DuoDex Posted December 14, 2014 Share Posted December 14, 2014 I'm getting your issue now... they just don't show up. It's something with the game....Unlikely. Try a fresh install without any other mods. Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 14, 2014 Author Share Posted December 14, 2014 Unlikely. Try a fresh install without any other mods.Did that.... Link to comment Share on other sites More sharing options...
DuoDex Posted December 14, 2014 Share Posted December 14, 2014 I just did it myself and everything worked fine. Clear out your ENTIRE KSP folder (make a backup first, of course) and try again. Link to comment Share on other sites More sharing options...
AlonzoTG Posted December 15, 2014 Share Posted December 15, 2014 Okay, so here's the thread... I have Planet Factory CE, StarSystems, and just about every mod worth running (or the juciest parts thereof) installed right now. I have hit the limit with respect to how many planets I can add to Planet Factory, I have four stars in my galaxy right now and two of them have only one planetary system in them. =( Urania has wonderful planets but the orbits have the planets glitching through each other! =0 I wrote me a spreadsheet that does titius-bode SMA calculations for me so I am able to arrange things nice and respectable, acknowledging that some planets are intended to be rogue and others have artistically devious orbits... I'm poking around with this thing and it is just too complex. =0 I mean I made a copy of old Sol in my game, then I created a solar system, (literally "Solar.system"), listed the planets I wanted, copied the files in, set the SMA and the parent body and was basically done. I'm looking at this and it's a mess, not only are there millions of dependencies, but all the configs are combined so to shuffle a new solar system together, the entire thing needs to be pulled apart and re-combined, it's a mess! =( I actually got it to work but I'm not liking it yet. I mean first it does waaay too much, even backing out the launchpads configuration, which would be nice to have if they were usable and correct for the map..... Then it nukes the solar system, and forces it to be re-built through the config file, ignoring anything other mods may have done, especially StarSystems (which does more things right than wrong!) I guess I'm really miffed by all my favorite planets that I had kinda gotten used to, such as Fragum re-positioned just inside Minmus, Deen, and the loon-min-chi stack that I put around Eve.... =\ It's super nice to be able to specify a galaxy and then drill down and set up individual starsystems, leaving the stock orbits exactly where they should be. =\ I guess I had gotten spoiled rotten by the ability to shuffle planets around like playing cards... hmm... =\ Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 15, 2014 Author Share Posted December 15, 2014 Okay, so here's the thread... I have Planet Factory CE, StarSystems, and just about every mod worth running (or the juciest parts thereof) installed right now. I have hit the limit with respect to how many planets I can add to Planet Factory, I have four stars in my galaxy right now and two of them have only one planetary system in them. =( Urania has wonderful planets but the orbits have the planets glitching through each other! =0 I wrote me a spreadsheet that does titius-bode SMA calculations for me so I am able to arrange things nice and respectable, acknowledging that some planets are intended to be rogue and others have artistically devious orbits... I'm poking around with this thing and it is just too complex. =0 I mean I made a copy of old Sol in my game, then I created a solar system, (literally "Solar.system"), listed the planets I wanted, copied the files in, set the SMA and the parent body and was basically done. I'm looking at this and it's a mess, not only are there millions of dependencies, but all the configs are combined so to shuffle a new solar system together, the entire thing needs to be pulled apart and re-combined, it's a mess! =( I actually got it to work but I'm not liking it yet. I mean first it does waaay too much, even backing out the launchpads configuration, which would be nice to have if they were usable and correct for the map..... Then it nukes the solar system, and forces it to be re-built through the config file, ignoring anything other mods may have done, especially StarSystems (which does more things right than wrong!) I guess I'm really miffed by all my favorite planets that I had kinda gotten used to, such as Fragum re-positioned just inside Minmus, Deen, and the loon-min-chi stack that I put around Eve.... =\ It's super nice to be able to specify a galaxy and then drill down and set up individual starsystems, leaving the stock orbits exactly where they should be. =\ I guess I had gotten spoiled rotten by the ability to shuffle planets around like playing cards... hmm... =\Totally off-topic. This thread is for my mod, not old PF and Starsystems.And that Den, Yukon, and loon-min-chi stack are the one planet pack I can't ressurect, as the owner is inactive and the license is evil. Link to comment Share on other sites More sharing options...
AlonzoTG Posted December 15, 2014 Share Posted December 15, 2014 1. Someone is going to have to figure out the procedural terrain generation used to make Joker. Right now it'sjust showing the terrain for Minmus... I'm seeing lots and lots of minmus in your mod so this should be highpriority.2. Map decals, notably certain volcanoes and other features.3. There has to be a guide/tools/scripts/etc for people with pf modpacks as extensive as mine, and as heavilycustomized as mine, to be able to migrate with less pain...4. Everywhere possible, make things simpler and less hacky.... This stacking kopernicus (where the planet'sname and bad joke are configured) on top of Real Solar Systems (which actually applies the map and coloration)is a real nightmare when ppl like me, who runs a multiplayer modpak has to deal with it. =( Link to comment Share on other sites More sharing options...
DuoDex Posted December 15, 2014 Share Posted December 15, 2014 1. Someone is going to have to figure out the procedural terrain generation used to make Joker. Right now it'sjust showing the terrain for Minmus... I'm seeing lots and lots of minmus in your mod so this should be highpriority.2. Map decals, notably certain volcanoes and other features.3. There has to be a guide/tools/scripts/etc for people with pf modpacks as extensive as mine, and as heavilycustomized as mine, to be able to migrate with less pain...4. Everywhere possible, make things simpler and less hacky.... This stacking kopernicus (where the planet'sname and bad joke are configured) on top of Real Solar Systems (which actually applies the map and coloration)is a real nightmare when ppl like me, who runs a multiplayer modpak has to deal with it. =(Yeah, I've looked at _Augustus_' methods of doing this. It seems he didn't really flesh out the entire possibilities of RSS before throwing up his hands and moving onto the next thing. I might make a PF Revived too, one that (hopefully) doesn't break other mods as you say this fork does. Link to comment Share on other sites More sharing options...
Deadpangod3 Posted December 15, 2014 Share Posted December 15, 2014 Sure thing!BTW, I'm naming the Chariklo analogue Raina. I just felt like it would fit....(I actually stole it from that Kerbol's Asteroid Belt thread, because the guy gave up making a planet named Rainia. I changed it to Raina, as it, like Erin, can also be a name of a person...)i didnt give up per say, im going to try and make it again with less, universe conquering by Rainia, dunno why its soi was everywhere, i was moving relative to the planet everywhere, so i went going in circles next to Berania once, it was kinda cool. apon deletion everything was fine, im hoping if i try again it doesnt do it again.but now i have questions for this.1. Are planets made with planet factory compatible with this mod through some editing of sorts?2. From what ive read, RSS is used to change the terrain of planets (without real life sizes), do we still use the heightmap/colormap/etc.?3. Does it work mostly the same way as planet factory did?4. Assuming the answer to all the above is yes, will there be less moons taking over my universe? 5. How RAM intensive is this?Thats all i can think of for questions now. Link to comment Share on other sites More sharing options...
Rabada Posted December 15, 2014 Share Posted December 15, 2014 Okay, I really want to use some mods with my mod, but unfortunately it appears as if this is a memory-guzzler like the original. ATM either takes forever or doesn't work, and OpenGL crashes my game before the load screen.Help anyone?I got the basic version of ATM to work with this mod. It just takes a REALLY REALLY long time for it to configure everything. I think It took me about 2+ hours for ATM to compress eveything with the Sentar and TransKeptunian systems installed, with a couple restarts of KSP. I also have KW, RemoteTech, EVE 7.4, DRE, and several other graphics mods, with ATM basic, and no open gl, win32 KSP. All together KSP was using an average of 2.3-2.4 gB of RAM. I'm not entirely sure if this is necessary, but I took a config file for Planet Factory from an older version of ATM and edited it to work with Kopenicus_PF. I have this saved as Kopernicus_PF.cfg in GameData/BoulderCo/ActiveTextureManagerConfigs/ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = Kopernicus_PF/.* enabled = true { compress = false mipmaps = true scale = 1 max_size = 0 make_not_readable = false }}Note: My KSP seems to run fine, but I haven't yet tried to land on any of these planets yet.EDIT: Also, I cannot get this mod to run without DDSLoader installed. Is this intentional? If so I suggest adding it to the list of required mods for this. Link to comment Share on other sites More sharing options...
gsarducci Posted December 15, 2014 Share Posted December 15, 2014 Expansion Packs:All of these require the main mod and it's dependencies!Serious, included in main pack, no longer supportedUrania (WIP) (License: CC-BY-NC-SA), originally by SidoJTG Planets, originally by JTGTrans-Keptunian (WIP), originally by Gravitasi, license CC-BY 4.0Boris, originally by medikohlFearless, originally by medikohlWot, originally by medikohlSo only a couple of these have links. I tracked down JTG and it seems that its still geared towards PF. Without some form of guidence, I can see this becoming a goat rope for some people. If you're supporting these packs please at worst throw us a linky with some guidence on how to incorporate this into your project?Which, by the way, is working smashingly on my Linux x64 install. Not having to worry about that pesky 32bit memory ceiling makes digesting the goodness of this whole thing much easier! Link to comment Share on other sites More sharing options...
gsarducci Posted December 15, 2014 Share Posted December 15, 2014 EDIT: Also, I cannot get this mod to run without DDSLoader installed. Is this intentional? If so I suggest adding it to the list of required mods for this.DDSLoader is included in RSS, which is listed as a dependency and there are no instructions on removing this from the package specifically. Link to comment Share on other sites More sharing options...
lordmuffin Posted December 15, 2014 Share Posted December 15, 2014 Beta is released, better start working... Link to comment Share on other sites More sharing options...
AlonzoTG Posted December 16, 2014 Share Posted December 16, 2014 In other news, Planet Factory CE ** STILL WORKS ** which is incredible given how stale it is right now but still... Link to comment Share on other sites More sharing options...
CaptRobau Posted December 17, 2014 Share Posted December 17, 2014 I hope you can get Kopernicus or something else to work, because I was close to releasing a planet adding mod (with your mod used as a teaching tool) but 0.90 made it unplayable. Link to comment Share on other sites More sharing options...
ABZB Posted December 18, 2014 Share Posted December 18, 2014 I am running this in .25 - my completed contracts keep disapearing, and the open contracts menu in the flight screen keeps emptying itself, although the contracts remain open (when this happens, I become unable to complete the contract when I fulfill the conditions (such as plant flag on Mun)). Anyone else had this or fixed it? Link to comment Share on other sites More sharing options...
Redmanjbj Posted December 18, 2014 Share Posted December 18, 2014 I am running this in .25 - my completed contracts keep disapearing, and the open contracts menu in the flight screen keeps emptying itself, although the contracts remain open (when this happens, I become unable to complete the contract when I fulfill the conditions (such as plant flag on Mun)). Anyone else had this or fixed it?Yes, i had this issue too. Wasn't able to fix it. But, in case you're not aware, if you press alt-F12 and open up the debug window there is a place to manually manage your contracts. Link to comment Share on other sites More sharing options...
ABZB Posted December 18, 2014 Share Posted December 18, 2014 Yes, i had this issue too. Wasn't able to fix it. But, in case you're not aware, if you press alt-F12 and open up the debug window there is a place to manually manage your contracts.I think I fixed it: I deleted custom biomes, and the problem stopped. I have no idea why that worked.When I first installed, I did not install custom biomes, and the problem started occurring (I think) after I later added it in. Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 19, 2014 Author Share Posted December 19, 2014 CustomBiomes is no longer needed nor supported. Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 20, 2014 Author Share Posted December 20, 2014 Now updated for 0.90! Yay!Unfortunately Sentar has no rings for the time being. Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 21, 2014 Author Share Posted December 21, 2014 I'm working on biomes for a little upcoming moon for Oorma named Phoe. It'll have almost 30 biomes! Link to comment Share on other sites More sharing options...
medikohl Posted December 21, 2014 Share Posted December 21, 2014 I made these a good while back, if any of them catch your eye go right ahead. Free to use.Boris-https://drive.google.com/file/d/0B6b...it?usp=sharingFearless-https://drive.google.com/file/d/0B6b...it?usp=sharing Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 21, 2014 Author Share Posted December 21, 2014 I actually already began working on adding them. Unfortunately Fearless kept having only a few islands and an ocean.... so I deleted it for the time being.I'm making Fearless and it's moons become moons of kaiser to make them more interesting. Link to comment Share on other sites More sharing options...
CarnageINC Posted December 21, 2014 Share Posted December 21, 2014 I really love some of the planetary textures medikohl has made for his moons, Rocky, Peabody and Brag look fun and challenging for surface exploration. Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 21, 2014 Author Share Posted December 21, 2014 Working on Boris.... Link to comment Share on other sites More sharing options...
lordmuffin Posted December 21, 2014 Share Posted December 21, 2014 I still can't figure out how to install this mod.I guess I might try it in 0.90. Link to comment Share on other sites More sharing options...
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