Galileo Posted December 6, 2016 Author Share Posted December 6, 2016 28 minutes ago, Poodmund said: The heightmap had a noticeable seam at the adjoining edges of the texture. When you offset the image by 50% horizontally you get a big weird seam stripe down the middle! I fixed the issue with a little brushing, cloning, blending, merging, burning, dodging and healing (haha)... and issued a pull request with the new texture. I'll merge it into the Master branch. It will screw up any existing craft that may happen to be landing on that, like, 20 pixel wide strip but hey ho! Go ahead and push it, I thought I fixed em all.. Thanks for that! 27 minutes ago, TheRagingIrishman said: In @JadeOfMaar's installation instructions they say "If you don't use Scatterer, merge the GameData folder inside Alternate Ciro cfg folder". What I was asking you for was a way to download just Galileos.Planet.Pack/Optional Mods instead of having to get the entire thing (so that if I wanted to change which of the optional mods I use with GPP it would be a much smaller download). Hope that clears it up. Thanks for a great planet mod. All you had to do was delete scatterer and add the alternate Ciro cfg. But as JadeOfMaar said, a separate folder probably won't happen. It would just create more issues with people trying to go download things separately and not use the version made for GPP and then I would be hit with a bunch of "hey why dis no work" comments.. Quote Link to comment Share on other sites More sharing options...
Dwarfy Posted December 6, 2016 Share Posted December 6, 2016 (edited) Not sure if I should post this here or in the remote tech thread, but anyway here goes. I just started using remote tech and have run into an issue. It seems to place mission control on Icarus rather than Gael. This leaves me with no probe control at the launchpad, even with the big assed antenna. I copied the default_settings.cfg from the GPP RemoteTech folder and replaced the one in the RenoteTech mod folder, and started a new game. Any suggestions? Should I be asking the RemoteTech people instead? EDIT - Found the solution a few pages back, I need to remember the search button is up the top of the page. A quick edit of the cfg file to have Gael as body 5 fixed it. Wish there was a delete post button!! Edited December 6, 2016 by Dwarfy I'm an idiot Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted December 7, 2016 Share Posted December 7, 2016 @Galileo I concur with Dwarfy, remotetech puts the mission control on Icarus, also with just one red dot, not many Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 7, 2016 Share Posted December 7, 2016 (edited) @Dwarfy @The-Doctor The flight globals index of all planets were changed (in which Icarus is now 1, not Gael, which causes things orbiting Gael to teleport to Icarus). RT is confirmed working proper with 7 Gael stations for the next release. Edited December 7, 2016 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Dwarfy Posted December 7, 2016 Share Posted December 7, 2016 Well I'm glad I keep backups of everything I download. I updated to ksp 1.2.2 and Kopernicus doesn't work making this whole mod not work. Looks like staying in 1.2.1 is the only way to continue trying to conquer this fantastic planetary system at this point Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted December 7, 2016 Share Posted December 7, 2016 @Galileo I discovered a bug, on Lili, when I touched it, I sank into it and exploded. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 7, 2016 Share Posted December 7, 2016 @Dwarfy Kopernicus is version-locked. Anyone who uses planet mods should never jump on a KSP update until Kopernicus is ready for that game version. @The-Doctor That has to be a random glitch due to the game itself, like when engines decide to fall off or pop off during my spaceplane launches. Quote Link to comment Share on other sites More sharing options...
Dwarfy Posted December 7, 2016 Share Posted December 7, 2016 11 minutes ago, JadeOfMaar said: @Dwarfy Kopernicus is version-locked. Anyone who uses planet mods should never jump on a KSP update until Kopernicus is ready for that game version. @The-Doctor That has to be a random glitch due to the game itself, like when engines decide to fall off or pop off during my spaceplane launches. Learn something everyday from you guys!! cheers Quote Link to comment Share on other sites More sharing options...
BlueCat Posted December 7, 2016 Share Posted December 7, 2016 @Dwarfy Kopernicus is version-locked. Anyone who uses planet mods should never jump on a KSP update until Kopernicus is ready for that game version. Let this be a lesson to me to make a backup of my KSP install once I get a mod pack that I like installed. I just never learn. Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted December 7, 2016 Share Posted December 7, 2016 Kopernicus was already updated an hour ago. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted December 8, 2016 Share Posted December 8, 2016 I have some pretty updates planned for some bodies in future patches to allow you to scan your biomes with KerbNet in super-fashion style. Get hyped! Quote Link to comment Share on other sites More sharing options...
ErickPichler Posted December 8, 2016 Share Posted December 8, 2016 18 hours ago, Nansuchao said: Kopernicus was already updated an hour ago. I've tested it and so far its working! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 8, 2016 Share Posted December 8, 2016 (edited) 15 hours ago, Poodmund said: I have some pretty updates planned for some -snip- super-fashion style. Get hyped! Tweakscale and the ancient NEBULA (decals) no longer required. Edited December 8, 2016 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
OhioBob Posted December 8, 2016 Share Posted December 8, 2016 For those of you playing upsized versions of GPP, please note that a new release of Sigma Dimensions is available. The new version includes a better way of resizing atmospheres. Quote Link to comment Share on other sites More sharing options...
ArkaelDren Posted December 8, 2016 Share Posted December 8, 2016 Evening Jade, Gal, I have a quick question with a shadow issue I am having. Seems as though I get the cross shaped shadows on runway lights, landing gear. Also if your in the starting screen floating above KSP Central, I have shadow sections based on the angle of the sun, that slowly wander across the ground/landscape. I'm sure this is happening to others, but couldn't find any direct info on the shadow glitches. Is this a problem that is being resolved, or am I doing something wrong. Didn't include any Logs, or pictures because I simply don't know how to attach them. Saw the same issue on a recent Scott M video, so I'm assuming this is not an isolated deal. Someone can just confirm its a bug that is getting worked on and I wont need to wonder WTH I'm doing wrong, then get on with a more worry free game session. Thx again for your great work guys, visual eye candy that's stunning and a huge improvement over stock. Quote Link to comment Share on other sites More sharing options...
Galileo Posted December 8, 2016 Author Share Posted December 8, 2016 2 minutes ago, ArkaelDren said: Evening Jade, Gal, I have a quick question with a shadow issue I am having. Seems as though I get the cross shaped shadows on runway lights, landing gear. Also if your in the starting screen floating above KSP Central, I have shadow sections based on the angle of the sun, that slowly wander across the ground/landscape. I'm sure this is happening to others, but couldn't find any direct info on the shadow glitches. Is this a problem that is being resolved, or am I doing something wrong. Didn't include any Logs, or pictures because I simply don't know how to attach them. Saw the same issue on a recent Scott M video, so I'm assuming this is not an isolated deal. Someone can just confirm its a bug that is getting worked on and I wont need to wonder WTH I'm doing wrong, then get on with a more worry free game session. Thx again for your great work guys, visual eye candy that's stunning and a huge improvement over stock. It's caused by eve cloud shadows. Disable those in the EVE GUI and the issue goes away. Shadow material is the parameter you are looking for. Quote Link to comment Share on other sites More sharing options...
Galileo Posted December 9, 2016 Author Share Posted December 9, 2016 (edited) Hide contents Hide contents Hide contents Edited December 9, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
Jim Kernan Posted December 9, 2016 Share Posted December 9, 2016 Lol!! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 9, 2016 Share Posted December 9, 2016 (edited) On 11/25/2016 at 8:52 PM, ProtoJeb21 said: @Galileo Add GPP pages to Kopernicus Planet Wiki, we must. http://outer-planets.wikia.com/wiki/Planet_Packs On 11/25/2016 at 9:09 PM, Galileo said: I added it a few weeks ago but the site wont let me update the link to the new thread It has begun ...That was fixed by the way Edited December 9, 2016 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
ErickPichler Posted December 10, 2016 Share Posted December 10, 2016 That mix, Scatterer/EVE is sooooooo beautiful! Thx @Galileo Spoiler Spoiler Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted December 10, 2016 Share Posted December 10, 2016 Heading out to conquer Iota under two banners in semi-fresh career. Quote Link to comment Share on other sites More sharing options...
thecross Posted December 10, 2016 Share Posted December 10, 2016 Is it possible for this mod to include: Level 3 runway texture's numbering reflects reality... instead of the runway saying "09" and "27" it would represent actual alignment, such as the texture indicates "06" and "24" or similar? Quote Link to comment Share on other sites More sharing options...
Norcalplanner Posted December 10, 2016 Share Posted December 10, 2016 4 hours ago, thecross said: Is it possible for this mod to include: Level 3 runway texture's numbering reflects reality... instead of the runway saying "09" and "27" it would represent actual alignment, such as the texture indicates "06" and "24" or similar? This touch would actually be pretty awesome. No idea how easy or hard it is to do, though. Quote Link to comment Share on other sites More sharing options...
Galileo Posted December 10, 2016 Author Share Posted December 10, 2016 4 hours ago, thecross said: Is it possible for this mod to include: Level 3 runway texture's numbering reflects reality... instead of the runway saying "09" and "27" it would represent actual alignment, such as the texture indicates "06" and "24" or similar? 8 minutes ago, Norcalplanner said: This touch would actually be pretty awesome. No idea how easy or hard it is to do, though. no probably wont happen, but the KSC will be facing the cardinal directions in coming update Quote Link to comment Share on other sites More sharing options...
Norcalplanner Posted December 10, 2016 Share Posted December 10, 2016 Just now, Galileo said: no probably wont happen, but the KSC will be facing the cardinal directions in coming update I both appreciate and am just a tiny bit sad about this change. I'll probably get over it in about two minutes or so. Ooooo! Just realized that it will make final approach for spaceplanes a bit harder with the cliffs. Something fun to try! Quote Link to comment Share on other sites More sharing options...
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