (edited) UPDATE! v1.0.2 Accuracy Update Fined tuned some scatterer settings Adjust heightmap and ground texture render altitude Changed heightmaps for Gratian and Niven to reflect the surface more precisely Changed atmoshperes on Augustus, Tarsiss and Hadrian Removed Lakes from Niven and Augustus Added added lakes to Tarsiss Hadrian is now an oceanic body with an LN2 ocean Added RemoteTech support Added Research Bodies support Added Kerbal Konstructs, KSC++ support Probably more stuff I'm forgetting **Some atmospheres have changed. Tarsiss has gone from 75 km to 130 km and Hadrian from 50 km to 80 km. Anything orbiting could get swallowed up by the atmosphere, crashing and burning.. If you have anything in orbit around those bodies, be sure to move it out far enough before updating the mod.** Make sure you make a save of your stock game. This mod replaces the stock solar system completely. It will probably destroy any ships you had in orbit. This is your warning. DOWNLOAD Edited November 26, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 26, 2016 Share Posted November 26, 2016 (edited) Extra, extra! Read all about it! I've updated my guide post on page 1 to now include Recommended Mods, Suggested Mods, and Included Addons to give some insights into the extras and patches that come with the download. Also on the github wiki I've updated the dossier images for Icarus, Gael, Tellumo, Augustus, Tarsiss, Nero, and Hadrian. See all the new stats (including biome counts) as well as cosmetic changes. Icarus, Niven and Hadrian have completely revised biome maps. delta-V map reflects the new atmospheres and its version number bumped to 1.0 Mega spoiler, do not open! Reveal hidden contents * Time stamps are real. Just subtract a millenium... Also kerbals will sink in Tarsiss' lakes! Edited November 26, 2016 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Dwarfy Posted November 26, 2016 Share Posted November 26, 2016 Thanks for the update!! Just letting you know that on my poor old computer, I can now run 1/8th res Textures without losing everything for the 2 planets I had the issue with earlier. Looks like I can finally start some interplanetary misisons!! Did a flyby of Tellumo last night, was down to almost 10fps, I really need some $$ for an upgrade me thinks Quote Link to comment Share on other sites More sharing options...
Dwarfy Posted November 26, 2016 Share Posted November 26, 2016 Found a slight annoyance with 1.0.2 already, sorry!!! I had flags on Iota and Ceti. The Ceti flag is now on Iota and the Iota flag is now on Niven. My relay sat around Niven is gone completely too. Not game breaking by any stretch, just a heads up for anyone else updating who may have bases etc. Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted November 26, 2016 Share Posted November 26, 2016 On 11/26/2016 at 12:20 PM, Dwarfy said: I had flags on Iota and Ceti. The Ceti flag is now on Iota and the Iota flag is now on Niven. My relay sat around Niven is gone completely too. Expand The GPP bodies are "randomly" assigned an index value each time they are compiled. So, when you upgrade these values will change. The Kopernicus configs should include the "flightGlobalsIndex" parameter to keep the index values always the same. Quote Link to comment Share on other sites More sharing options...
Dwarfy Posted November 26, 2016 Share Posted November 26, 2016 On 11/26/2016 at 12:29 PM, Phineas Freak said: The Kopernicus configs should include the "flightGlobalsIndex" parameter to keep the index values always the same. Expand So my flag movements would have been caused through updating Kopernicus rather than this pack? Forgive my lack of knowledge on all this, I'm new to playing any game with mods, and appreciate the help. Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted November 26, 2016 Share Posted November 26, 2016 @Dwarfy Probably. I fondly remember having the same issues with RSS and later on with RSS Expanded: crafts moving from one body to another (one craft was moved Phobos to Saturn for example) or getting wiped out, contracts referencing a body were changed to reference a different body etc. Quote Link to comment Share on other sites More sharing options...
Dwarfy Posted November 26, 2016 Share Posted November 26, 2016 Ah well, lesson learned. i guess I'll just have to land the little suckers there all over again!! Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 26, 2016 Author Share Posted November 26, 2016 (edited) On 11/26/2016 at 1:37 PM, Dwarfy said: Ah well, lesson learned. i guess I'll just have to land the little suckers there all over again!! Expand As @Phineas Freak said the flightglobalindex should be in the cfgs. Unfortunately its not in GPP. I was under the impression that the flightglobalindex was irrelevant now. I will add it if it is still a necessary thing. Edited November 26, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 26, 2016 Author Share Posted November 26, 2016 (edited) On 11/26/2016 at 1:37 PM, Dwarfy said: Ah well, lesson learned. i guess I'll just have to land the little suckers there all over again!! Expand Im uploading now. If the flightGlobalsIndex is still relevant, this problem shouldnt happen again.. Shouldn't... i dont have time to test it This will require a fresh game though. i just loaded my save after making the changes and I now have a ship standing by for launch...on Icarus Edited November 26, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 26, 2016 Share Posted November 26, 2016 Lol! @Galileo Incoming Tarsiss hype! In Gauss system you never have to go far to get every other world to show themselves and pose for pics.... except maybe if you're landed on Catullus. Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 26, 2016 Author Share Posted November 26, 2016 (edited) On 11/26/2016 at 5:04 PM, JadeOfMaar said: Lol! @Galileo Incoming Tarsiss hype! In Gauss system you never have to go far to get every other world to show themselves and pose for pics.... except maybe if you're landed on Catullus. Expand WAIT AN IMGUR ALBUM!!!???? Edited November 26, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 26, 2016 Share Posted November 26, 2016 @Galileo Yes but no. I manually resize the pics underneath. Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 26, 2016 Author Share Posted November 26, 2016 On 11/26/2016 at 5:29 PM, JadeOfMaar said: @Galileo Yes but no. I manually resize the pics underneath. Expand Very smart... works like an album Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 26, 2016 Share Posted November 26, 2016 On 11/26/2016 at 5:42 PM, Galileo said: Very smart... Expand And fairly tedious....but far better than a wall of pics. Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 26, 2016 Author Share Posted November 26, 2016 (edited) UPDATE (did not warrant a version change) Added flightGlobalsIndex to planet cfgs. This is potentially save breaking, but will allow you to update the mod in the future without vessels being placed around random bodies or disappearing. Sorry for the inconvenience.. but you are welcome for the future convenience (this might change in the future again) ENJOY! DOWNLOAD Edited November 26, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
RepublicOfMars Posted November 26, 2016 Share Posted November 26, 2016 Best. solar system mod. Ever. Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 26, 2016 Author Share Posted November 26, 2016 (edited) On 11/26/2016 at 12:29 PM, Phineas Freak said: The GPP bodies are "randomly" assigned an index value each time they are compiled. So, when you upgrade these values will change. The Kopernicus configs should include the "flightGlobalsIndex" parameter to keep the index values always the same. Expand Well, kopernicus automatically issues the index numbers at the start of a new game and stays persistent throughout updates unless something changes on a celestial body. After thinking about it, the reason people experienced moved or missing vessels was because I had to change the templates of some planets due to them losing oceans and others gaining them. That is what caused the issue. It was a knee jerk reaction on my part to update and add the flightglobalindex to the cfgs because they are not necessary anymore and it might cause some incompatibilities with other planet packs if they use the same index number. I will likely have to update again in the near future to remove them, breaking saves again, but for now, I'll leave it in. There is always the chance that my index numbers won't conflict with anything. If that's the case, then I won't have to worry about anything. Edited November 26, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 27, 2016 Share Posted November 27, 2016 Hey - I am trying to use Sigma Dimensions to scale up the solar system. I am using the following settings: // Base Settings SigmaDimensions { Resize = 10 Rescale = 11 Atmosphere = 1 dayLengthMultiplier = 4 } // Advanced Settings @SigmaDimensions { geeASLmultiplier = 1 landscape = 1 atmoVisualEffect = 1 resizeScatter = 1 CustomSoISize = 0 CustomRingSize = 10 atmoASL = 1 tempASL = 1 scanAltitude = 1 } This should make everything realistic scale while keeping rings from being inside the planet. What I am not sure about is the atmospheres. Could I find the scale heights anywhere? That way, I can write my own pressure curves to keep the atmosphere heights reasonable instead of hitting a wall at 70km. I know in stock scale the exponential curve is truncated somehow, and I want to avoid this to make re-entry more realistic. Also, any suggestions for the landscape? Having a volcano 30km high is epic, but slightly worrying for when I am re-entering. Thanks for any ideas you guys have! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 27, 2016 Share Posted November 27, 2016 @Galileo will provide official Sigma Dimensions support very soon @MaxL_1023. Please be patient. Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 27, 2016 Share Posted November 27, 2016 (edited) I'll just mess around with the 30km volcanoes then. I want a reason to make 5000 ton rockets besides trying to knock Gael off its orbit. Also, the clouds are in space now. I need more practice with this... Edited November 27, 2016 by MaxL_1023 Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted November 27, 2016 Share Posted November 27, 2016 RocketPCGaming is doing a Twitch stream right now Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 27, 2016 Author Share Posted November 27, 2016 On 11/27/2016 at 12:49 AM, SkyKaptn said: RocketPCGaming is doing a Twitch stream right now Expand Link? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 27, 2016 Share Posted November 27, 2016 https://www.twitch.tv/rocketpcgaming He's streaming a career on GPP. Quote Link to comment Share on other sites More sharing options...
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