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Posts posted by Tekener

  1. @mindseyemodels you should always be aware that with every KSP update chances are high that a mod breaks and can't get back to work. There is no guarantee that you can continue playing after an update if you have a modded game. Due to this reason I always do a full backup of my KSP dir before it is getting updated so I can still play (which I currently do on 1.2.2) while I wait for the mods to work again with 1.3.0/1.3.1.

    And when some mods can't get back to work or the modder stops working on them you have to start again - so far already started 3 times from scratch in the past 2 years :)

  2. 3 hours ago, Space Kadet said:

    try kerbal joint reinforcement to keep it on, as for the power, i didnt think it came into the atmosphere, i was just going to use El to build it on the mun and maybe fly it from there....

    I already have it installed - the joints on the Eagle are just too weak to start from kerbin, which is a shame as the Eagle is especially designed to do that in the show :( When I try to put the eagle on it's legs on kerbin the cockpit just falls to the ground :( Üsigh*

    Does anyone know how to improve the joints strength of the parts beyond KJR?

  3. 2 hours ago, PmThay said:

    Thanks so much for that link. Installed and stareted the game, build an Eagle One ... but I don't get it really to fly :(

    Launching as the Eagle would launch will make it lose the Cockpit - it just falls off.

    Launching like a rocket is at least stable standing - until you start the engines and notice that the "up" and "forwad" ones are burning the same time :) Ok, disabled the engines by hand and only used the main back thrusters - but not enough power to lauch. :( And then the fuel was out and that's it then.

    Guess I'll have to edit the savegame by hand to give the Eagle much more fuel so it can actually be used to fly around.
    Or I made a mistake and missed a fuel tank somehow?

    Can anyone please let me know how to get the Eagle One up and flying without additional launch rocket and such, as the real Eagle Spaceship used to be designed to take off from Earth (Kerbin) and fly to the Moon (Mun) nonstop without additional stages. How can it be lanuched standing on the ground without having the parts fall off again?

  4. 22 minutes ago, TheSpacePotato said:

    However, it's about as easy to get to Kerbol as it is to the Mun.

    I doubt that - the delta V needed to get into a near Kerbol orbit is much much higher than flying to a near Mun orbit. It's impossible to do this with the tech available when you just reached Kerbin's orbit.

  5. 18 hours ago, Calvin_Maclure said:

    4? Ouch! 

    Indeed, ouch, poor guy :(

    @Ateballgaming Just for the understanding: KSP 32 bit is save to go with 2 GB, sometimes even 3 GB but becoming unstable. KSP x64 is to use more than 4 GB.

    If you only have 4 GB with the system needing at least 0.5 to 1 GB for itself, there is no difference between running 32 bit or x64 on your side and that's why it keeps crashing since it is running out of memory :) 

  6. 4 hours ago, Jebs_SY said:


    I am trying to find the cause why the Space Center has random heights / is sunken sometimes...
    Please see also this post.
    I heard that could be a Scatterer issue. Could that really be caused by Scatterer? I cannot really think about a logical connection.

    But... even Scott Manley has the sunken Atlantis KSC Feature. see here... :D 

    Already tested: REBUILD OCEANS doesn't fix THIS issue.

    I have the same, but didn't found the cause yet. It sems to happen when you come back from "outer space" to the KSP. At least I'm pretty sure it is a Scatterer issue, as without it I never experience this polar melting. Rebuild oceans doesn't fix it, but switching to a vessel in outer space and bck to KSP mostly fix it.

  7. I'm having an issue with KJR 3.3.1 and KSP 1.2.2:

    Vessels seems to be quite unstable according their center of mass - it's like the center is shifting/wobbeling around, causing vessels to rotate without reasons/reactions wheels.

    Simple example: the stock tutorial "Go for Orbit" isn't working anymore, since the stock rocket on the launch pad is increasingly wobbeling around until it falls.

    When KJR isn't installed the rocket is stable like a rock and everything is fine.

  8. 18 minutes ago, Galileo said:

    Just use the dll.  He has been developing the shaders with ssrss that's why you see the real solar system. 

    Yes, already replaced the dll and the shaders only. :)

    Another question: how do I activate the feature blackrack showed early November to have clouds shine/glow orange/red in the dusk/dawn? Did I missed some sort of settings or is this feature not active yet?

  9. 11 hours ago, blackrack said:

    Modified scatterer with ring shadows (recompiled to be sure): https://mega.nz/#!nMAzGDDY!kzcS9D3ek_MWmni5IKyTmVLdmrMgW8RmyO6morb7UGk

    Modified Kopernicus with ring shader and planet shadow on ring: https://mega.nz/#!3VRwTApR!Yq77_1nhHSXY1LA1n06V8YQgQfmc15q3LTejXdlFPXs

    It seems like the "Modified scatterer with ring shadows (recompiled to be sure)" release is not good, because it disables scatterer for the whole Kerbol system.

    The provided planetsList.cfg in this release is featuring such strange planets like "Earth", "Mars", or "Jupiter", which I never heard of here on Kerbin...



  10. 41 minutes ago, Errol said:

    I think you missed the point of what I'm saying. Also, you are wrong, since you like that phrase so much.

    That atmosphere does blur things like stars in space. Period. This is why we like putting telescopes in space. You get sharper images. This is has nothing to do with depth of field, which is what we were discussing.

    Maybe I misunderstood you, yes, but for me "blury" is not what the atmosphere is doing. It does distort objects like the ones you get when looking at a hot street in the summer casuing the effect of a Fata Morgana. A blurry effect like used in the DoF is not what is happing.

    That's actually the only reason why Hubble was put into space: to get away with these distortions. However science advanced and nowadays earth based telescopes can not just reach the same clearness of Hubble's pictures, they do even exceed them by using adaptive optics which corrects the distortions of objects. That's also why no further optical space telescopes for visible light like Hubble will be realized: they are not needed anymore. Hubble was the first and will be the last one of this kind. The next telescope James Webb will be an extremly sensitive infrared telescope where they need to get away from earth's heat and the atmosphere as far as possible, as such wavelengths don't make it through (atmospheric window). And even then these wavelenths are not blured by the atmosphere, they are just absorbed.

  11. 3 hours ago, Errol said:

    @TekenerI disagree, what you said only applies to being in deep space. What about those of us that are base building? Or doing submarines? Or flying atmospheric with multiple crafts simultaneously? The point is, it would be a very useful effect, especially for anyone doing youtube. This game has lots to look at and blur out into bokeh besides stars.

    Actually you are not correct. Even in the atmosphere things will not get unsharp in the distance. Stars are still sharp spots when looking through the atmosphere (otherwise it would be impossible to watch them from earth). It will get foggy, but contours and shapes will always remain sharp in the atmosphere. Under watre is a different thing, but this is about space flight and not diving :)  

    This is how nature looks like, you will blend over the colors and lose details due to the fog, but objects will always keep their sharp edges/contours. Using binoculars will always show you a clear vision of distant things, not a blury one.


  12. 1 hour ago, blackrack said:

    Hmm, I'm surprised by the number of people who actually want DoF, usually it's the first option I disable in any game.

    I hate DoF and always disable it. Humans are no technical cameras - the stars are always sharp when the eyes focus further than 3 meters. There is no reason why someone whould like this option unless he's used to view the world through the eyes of a camera ... 

    So I agree with you, DoF is completly unnatural and the first thing I disable in any game.

    19 hours ago, blackrack said:

    The rings and the shadows are a bit aliased and a bit rough but I suspect mipmapping or manually doing something similar should fix it. Shadows are also a bit weak, may need to boost them a bit instead of just using the ring texture alpha value.

    Also, I still need to fade the rings into fine particles/noise when zooming in on them.

    I think the images afre more than perfect - at least to me, I find them comppletly natural and they look like the Cassini images (org image from NASA):


  13. On 27.11.2016 at 7:57 PM, blackrack said:

    Hmm, I thought the whitecaps shading was messed up by the sky reflections, but your screens show the sky reflections. I'm not sure, but try turning the sky reflections off and tell me what happens.

    I can confirm @TheKurgan's issue with the whitecaps: they are gone and no matter which setting I try they don't appear. I still have a screenshot with the settings of the whitecaps I used to have, so I don't need to remember the values - but they are not working anymore, all I get as "whitecap" is a slightly brighter blue than the ocean itself.

    I tried turning on/off the accurate sky reflection but nothing changed, the ocean looks still the same without any white :(

    Edit - what I noticed when actually comparing the old and new images: 
    And actually the sun reflecion on the water is nearly gone as well, only getting a "brighter" ocean when the sun shines, but no real light reflecion on the waves like it used to be. Also the sky isn't that bright in the sunlight and the shadows are not that dark anymore? And the horizon is also broken in the new version.

    Top image is 1.1.3, bottom one 1.2.1 with same ocean settings. Skey reflection does not really change anything.


    How can I get the same effect as in 1.3.1 in the above picture?

  14. 52 minutes ago, Vandest said:

    I'm laughing. I didn't even realize it, but it's true that it's a bit like funeral :wink:

    I want to simply encourage him and tell what I think about his job. And I know I would say the same things to others guys like you, who give much for the KSP community.

    Just make it simple :)

    @blackrack: Without you and your dedication KSP wouldn't be KSP!

    Your efforts makes KSP what we love, a believable nearly realistic looking foreign system of planets. And those sunrise/sunset clouds are looking that amazing that I can't wait to see them on my own in the game!

  15. 6 minutes ago, Majorjim! said:

    Does this sound normal? Loosing 10 FPS just for the clouds?

    Sounds normal to me. Vanilla KSP does not support clouds, otherwise they would be in by stock, so EVE & scatterer, which SVE is based on, trick the usage of voluminous clouds by using many many particle effects which need a lot of GPU power. The more voluminous clouds you have the higher the impact on the framerate.

    It's an either or thing: either you want a high framerate, then remove the (voluminous) clouds or you want nice graphics, then you must get used to the FPS drop.