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Everything posted by Poodmund
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[1.12.3] Restock - Revamping KSP's art (Feb 25)
Poodmund replied to Nertea's topic in KSP1 Mod Releases
For reference, from the OP: Q: I see you added some more variants? Can you add more? Every part in purple?A: Nope. The general stance on adding variants by request has been, "No," and considering the mod is pretty well in a final state now I would not expect it. -
This looks very M$ FS, the lighting looks very good in the main bodies of the clouds. Looks pretty sensational if you can translate that directly into KSP in appearance. The shadows look natural, I wouldn't go much darker if at all if that's what you were thinking. EVE has always had incredibly dark and strong shadows which have looked very odd to me considering Kerbin's weather is generally pretty sunny and 'good'.
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This was my initial thought too in that a lot of cloud cover is in the form of Cirrus clouds which, when combined with the ones we have seen from the screenshot or faded with (on an opacity scale), would break up the tiled nature of what we see. I'm sure you know what clouds look like, Blackrack, but just to emphasise my statement:
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Poodmund replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hi Linux, I was wondering whether the above patches could be made as a PR against the main repo so we can see/compare changes etc.?- 1,531 replies
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That requires either a different base texture (I can't remember if Sigma bundled a titled version of mine in their mod) or you can take the base texture and make it into an EVE cloud layer and then rotate it in that. A bit finicky. The issue it that you can't rotate the axis of rotation of the moons and so they still rotate the wrong direction compared to a titled Urlum.
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[WIP][1.12.3] The Twelve Colonies of Kerbol (TCoK)
Poodmund replied to RayneCloud's topic in KSP1 Mod Development
If you're using Libnoise to generate terrain, https://github.com/dhlevi/LibnoiseDesigner is a good tool to preview seeds to then use in other more complex programs.- 29 replies
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I'd advise just to delete the Scatterer configs included and use ones that work with the latest Scatterer from another mod.
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.10] [3rd Jan 2022]
Poodmund replied to Poodmund's topic in KSP1 Mod Releases
This is likely due to them not using the new PQS Triplanar Zoom Rotation terrain shader that was introduced back in 1.8(?). This would get them looking a little crisper/detailed I expect. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.10] [3rd Jan 2022]
Poodmund replied to Poodmund's topic in KSP1 Mod Releases
Not natively, use a 3rd party visual mod that supports OPM. -
[WIP][1.12.3] The Twelve Colonies of Kerbol (TCoK)
Poodmund replied to RayneCloud's topic in KSP1 Mod Development
Good to see somebody actually making an effort to work on underwater terrain topology.- 29 replies
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[DEFUNCT] AD ASTRA --- Check the latest post and update!
Poodmund replied to G'th's topic in KSP1 Mod Releases
Its not a rift. Blackrack updated Scatterer implementing new functionality and simplified the process of creating configs but, in doing so, the syntax of the configs has changed slightly. Most planet packs/visual packs haven't been updated because authors are either busy doing other things or don't care to update so their packs do not work with the recent versions of Scatterer. Its a shame as the new version is markedly improved. TL;DR There's no reason to use the older versions of Scatterer over the latest unless the mod you use hasn't updated it's configs to do so. -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
Poodmund replied to Nertea's topic in KSP1 Mod Releases
No plans and unlikely to occur. BDB has some great Titan engines (along with everything else) you can use if you want to make a replica Titan. -
toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Poodmund replied to Gameslinx's topic in KSP1 Mod Releases
It certainly does support Ampere cards. Why not completely delete all your KSP Steam directory, revalidate the integrity of your game cache to reacquire all the game files creating a fresh Vanilla copy of 1.12.3, then use CKAN to install Parallax on this fresh install and see if it works for you? This should be the cleanest way to verify that it is working.- 2,827 replies
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Poodmund replied to Gotmachine's topic in KSP1 Mod Releases
What do the new optional, OnSymmetryFieldChanged and PersistentIConfigNode, patches do in layman's terms? -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Poodmund replied to Paul Kingtiger's topic in KSP1 Mod Releases
When this releases I think I'm gonna faint. Pood remembers... I thank you, sincerely, for continuing this mod.- 1,531 replies
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[1.3.*-1.12.*] Pood's Skyboxes [v1.3.0] [17th Jan. 2019]
Poodmund replied to Poodmund's topic in KSP1 Mod Releases
If you have an issue with DOE's dynamic brightness feature I would suggest you take it up with the mod author for their advice. Or you could just disable that feature or uninstall DOE(?). -
[1.3.*-1.12.*] Pood's Skyboxes [v1.3.0] [17th Jan. 2019]
Poodmund replied to Poodmund's topic in KSP1 Mod Releases
Yes, it's a feature of DOE. It has nothing to do with these skyboxes. -
[1.3.*-1.12.*] Pood's Skyboxes [v1.3.0] [17th Jan. 2019]
Poodmund replied to Poodmund's topic in KSP1 Mod Releases
Are you using Distant Object Enhancer? -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Poodmund replied to Galileo's topic in KSP1 Mod Releases
Or just use the latest version of Scatterer and delete SVE's scatterer configs and use scatterer's own default configs.