Author Topic: Kerbal Space Program Megathread (KSP) - DMP SERVER IS BACK UP  (Read 78981 times)

Sure, you can post them here.  Just make sure to link Kopernicus as well so no one will have issues playing your map.  Also are you using pre-made templates to make the planets or are you creating custom templates because I've tried to make a water planet using Laythe's template but it literally just scaled Laythe into the size of my planet.
awesome.
and no, i'm not using templates. for the textures, i'm exporting heighmaps and such from space engine.
and yes, the same problem happens with me. except for the asteroids, those are easy as stuff to change.
edit: should i post pictures of the planets that i have so far? i don't wanna pagestretch.
« Last Edit: September 21, 2016, 06:37:15 PM by Nix the Glaceon »

awesome.
and no, i'm not using templates. for the textures, i'm exporting heighmaps and such from space engine.
and yes, the same problem happens with me. except for the asteroids, those are easy as stuff to change.
I understand that you have to create .dts files for the height map, bump map, and biome map but for some reason the height map gets overridden by the template.  But then again, I'm creating probably one of the more difficult planets to make so I'm bound to bump into some errors.

yes
i'd suggest you start by using gilly or tylo as a template
anyway, here are my abominations



rings are for pussies


yes
i'd suggest you start by using gilly or tylo as a template
I've created planets with similar templates before, I just wanted to challenge my self by making a water planet which failed measurably.  I don't know if I still have the map but I had a custom universe I made awhile back with a few planets.  If I can find it I'll post screenshots of it.

is it possible for terrain to have overhangs, or is pseudoterrain (mün arch as an example) needed?

quick what are the best graphical mods
is it possible for terrain to have overhangs, or is pseudoterrain (mün arch as an example) needed?
iirc terrain is just heightmaps so  you'll need to spawn in fake terrain
mightve changed since i last played though

quick what are the best graphical mods

iirc terrain is just heightmaps so  you'll need to spawn in fake terrain
mightve changed since i last played though
It hasn't changed.  The terrain still uses height maps.  Also, the best graphical mod I could think of right now is this one.
http://forum.kerbalspaceprogram.com/index.php?/topic/51142-1121-1-2-may-13-2016-environmentalvisualenhancements/&page=1

is it possible for terrain to have overhangs, or is pseudoterrain (mün arch as an example) needed?
Mun Arches aren't part of the terrain
and probably not, as KSP planets use heightmaps.
which sucks because it would've been cool to see overhangs and stuff on Pol
anyway, i am on an easter egg hunt

vall get the forget out of the background
« Last Edit: September 24, 2016, 12:00:12 PM by Nix the Glaceon »

In the news, KSP 1.2 is set to release on the 11th. However, within the space of a couple hours, a majority of devs have announced their departure from Squad.


is there any easy way to make textures for planets without them looking like diarrhea?

Mun Arches aren't part of the terrain

thats why i said pseudoterrain

So theres been alot of drama about recent events with squad. Let me shorten it down.

8 devs left/fired because of horrible working conditions, They cant talk about what happened because of an NDA, Squad announces probable paid expansion packs.

So theres been alot of drama about recent events with squad. Let me shorten it down.

8 devs left/fired because of horrible working conditions, They cant talk about what happened because of an NDA, Squad announces probable paid expansion packs.
No stuff, there were 2 posts about it

just to keep the skub rolling, here's an interesting read.

https://www.reddit.com/r/Games/comments/4i1qzu/the_indie_game_developer_behind_kerbal_space/

this was during the first allegations of stuff happening, pretty informative