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[1.6.1 | 1.5.1 | 1.4.5 | 1.3.1] The World Beyond Development Thread [v1.1.1 - 2018-10-31]


TheProtagonists

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On 6/25/2018 at 3:20 AM, Nyarlathotep- said:

Well, trying to use the whole mod didnt make my computer explode, I just couldnt start a new save or use an old one. 

maybe if you change your avatar you would explode less

anyway I will have to need your log, a screenshot of your GameData folder and the inside of your TheWorldBeyond folder to see your problem

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On 6/29/2018 at 5:38 AM, TheProtagonists said:

maybe if you change your avatar you would explode less

anyway I will have to need your log, a screenshot of your GameData folder and the inside of your TheWorldBeyond folder to see your problem

I figured out that I installed it wrong, after correcting this error I just had now FPS.

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6 hours ago, Nyarlathotep- said:

I figured out that I installed it wrong, after correcting this error I just had now FPS. 

Make sure you are using the newest kopernicus for either 1.3.1 or 1.4.3

The earlier versions had a huge frame rate problem.

You can also try disabling some scatterer effects.

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5 hours ago, TheProtagonists said:

Make sure you are using the newest kopernicus for either 1.3.1 or 1.4.3

The earlier versions had a huge frame rate problem.

You can also try disabling some scatterer effects.

The problem is a combination of trying to use scatterer and EVE on my 8-9 year old laptop.

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  • 2 weeks later...
On 7/20/2018 at 1:41 AM, MrFancyPL said:

Hello, I have the problem that asteroids spawn only in the solar systems provided by this mod. Is it a general bug or only I have it ?

I have seen others having the same issue.

The problem seems to be that the asteroid config caused too many asteroids to spawn and surpressed the ones for stock system.

Will be fixed with the upcoming patch 1.0.1

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On 7/28/2018 at 2:41 AM, Leouch said:

Anyone else have low sim speed and fps with full mod? I have 15fps during spaceship building, in flight and in map mode. 

Xeon1230v2, gtx970, 32GB ram. I play without graphic mods.

CPU and GPU aren't that relevant here, since KSP doesn't utilize them that well.

Make sure you are using the latest kopernicus (either for 1.4.3 or 1.3.1), as a few versions ago there was a huge frame drop problem.

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17 minutes ago, TheProtagonists said:

CPU and GPU aren't that relevant here, since KSP doesn't utilize them that well.

Make sure you are using the latest kopernicus (either for 1.4.3 or 1.3.1), as a few versions ago there was a huge frame drop problem.

You need to use the latest Kopernicus for your version of KSP.

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  • 2 weeks later...

Due to my horrible working efficiency as I work on the upcoming 1.1 update, which I hope to release by the end of this month.

1.1 will be mostly adjustments on star orbits:

  • Moving the cluster closer to the sun, from the current 42Tm down to 12Tm or less.
  • Antenna strengths will be tweaked in accordance to the change above.
  • Using the new period feaeture in kopernicus 1.4.5-2 to make Dawn almost static.
  • Compress the cluster in the term of the distance between the stars (and their SOI) by somewhere near 10x to become IC certified
  • Fixing some tpyos and making more references.
  • Change the name of Guardian to Sentry due to an existing object with the same name in After Kerbin.
Edited by TheProtagonists
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BKUtgFU.jpg

5QULUIZ.jpg

 

Dawn cluster now compressed by about 10x and only 12Tm from the sun

planets of Dawn and Eon were moved in by about 5x

planets of Oblivion moved in by 2x

brightness and gravity of stars (and sunflare size) are also reduced to account for those changes

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Update v1.1.0

Github Download

 

v1.1 "Bridging Azure"
2018-08-24

+Dawn is now made "static" using the new period feature
+3 new flags
+more loading screen tips
+made more references

*compatible with Kopernicus 1.4.5-4, backport 1.3.1-13
*moved the Dawn Cluster much closer to the sun (42Tm to the current 12Tm), and compressed the cluster by moving the stars roughly 10 times closer and shrinking their SOI by 10 times
*adjusted the orbit of many objects in accordance of the change above

*adjusted the antenna stats, reduced the smallest and largest antennas' range, increased all antenna's EC storage and EC usage
*renamed Guardian to Sentry due to the name being already taken by AK
*corrected the license on KSPI parts
*adjusted asteroid spawn rates for all systems
*fixing numerous tpyos

Edited by TheProtagonists
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2 hours ago, MrFancyPL said:

Unfortunately, still asteroids do not spawn near Kerbin. I can send you a film proving it if you want.

Keep time warping forward and see if some would show up eventually.

I'm considering to continue decreasing asteroid spawn limits if everyone is reporting the same problem.

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Just now, TheProtagonists said:

Keep time warping forward and see if some would show up eventually.

I'm considering to continue decreasing asteroid spawn limits if everyone is reporting the same problem.

I warped 1 year foward and 15 asteroids spawned in TWB systems and near Kerbin only one spawned at the beginning of save, after it dissapeared no other were seen

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  • 3 weeks later...

Just found out that all of the .version files are written incorrectly...

So I will be keeping a note to self for fixes in 1.1.1 or 1.2:

  • Correctly rewrite the version files
  • further decrease asteroid spawn rate
  • custom star orbit icons
Edited by TheProtagonists
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On 9/16/2018 at 2:20 AM, TheProtagonists said:

Just found out that all of the .version files are written incorrectly...

So I will be keeping a note to self for fixes in 1.1.1 or 1.2:

  • Correctly rewrite the version files
  • further decrease asteroid spawn rate
  • custom star orbit icons

I have also found that TWB messes with Kerbnet, and makes it completely unuseful.

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1 hour ago, MrFancyPL said:

I have also found that TWB messes with Kerbnet, and makes it completely unuseful.

That's a fault of Squad, not of this mod (though, the mod can stop provoking the bug). KerbNet breaks when resources for ISRU are added to an install. I can tell @TheProtagonists what to do about it. Also, you can install SCANsat and Waypoint Manager, which together are what KerbNet compares to but the mods are far superior to it.

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  • 4 weeks later...

Update v1.1.1

Also on CKAN!

Github Download

 

v1.1.1 "Bridging Azure" Patch 1
2018-10-31

+custom orbit icons for all stars
+4 new flags
+more loading screen tips
+sunflare licenses
+made more references

*completely remade Barrier's pulsar jets
*increased Dawn's orbital period so it's even more static
*corrected AVC version checking, removed version file for each system so now the entire TWB folder have only one central version file
*adjusted and recolored the orbits of planets of Eon
*disabled new shader on Oblivion's rings so it is much more visible
*tilted Amaterasu's ring so it looks nicer, and tilted its moons' orbits
*further reduction to asteroid spawn rate for all systems
*fixed numerous tpyos

Edited by TheProtagonists
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  • 3 weeks later...

Summery of recent changes as I work towards 1.2:

 

Changes to the orbit of many bodies, mostly to make them more eccentric and less boring

All planets of Eon are now tilted about 15 degrees

Planets of Wall are now on nearly polar orbits

Removed Cerberus and Baldr, I didn't like how they look and their role in the system, so two completely different bodies under these two names will be added in the update to replace those

Drastically better sun flares:

iFQy0Qq.jpg

A polar ring for Nyarlathotep:

6CNcrcg.jpg

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  • 3 weeks later...
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