Comments (8)
Nothing we have planned precludes 6.4x support; you'd just have higher payload fractions and more science available early on (due to Minmus). I would not suggest specifically targeting it, but it should remain an option since as you say there's less work to be done in expanding things (biomes, also stock KSP hardcodes contract altitudes so the orbital and suborbital part test contracts will work on 6.4x, sometimes, but pretty much always fail on RSS).
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Another option would be using the Custom Biomes mod included in RSS to build out our own biomes. I've not looked into it, but I'd be willing to map those out. Shouldn't be too hard for worlds we've had missions to (Mars is a prime example) to make it realistic.
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Another option would be using the Custom Biomes mod included in RSS to build out our own biomes. I've not looked into it, but I'd be willing to map those out. Shouldn't be too hard for worlds we've had missions to (Mars is a prime example) to make it realistic.
I would love this more than almost anything else, but I'm aware it's a significant amount of work. (And adding ORS support would also be an equally significant chunk of work.)
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I'm actually not sure that it would take a significant amount of work. I have color maps and height maps for every body in the game, it looks like all it takes to make a custom biome map is a png and a config file giving the colors for every Biome in that PNG. Steps seem fairly simple from there:
Open the heightmap and colormap in GIMP, outline areas for biomes, make 5-10 for each world, maybe Poles, Highlands, Lowlands, Crater groups, Notable features. Fill the biome outlines with easily identifiable by rgb256 code, and away you go! I figure ~30 minutes for each world, maybe a little more for those we've visited and have names for features.
I'll see if I can knock that out this week. Might even get fancy and use GIMP's tools and have the biomes match the contour lines or something. I'll do some tinkering at the very least.
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@Felger :
You rock!
If, in addition, you add any support for ORS the Community Resource Pack (BobPalmer/CommunityResourcePack#6), that would make my month. I have a dream of mining ice from polar craters on the moon, or harvesting the rich thorium reserves on Olympus Mons. :)
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I'll see what I can do for those. Biomes first though. Odds are I'll submit the biomes as a pull to Real Solar System, that makes the most sense.
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Aye, biomes first. Thank you SO FREAKIN' MUCH.
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@Felger, let me add to the chorus of yourockitude. PR will be most gratefully accepted. :)
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Related Issues (20)
- MISSING PROGRAM IN ADMINISTRATION BUILDING HOT 1
- Starting research speed is too slow HOT 4
- RO Capsules and KSP wheel HOT 1
- Kerbalism experiments are unaware of Principia's tilt HOT 2
- Engineers considered occupied while rocket is on the pad HOT 2
- Probably wrong release note HOT 1
- It is possible to keep upgrading a LC without commonality loss indefinitely by changing at least 1 unit of resources
- Hangar should not need to be upgraded for "Propellant GSE" HOT 1
- Uncrewed (but crew capable) test flights in Crewed Orbit program have unstable contract requirement HOT 7
- Comm satellite / nav satellite payload sliders mostly don't work in P&LC HOT 1
- Air launch Limits should be based on Player Skill HOT 2
- Interplanetary contract issues HOT 1
- M-1 Engine appears in the wrong research node in the R&D
- Game breaking issue? HOT 4
- "Crew Updates" information popup prevents user from stopping time warp. HOT 1
- Unable to finish Orbital Test Flight (Uncrewed) contract due to landed capsule not registering as "Return Home Safely". HOT 6
- KCT queue showing "infinite time" items at the top (should be at the bottom) HOT 1
- Engineers do not go idle if any vessel is rolled out HOT 1
- Science collectable below 40km altitude, v3.2.1.0 release HOT 1
- Shabby 0.3.0.0 Failed to install HOT 1
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