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VDNKh

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    Bottle Rocketeer
  1. This works amazingly for shuttles. Both NASA and Buran style shuttle launch systems. I didn't have to touch any settings to get it to fly on target.
  2. I'm not getting a huge exception dump. In 32 bit 0.90 it seems to work perfectly. On that, I wish mean thrust could be set lower, or just be variable based on the attitude change needs. On my shuttle the CoM eventually shifts to far for the mod to handle without breaking mean thrust, it would have to almost completely shut off one engine. Edit: or it seems sensitivity does not work they way I wish it would. Putting it to max and it does not throttle a 2 engine system very much, never more than a 10% difference. This is an amazing mod none the less, I wish you would take the reigns back or someone would pick it up.
  3. I'm not sure how planet factory stores it's terrain data, but importing manually one planet at a time is probably the best way to go. There is currently no way to configure planets without editing the source code, for now. They coding a config file for the mod right now for ease of editing. If you want to play with terrain use the Pre Alpha\prealpha2 mod folder and change up the textures.
  4. They were exported in 8k. I blurred the height map to smooth it out a bit, PQS was generating very spiky terrain. The texture folder for Kopernikus is in PluginData\Planets\Kopernikus If your performance is struggling and you're running Environmental Visual Enhancements there's your problem, EVE is a huge cycle eater.
  5. I imported some Space Engine generated terrain as 8k textures, here's an image dump: http://imgur.com/a/d7R2k That boxy shading on the higher LOD should be looked at, but otherwise looks good. There doesn't seem to be any performance difference using 2k vs 8k height maps when generating terrain. On my hardware anyway. I would really like a way to change how sloped terrain textures looks and at what angle uses the sloped texture. Can we define more than one slope angle and texture? If you look closely at the ground level pictures, there seems to be micro divisions in the terrain, causing little white pixels here and there. Textures: https://www.dropbox.com/s/xmpev7wl9whur1i/Selenic1.7z?dl=0
  6. If you download it and use the prealpha2 build, yes, you can swap out the height, normal, and color maps. To edit the planets radius you have to change it in the source code, or wait for a configuration file to be made.
  7. Alright that makes sense. Also what's up with that normal map. It's got some weird transparency going on. How is it generated and/or edited for KSP?
  8. Don't planets have specular maps as well? I don't see a way to add those in prealpha2.
  9. I know that terrain smoothing is on the todo list but: I've also seen that some planets with very small radii have SOIs inside the planet. I've seen this happen twice: a craft flies near the altered planet and on an approach (note: still very far above its surface) with no SOI change, the planet mesh appears to clip into the camera like when you zoom in to close. Once the SOI changes to the craft is instantly destroyed, because it's inside the planet when it changes. The visual clipping bug also occurs when the SOI is above but still close to it's surface. Also the levels of detail (LOD) don't scale correctly when approaching a planet. It's a problem with the bump map. The lower LOD like in the tracking station or map view show the stock planet only scaled to its random size. But when viewed from an approaching ship the LOD is higher and the planet's radii and bump map go out of scale, making much flatter or spikier (like above) and making it a much different appearance than what the map or tracking station show. http://imgur.com/a/yrJBl#0 Also I vote to leave Kerbin's g setting locked at 1.
  10. Your launch clamps aren't in the correct stage. The rocket isn't released when you stage.
  11. If someone wants some 8k light texture I made this: http://imgur.com/a/LPY7d Though the source file I used to make it, a 49k texture would be its max detail. I also redid the detail texture. If I could make the texture 8k tiles I could pull it off. Can the plugin support that?
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