PrimeDirective96 Posted December 22, 2022 Share Posted December 22, 2022 Nice hidden gem of a pack you got here. I love Petrichor, can't quite put my finger on why, it just seems eerie and mysterious, and it's gorgeous to look at. Will this ever get Scatterer support? It looks great as is, but with scatterer it would look amazeballs. Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted December 22, 2022 Author Share Posted December 22, 2022 thanks! yes, I am currently trying to figure out how to get Scatterer to work with the planets, i tried copying kerbin's scatterer config but that broke scatterer Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted December 25, 2022 Author Share Posted December 25, 2022 Ok, I have added a LOT of sciencedefs to the bodies for the newest update. I havent done all of the experiments for each body, but i did quite a lot, and it adds a bit to the lore! Quote Link to comment Share on other sites More sharing options...
Sky Kerman Posted December 25, 2022 Share Posted December 25, 2022 20 minutes ago, JcoolTheShipbuilder said: Ok, I have added a LOT of sciencedefs to the bodies for the newest update. I havent done all of the experiments for each body, but i did quite a lot, and it adds a bit to the lore! Oh cool! Can’t wait to look at ‘em! Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted December 28, 2022 Author Share Posted December 28, 2022 Ok, the newest update DOES change Petrichor's terrain, mainly the smooth lowlands and the weird north to south mountain range. Be careful if you have any crafts in those areas when updating! Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted December 28, 2022 Author Share Posted December 28, 2022 The update to Petrichor was overall fixing the enormous quantity of seams I didnt expect to see when opening up the texture file to fix a few seams I saw The next update will include a texture rework of Termania, fixing seams n stuff And hopefully a bunch of biome maps too Quote Link to comment Share on other sites More sharing options...
Sky Kerman Posted December 28, 2022 Share Posted December 28, 2022 1 hour ago, JcoolTheShipbuilder said: The update to Petrichor was overall fixing the enormous quantity of seams I didnt expect to see when opening up the texture file to fix a few seams I saw The next update will include a texture rework of Termania, fixing seams n stuff And hopefully a bunch of biome maps too Cool! Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted December 30, 2022 Author Share Posted December 30, 2022 Ok, I successfully added a texture t- wait I need to replace a bunch of placeholder textures with my own stuff before releasing next version... So yea.. I.. screwed up the kerbin template REAL BAD.. Anyways... I solved the issues with terrain n stuff, then I figured out why the flareReplacer wasnt working (it was config names.. had to change the stars config name and not the flare replacer config reference or it would brick the game), and figured out how to completely replace the sun! Unfourtinatley, the star eclipsing each other issue is because of kopernicus multistar plugin not working properly Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted December 30, 2022 Author Share Posted December 30, 2022 Hm.. I have decided that the lowlands biome on Hados is actually 'Exposed Mantle', where sections of the planet's mantle are directly exposed and cooled to a solid.. barely. And in these areas, there will be very high concentrations of ores and stuff, however the tricky bit is that its a very difficult planet to get off of, requiring about 7km/s of delta V to get to orbit, and the gravity and atmo losses are intense.. soo.. yea.. Very valuable planet, just very hard and dangerous Basically, I am pretty much adding a reason to go to Hados if you have more resource mods installed Quote Link to comment Share on other sites More sharing options...
Sky Kerman Posted December 31, 2022 Share Posted December 31, 2022 Cool! Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted December 31, 2022 Author Share Posted December 31, 2022 Updated! Solved a bunch of glitches n stuff Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted January 2, 2023 Author Share Posted January 2, 2023 I am adding a custom hybrid electric scramjet to make SSTOs easier at Temporalis. It is a dual mode engine, an electric fan mode that produces 226kN of static thrust up to about mach 2 (it stops at mach 2.2), and the hybrid scramjet, which uses liquidfuel as well (technically the fan mode always runs), and it produces about 2600kN of static thrust, BUT the thrust of this engine drops off with atmospheric pressure until it is about 500kN at 2200m/s and 20km on Temporalis. While this engine seems quite OP, it *does* take a crapton of electric charge to run due to the fan. It does currently take about 20ec/s, which is less than 1/10 of the actual power draw. It is lowered for stock electric systems. I may balance it more by increasing the electric charge consumption. This engine is really only useful around Temporalis as it needs a big battery bank, and on other oxygen worlds, RAPIERS could just be used. Also, it cannot be used on Hados due to lack of oxygen. And it is actually possible to get a fully stock SSTO around Temporalis, but I have had trouble getting to low orbit with more than 100 liquidfuel left Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted January 9, 2023 Author Share Posted January 9, 2023 Ok, the mod is officially released! I will add the scatters later Quote Link to comment Share on other sites More sharing options...
James Kerman Posted January 9, 2023 Share Posted January 9, 2023 1 hour ago, JcoolTheShipbuilder said: Ok, the mod is officially released! Congratulations, thread moved from Add-on Development to Add-on Releases. Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted January 10, 2023 Author Share Posted January 10, 2023 20 hours ago, James Kerman said: Congratulations, thread moved from Add-on Development to Add-on Releases. thanks! Also, I added a spacedock link, and I did select 'add to CKAN' when uploading it, so I think i got it there too Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted January 11, 2023 Share Posted January 11, 2023 On 2/3/2021 at 7:20 AM, JcoolTheShipbuilder said: The reason I want these two gas giants to have surfaces is so there is something to actually explore instead of a GLOBAL BOTTOMLESS PIT OF DOOOOOOM!!!! I suggest a kind of easter egg somewhere on the surface. Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted January 11, 2023 Author Share Posted January 11, 2023 40 minutes ago, Nazalassa said: I suggest a kind of easter egg somewhere on the surface. yes.. but... I am not sure what it should be.. I have easter egg ideas for nearly every planet and moon, but the very small moons and Collait and Culair are.. tricky.. maybe giant atmospheric harvesters on Collait and Culair? Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted January 11, 2023 Share Posted January 11, 2023 4 minutes ago, JcoolTheShipbuilder said: yes.. but... I am not sure what it should be.. I have easter egg ideas for nearly every planet and moon, but the very small moons and Collait and Culair are.. tricky.. maybe giant atmospheric harvesters on Collait and Culair? Yeah or some spaceship landed on the surface, with a flag representing Temporalis... Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted January 11, 2023 Author Share Posted January 11, 2023 35 minutes ago, Nazalassa said: Yeah or some spaceship landed on the surface, with a flag representing Temporalis... hm.. ok.. hm I am thinking.. large, ancient crashed space stations on Collait and Culair, which would fit a bit better with some lore, including the ancient city ruins I will add in the middle of the glassy plains on Petrichor Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted January 11, 2023 Share Posted January 11, 2023 Just tried the mod, Kopernicus struggles with Coralos, "Value can not be Null", I guess I musinstalled KopernicusExpansion or something. Hold on, let me check... ... yup, it fixed. Definitely misinstalled KopernicusExpansion. Whoa nice grass texture, it changes from the stock one that looks like it hasn't been watered since 1.2. Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted January 11, 2023 Author Share Posted January 11, 2023 3 minutes ago, Nazalassa said: Just tried the mod, Kopernicus struggles with Coralos, "Value can not be Null", I guess I musinstalled KopernicusExpansion or something. Hold on, let me check... ... yup, it fixed. Definitely misinstalled KopernicusExpansion. yep Coralos, Ichor, and Hados use KopernicusExapansion for their emissive lava Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted January 11, 2023 Share Posted January 11, 2023 (edited) I made a plane and it flies prety well. 900 m/s reached. OK um, you should do something with the Island/Dessert (whichever of the two you kept) Airfield... Edited March 6 by Nazalassa Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted January 11, 2023 Share Posted January 11, 2023 UPD: the plane can easily reach 1,200 m/s, and I can land it for the cost of destructing one wing. Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted January 11, 2023 Author Share Posted January 11, 2023 nice! see if it can handle the H-1 hybrid electric scramjet Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted January 11, 2023 Author Share Posted January 11, 2023 58 minutes ago, Nazalassa said: I made a plane and it flies prety well. 900 m/s reached. OK um, you should do something with the Island/Dessert (whichever of the two you kept) Airfield... Ok the screenshots didnt load for me until i reloaded the page and... wai its actually still there... weird! I didnt keep either airfield... and I think thats the desert airfield that comes with the making history DLC, which I dont have Quote Link to comment Share on other sites More sharing options...
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