Nicholander Posted January 27, 2015 Author Share Posted January 27, 2015 Here's the zip download: https://www./?k3j3rtro9v2raw2Also, this is the .rar to .zip convertor I used, so you can download a .rar file, upload it to there, and then you get a .zip! Remember to fill out the input type and the output type, though.I'm thinking of expanding this mod to not just have minor bodies, but a new gas giant system too. Or maybe I'll just make another Kopernicus mod, but I'm not sure about this gas giant idea. Link to comment Share on other sites More sharing options...
JID00Gaming Posted January 27, 2015 Share Posted January 27, 2015 Here's the zip download: https://www./?k3j3rtro9v2raw2Also, this is the .rar to .zip convertor I used, so you can download a .rar file, upload it to there, and then you get a .zip! Remember to fill out the input type and the output type, though.I'm thinking of expanding this mod to not just have minor bodies, but a new gas giant system too. Or maybe I'll just make another Kopernicus mod, but I'm not sure about this gas giant idea.Put it in the same pack... Because for some reason my computer doesnt really let me have two planet packs... and i really like this one Link to comment Share on other sites More sharing options...
JID00Gaming Posted January 28, 2015 Share Posted January 28, 2015 You should add like... 10-20 little tiny moons around Jool... so its more representative of Jupiter Link to comment Share on other sites More sharing options...
Oracle Posted January 28, 2015 Share Posted January 28, 2015 You should add like... 10-20 little tiny moons around Jool... so its more representative of Jupiter That sounds like a resource hog to no tomorrow. Certainly fun idea but not sure how it would handle with players running OPM, this, and other mods. I personally think a extremely close Kerbol body would be a fun challenge. Link to comment Share on other sites More sharing options...
Nicholander Posted January 28, 2015 Author Share Posted January 28, 2015 Yes, a body like Oblate would be fun to get to, but 20 little Joolian moons that are all pretty much the same is just plain boring, and is RAM intensive. But I may add 1 little moon, maybe like an asteroid moon that's 2 times closer to Jool than Laythe. Link to comment Share on other sites More sharing options...
Oracle Posted January 29, 2015 Share Posted January 29, 2015 Please do add a extremely close potential Low-Orbit Kerbol object. Ideally a scorched rock of insane gravity due its core. Just some ideas. Any body you add should be fun though. Link to comment Share on other sites More sharing options...
JID00Gaming Posted January 29, 2015 Share Posted January 29, 2015 Please do add a extremely close potential Low-Orbit Kerbol object. Ideally a scorched rock of insane gravity due its core. Just some ideas. Any body you add should be fun though. It would be so cool, you could make a whole manned base on the planet just for solar farming... AWESOME Link to comment Share on other sites More sharing options...
A_Burnt_Rodent Posted January 29, 2015 Share Posted January 29, 2015 I just checked the RealSolarSystem.cfg and it doesn't reference Hale and the textures for Slate and Ovok are png's but OPM uses DDS. So is this still compatible or do I need to edit the cfg? Link to comment Share on other sites More sharing options...
Nicholander Posted January 29, 2015 Author Share Posted January 29, 2015 I... I don't know. I just edited the new RealSolarSystem.cfg included in Kopernicus 1.3 to include Jastu, and that's all. So try it without modifying the cfg, and if it doesn't work, try it with modifying the cfg. Link to comment Share on other sites More sharing options...
Nolnoc Posted January 30, 2015 Share Posted January 30, 2015 The one thing I noticed with this pack is that at the start Jastu starts at a rather inconvenient location for quick early career visits. (In testing it took about 8 years for a decent alignment of the two planets) The quick fix I found was to edit the argument of periapsis to around 240 as opposed to the base 0. This places Jastu ahead of Kerbin during its ascent to apoapsis and makes early visiting feasible. Link to comment Share on other sites More sharing options...
A_Burnt_Rodent Posted January 30, 2015 Share Posted January 30, 2015 I thought better to be safe, so I copied in the reference to Hale from the OPM cfg and changed the texture references to DDS and all is well. The Kerbol system never looked so full of places to go! Link to comment Share on other sites More sharing options...
MoeKitsune Posted January 30, 2015 Share Posted January 30, 2015 A Jool Trojan would be a cool asteroid to do. Or maybe an eccentric Moho, Duna, Eve, and Kerbin crosser. Or maybe an easier to get to comet. Or maybe I should stop. Link to comment Share on other sites More sharing options...
Nicholander Posted January 30, 2015 Author Share Posted January 30, 2015 The one thing I noticed with this pack is that at the start Jastu starts at a rather inconvenient location for quick early career visits. (In testing it took about 8 years for a decent alignment of the two planets) The quick fix I found was to edit the argument of periapsis to around 240 as opposed to the base 0. This places Jastu ahead of Kerbin during its ascent to apoapsis and makes early visiting feasible. I see, okay. I made a little update, all it does is change Jastu's argument of periapsis to 240, making it easier to get too. Also, JID00Gaming, it's a ZIP file. Link to comment Share on other sites More sharing options...
JID00Gaming Posted January 31, 2015 Share Posted January 31, 2015 have u updated for kopernicus 2.0 yet?Yay! Zip files Link to comment Share on other sites More sharing options...
Nicholander Posted January 31, 2015 Author Share Posted January 31, 2015 Update for Kopernicus 2.0? Well, even THAT is now obsolete, because of KopernicusTech. Which, I would like to note, is really complicated because they replaced the simple RSS.cfg file with a horrifyingly complex cfg for KittopiaTech.- - - Updated - - -I've updated this to use KopernicusTech now! (No new bodies however...)If you find any bugs, PLEASE post about them here! Link to comment Share on other sites More sharing options...
Nolnoc Posted January 31, 2015 Share Posted January 31, 2015 If you find any bugs, PLEASE post about them here!So far during my re-config of the system I've discovered that all the planets in this pack have their sunlit side rotated by off 90 degrees. This problem fixes itself when the planets load the close range model but is visible in map mode and high orbit.Side note, I as well as re-configuring Jastu into a more manageable stationary orbit, I have been working on moving the moonlets in this pack into orbit around the planets from Outer Planets Mod. I'll post up more of this as I keep making changes to the planets. Link to comment Share on other sites More sharing options...
Nicholander Posted January 31, 2015 Author Share Posted January 31, 2015 That bug is known, and there is no way to fix it as far as I am aware of. Link to comment Share on other sites More sharing options...
Nolnoc Posted February 6, 2015 Share Posted February 6, 2015 (edited) That bug is known, and there is no way to fix it as far as I am aware of.I have found the solution to this problem. You need to recolor the normal images on each planet on about a 50% opaque alpha channel. Next up; making biome maps. Edited February 6, 2015 by Nolnoc Link to comment Share on other sites More sharing options...
Olympic1 Posted February 6, 2015 Share Posted February 6, 2015 I have found the solution to this problem. You need to recolor the normal images on each planet on about a 50% opaque alpha channel. Next up; making biome maps.Keep in mind if you create biomes, they will override the stock biomes of your reference body (ex: Gilly) Link to comment Share on other sites More sharing options...
_Augustus_ Posted February 7, 2015 Share Posted February 7, 2015 You need to export the .bin files for the KopernicusTech version or else memory usage is insane. Link to comment Share on other sites More sharing options...
Borisbee Posted February 7, 2015 Share Posted February 7, 2015 Keep in mind if you create biomes, they will override the stock biomes of your reference body (ex: Gilly)Better to get started making biomes early though. Now that Technoman is back working on Kopernicus I suspect that bug to be fixed pretty quick. I believe he said it was caused from the change to the biome API from Squad with the .90 update. Link to comment Share on other sites More sharing options...
Nicholander Posted February 10, 2015 Author Share Posted February 10, 2015 How do you make does bin files, _Augustus_? Link to comment Share on other sites More sharing options...
_Augustus_ Posted February 10, 2015 Share Posted February 10, 2015 How do you make does bin files, _Augustus_?Go into the Kittopia GUI, select the planet you want to export, check the "export" button next to scaledspace updater and then click scaledspace updater. Link to comment Share on other sites More sharing options...
Nicholander Posted February 15, 2015 Author Share Posted February 15, 2015 Hey guys, I've just updated it to work with the newest version of KopernicusTech, so the bodies shouldn't be completely flat while in map view/high orbit anymore. Link to comment Share on other sites More sharing options...
Nicholander Posted February 15, 2015 Author Share Posted February 15, 2015 Just a little patch, the sunlight side is now pointed correctly in mapview/high orbit. (Thank _Augustus_ for that!) Link to comment Share on other sites More sharing options...
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