Gameslinx Posted November 12, 2017 Author Share Posted November 12, 2017 (edited) 3 hours ago, agrock said: Secondly: space center seems to *always* experience dawn despite time warp going entire days ahead Intended. The planet is tidally locked to the star - it will ALWAYS be dawn. 3 hours ago, agrock said: I found a delta-v map on Before Kerbin thread. Could you post a map for this mod? I'll ask my mate to work on one if he has time. I can't do this myself, i don't know how 3 hours ago, agrock said: mission control (the ground station) is at wrong location Shall fix. Will apply a remoteTech patch to move "mission control" for next update. Thanks Edited November 12, 2017 by Gameslinx Quote Link to comment Share on other sites More sharing options...
RobFalcon Posted November 13, 2017 Share Posted November 13, 2017 So... an image has come to mind when looking at the planets of this mod which is a little terrifying, but also kinda awesome. I thought I'd share it here, see if anyone else sees what I see. (Or maybe if the connection was intentional, given the name.) When looking at Reaper, especially in the trailer footage when the planet is first shown, I get a very odd Grim Reaper like vibe. The way the clouds spin along, partly obscuring the surface below, it's almost like looking through a tattered cloak at the bones beneath. @Gameslinx Congratulations on making some AMAZING planet packs. I know your first pack, GPO, will have compatibility with KSS. Any chance BK and AK might as well? (Yes, I know this means we'd have what amounts to four modded Kerbol systems within KSS, but I, for one, would be perfectly fine with that. ) Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted November 13, 2017 Author Share Posted November 13, 2017 5 hours ago, RobFalcon said: Any chance BK and AK might as well? I hope so I'll need to make some configs myself instead of leaving it up to Starcrusher this time Thanks Quote Link to comment Share on other sites More sharing options...
agrock Posted November 13, 2017 Share Posted November 13, 2017 There is another reason why I complained about ground station misplaced. Now I have problems deorbiting at exactly where the runway is. Unless one puts a flag or waypoint or something, the space center is not marked on the map. Its like landing your shuttle in some Roswell village by just looking out the window. Meaning there is workaround but it is there. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted November 13, 2017 Author Share Posted November 13, 2017 57 minutes ago, agrock said: There is another reason why I complained about ground station misplaced. Now I have problems deorbiting at exactly where the runway is. Unless one puts a flag or waypoint or something, the space center is not marked on the map. Its like landing your shuttle in some Roswell village by just looking out the window. Meaning there is workaround but it is there. All mods have this problem, and to be fair I like it. You must remember where KSC is, as it is never marked on any map on any planet - even on kerbin. It's really easy to find in After Kerbin - it's on the very edge of daylight. If you look facing the sun so that Solitude's night side is facing the camera, KSC is on the right side. Please be patient, there is an update in the works. Quote Link to comment Share on other sites More sharing options...
light_odin5 Posted November 19, 2017 Share Posted November 19, 2017 (edited) heyy, first of i all i love the planet pack but i have run into one small issue:in my game the ground station node for remote-tech is located on the opposite side of the planet in relation to the space center any ideas on how to fix this? edit: sorry i saw the comment at the top of the place Edited November 19, 2017 by light_odin5 Quote Link to comment Share on other sites More sharing options...
Deddly Posted November 22, 2017 Share Posted November 22, 2017 Off-topic politics removed. Quote Link to comment Share on other sites More sharing options...
electricpants Posted November 25, 2017 Share Posted November 25, 2017 (edited) Aridos-cyclitis Also, none of the planets should be tidally locked to Archangel, as it still has the same mass, its just bigger, so it doesn't pull on the planets any harder than it used to. Edited November 25, 2017 by electricpants Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted November 25, 2017 Author Share Posted November 25, 2017 2 hours ago, electricpants said: Aridos-cyclitis Also, none of the planets should be tidally locked to Archangel, as it still has the same mass, its just bigger, so it doesn't pull on the planets any harder than it used to. Over time, it has slowed the rotation of the inner planets because the mass is "closer" to them than before. Only Solitude is tidally locked Quote Link to comment Share on other sites More sharing options...
electricpants Posted November 25, 2017 Share Posted November 25, 2017 12 hours ago, Gameslinx said: because the mass is "closer" to them than before. Only Solitude is tidally locked Well the mass is more spread out, so what I said still applies. And if you're going with your logic then why is only Solitude locked? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 1, 2017 Author Share Posted December 1, 2017 Things planned for the upcoming update: 1. Update Gameslinx' Planet Overhaul 2. Update Before Kerbin 3. Begin updating After Kerbin (This mod) _____________________________________________- 1. Correct mass and radius for Reaper to bring it closer to more realistic standards 2. Bug corrections, such as the heating and light intensity of Archangel 3. Attempts at optimizations for Mac/Linux systems and older systems 4. Graphical changes in EVE and Scatterer in preparation for their respective updates 5. You can suggest some changes yourselves if you feel inclined to. I won't be adding more planets, though, but some QOL things that I've overlooked would be nice to hear at some point. Quote Link to comment Share on other sites More sharing options...
IggyHitokage Posted December 2, 2017 Share Posted December 2, 2017 Just a warning, do not use Extrasolar's "EVO" configs in conjunction with After Kerbin, I made that mistake and it caused a horrific memory leak due to Scatterer looking for bodies that don't exist anymore. Been fiddling with it for the last half hour or so to see if I can get them working together. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 2, 2017 Author Share Posted December 2, 2017 24 minutes ago, IggyHitokage said: Just a warning, do not use Extrasolar's "EVO" configs in conjunction with After Kerbin, I made that mistake and it caused a horrific memory leak due to Scatterer looking for bodies that don't exist anymore. Been fiddling with it for the last half hour or so to see if I can get them working together. Yeah. There's 0 use in adding external visuals (such as AVP) to After Kerbin, since none of the stock planets are in the game anymore. That's why I made my own Quote Link to comment Share on other sites More sharing options...
IggyHitokage Posted December 2, 2017 Share Posted December 2, 2017 Just now, Gameslinx said: Yeah. There's 0 use in adding external visuals (such as AVP) to After Kerbin, since none of the stock planets are in the game anymore. That's why I made my own Well, Extrasolar is its own planet pack, but its scatterer configs include settings for not only its own system, but for the stock system as well. I assume this is due to the light cast from the planet pack's star on the stock system. After some fiddling I've managed to make them both function together, but I think the functionality of using Valentine's light on the After Kerbin system wouldn't work without someone with much more experience editing the config files. Oh well, Archangel is definitely red enough. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 2, 2017 Author Share Posted December 2, 2017 1 hour ago, IggyHitokage said: I think the functionality of using Valentine's light on the After Kerbin system wouldn't work without someone with much more experience editing the config files. Oh well, Archangel is definitely red enough I'm quite sure Scatterer doesn't support multiple light sources shining onto the atmosphere, EG separate stars? If i'm wrong, please send me a screenshot. I'd love to be able to implement this in one of my other planet packs. Thank you Quote Link to comment Share on other sites More sharing options...
IggyHitokage Posted December 2, 2017 Share Posted December 2, 2017 (edited) 6 minutes ago, Gameslinx said: I'm quite sure Scatterer doesn't support multiple light sources shining onto the atmosphere, EG separate stars? If i'm wrong, please send me a screenshot. I'd love to be able to implement this in one of my other planet packs. Thank you Ah, that's my inexperience talking then. I saw the configs and just assumed that that was what was going on! Edit: Rereading over the config, yeah, they're using Sun as the main celestial lightsource, so no, no multiple lightsources. Note to self: don't assume while half awake! Edited December 2, 2017 by IggyHitokage Quote Link to comment Share on other sites More sharing options...
Manny2002 Posted December 8, 2017 Share Posted December 8, 2017 My runway is glitched, all my planes start IN the mountain,anything i can do to fix it? https://imgur.com/a/OcXCK Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 8, 2017 Author Share Posted December 8, 2017 4 hours ago, Manny2002 said: My runway is glitched, all my planes start IN the mountain,anything i can do to fix it? https://imgur.com/a/OcXCK Turn your terrain and texture quality up in the settings on the main menu. Quote Link to comment Share on other sites More sharing options...
stuChris Posted December 12, 2017 Share Posted December 12, 2017 (edited) im having an odd bug with this mod where no matter where any unmanned craft i use is, it wont connect to the KSC... is this intended, or a bug, or have i messed something up? i get the same problem with before kerbin too EDIT: this is in 1.3.0, forgot to mention Edited December 12, 2017 by stuChris Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 12, 2017 Author Share Posted December 12, 2017 6 hours ago, stuChris said: im having an odd bug with this mod where no matter where any unmanned craft i use is, it wont connect to the KSC... is this intended, or a bug, or have i messed something up? i get the same problem with before kerbin too EDIT: this is in 1.3.0, forgot to mention If you're using remote tech (mod) the KSC ground station if on the wrong side of the planet. This will be fixed in a future update Quote Link to comment Share on other sites More sharing options...
Hs.Panda Posted December 12, 2017 Share Posted December 12, 2017 so......why 4 billion years from now? is there like some kerbal back story or did you just update the graphics of all the planets and decide to make it sound cooler by adding the 4billion years from now thing? it seems like there is some kerbal back story or something involved. Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted December 12, 2017 Share Posted December 12, 2017 13 minutes ago, Hs.Panda said: so......why 4 billion years from now? is there like some kerbal back story or did you just update the graphics of all the planets and decide to make it sound cooler by adding the 4billion years from now thing? it seems like there is some kerbal back story or something involved. He changed the planets to what he thought they would be like in 4 billion years. Quote Link to comment Share on other sites More sharing options...
DiscoveryPlanet Posted December 12, 2017 Share Posted December 12, 2017 On 12/2/2017 at 4:45 AM, Gameslinx said: Things planned for the upcoming update: 1. Update Gameslinx' Planet Overhaul 2. Update Before Kerbin 3. Begin updating After Kerbin (This mod) _____________________________________________- 1. Correct mass and radius for Reaper to bring it closer to more realistic standards 2. Bug corrections, such as the heating and light intensity of Archangel 3. Attempts at optimizations for Mac/Linux systems and older systems 4. Graphical changes in EVE and Scatterer in preparation for their respective updates 5. You can suggest some changes yourselves if you feel inclined to. I won't be adding more planets, though, but some QOL things that I've overlooked would be nice to hear at some point. getting excited update for BEFORE KERBIN Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted December 12, 2017 Share Posted December 12, 2017 On 12/1/2017 at 3:45 PM, Gameslinx said: Attempts at optimizations for -snip- older systems Cool! I don't think I noticed this part of the post before... Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 12, 2017 Author Share Posted December 12, 2017 3 hours ago, Hs.Panda said: so......why 4 billion years from now? is there like some kerbal back story or did you just update the graphics of all the planets and decide to make it sound cooler by adding the 4billion years from now thing? it seems like there is some kerbal back story or something involved. This is not a simple texture change. All the planets have been designed and recreated (USING NONE OF THE STOCK ASSETS) to look as if they were in the future. However, the textures are much better than stock's horrible ones - at least in my opinion. Quote Link to comment Share on other sites More sharing options...
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