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Valerian

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Everything posted by Valerian

  1. I just discovered this thread, that's exactly the kind of mods list I was looking for! Maybe you should rename it to make it clear that it's much more than just visual enhancements. May I use your stock-looking PlanetShine icon to replace the official one? I would like to suggest another mod for your list, very useful to tweak a hard career game setup: Custom Barn Kit
  2. I hope you are trolling, New Zealand is right where it's supposed to be, just look more closely. By comparing with the same view with google earth you can see it's right: https://www.google.com/maps/@1.3885263,141.4971927,22960325m/data=!3m1!1e3 The colors of this view of the earth are also quite accurate, but they feel strange because you are used to see the color-corrected pictures, this is the raw stuff.
  3. Ah no, sorry I misunderstood. Yes it would be nice to record Kerbin using the nicest visual mods out there.
  4. this and that are already usable as gifv: http://int.nyt.com.s3.amazonaws.com/data/videotape/finished/2015/07/1436415745/draft4-1254.webm http://int.nyt.com.s3.amazonaws.com/data/videotape/finished/2015/07/1436415745/draft4-1254.mp4
  5. you mean recording a video of it? it would be easy with an addon to put a video on the loading screen actually, but you need to be careful with the RAM ;).
  6. Apparently it all started here: https://www.reddit.com/r/KerbalSpaceProgram/comments/2jp9nj/i_just_finished_a_highres_loading_screen_for_ksp/
  7. I wish I had a loading screen like that on KSP: Better quality version here: http://tmp.vaalerian.net/earth.html taken from this article: http://www.nytimes.com/interactive/2015/07/10/science/An-Image-of-Earth-Every-Ten-Minutes.html?_r=0
  8. I just recently discovered it was a simulation mode, I wish I knew it before! Also it would be nice to add a few simulation related things on the GUI such as drag forces, and also to have a feature to allow plugins such as mechjeb and KER to only work while in holodeck simulation mode.
  9. KER fonctionne bien en 1.0.5, mais ne sera just pas capable de te fournir les informations et resultats en lien avec le drag. Je ne m'en personellement que pour voir les delta-V lors de la construction, et l'apoapsis/periapsis en vol. Les deux parts sont en fait exactement les memes, avec un skin different. Ils permettent d'activer l'interface de KER en vol. Dans la configuration de KER, tu peux desactiver le "module mode" pour passer dans l'autre mode (grosso modo mode sandbox, j'ai oublie le nom exact), ce qui aura pour effet que l'interface de KER sera toujours accessible en vol, et ne necessitera aucune part ni kerbal suffisament entraine en ingenerie.
  10. I'm working on a brand new light attenuation formula for the planetshine light, and I think I really found the right balance now. The goal is to still have a nice realistic light intensity at low and medium orbits, but to also have some light still visible at really high orbits, the goal being to use this formula both for the vessel and the planets, so that planets and moons can illuminate each other. The new formula looks like that, consider that X is the altitude, and 1 is the radius of the planet: https://www.desmos.com/calculator/m1icqgv3vw I took inspiration from this article https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/ and then added my personal touch to keep the light on further away. This is still in development, no release yet including this formula, sorry!
  11. Yes of course I will keep the old way still available as an option, don't worry about that! One of the strength of Planetshine is that it can be used with almost no effect on your RAM and FPS. It's just that the experimental version doesn't provide this option yet.
  12. There is probably a way, with a bit of transparency and shader magic.
  13. I'm very busy IRL, so I will not have time to work on PlanetShine until the weekend, which will be 100% dedicated to it. I'm very frustrated, so many things I want to code right now
  14. I'm also looking for such a modlist, my choice was for BTSM during a long time, but I got bored of it and I want more variety now. I tried recently to make my own little compilation of mods to try a hard stock career and find mods that add a few elements from BTSM. I used No More Science Grinding to skip boring repetition of similar experiments, and lowered science earnings to 50% with Custom Barn Kit in hard mode, but in the end the balance is still wrong. I think we should actually work on creating a community hard balanced career addon, following the concepts and balance logic of BTSM, but still being open to all other plugins. The goal not being on realism, but on an interesting career from the beginning to the end, having a tech tree that is slow and consistant to unlock (no more big mission that can unlock many nodes at once!). Actually that's also a bit similar to SETI, but in my opinion the base SETI install seems to have dependencies on too many addons, with some of them apparently outdated. Something lightweight, somewhere between SETI and BTSM, and compatible with a few planet packs, would be really nice.
  15. Yes that's planned to do frame skipping (take one picture every X frame), and I will add it to the settings. Currently it takes one every 3 frames. Some things were definitely optimized compared to the previous versions, but the new auto color detection will definitely use more CPU and GPU.
  16. It will definitely not be a boost lol, where in my devnotes did it make you think that? Maybe I should rewrite them. EDIT: Ah I see now, it will be a boost in RAM compared to my previous EXPERIMENTAL version, which I never actually released This experimental version takes a tiny picture of the planet to determine its color and does that several times per second, whereas the previous PlanetShine used a list of predetermined colors which did not use any resources. Thank you, I appreciate
  17. Experimental version released, please see the details and download link at the bottom of the main post. Remember to completely delete the old PlanetShine before installing this one, settings files have been changed a bit! This experimental version should work fine without changing any settings, you can definitely play KSP with it, but expect a few potential bugs I would really appreciate some feedback about it, regarding the performance, the accuracy of the effect, or anything else.
  18. Big change in the color auto-detection system, and it will be much better now I was trying to guess the color based on the various terrain + atmosphere + EVE textures separately, and it was prone to many potential issues. Now I just made it much simpler: I create a virtual camera on the vessel and point it at the planet, and from this camera I can determine the right light color, which will also vary depending on the visible biomes. This method is the most accurate, and will have the highest compatibility with any other mods. I'm hoping to release a test version later today, I will need your feedback about the performance of this new method (does it affect your FPS).
  19. It just happened to me on a game that didn't have EVE, and it seemed related to -force-opengl
  20. One little question, are EVE's textures in general loaded and unloaded from memory depending on the currently visible celestial bodies? Kopernicus implemented that recently for its own textures, it's actually quite easy to do, thanks to Unity's OnBecameVisible() and OnBecameInvisible() It seems to help a lot with memory.
  21. You mean shadows such as Mun shadow on Kerbin during an eclipse? Nice! I can remove this from my todo list then
  22. Interesting, although I think you should rather suggest that in the mod section of the forum
  23. I know for a fact that the author of Kerbal Weather System has been working on it these past few weeks, but this seems to be a really ambitious project, I'm not sure when we can expect a stable release.
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