Jump to content

LaytheDragon

Members
  • Posts

    299
  • Joined

  • Last visited

Everything posted by LaytheDragon

  1. Cool! I can't wait to use this mod to fake a Mun landing at a more exotic location, and for custom stick-on textures for vessels. I imagine I could probably even use it to make rocket parts look spaceplane-y on spaceplanes, and vice versa.
  2. What could that be over the horizon? I've never seen it before today. Warning: The first spoiler Spoils it. I also launched a quick mission to dock an ore tank module to the HexaHauler. Unfortunately, the hastily-created transfer stage ran out of fuel at the end of the burn to Minmus, and all the RCS fuel was spent entering Minmus orbit, lowering said orbit, going suborbital, and trying to land. Long story short, the ore tank module poofed into the flat a few hundred meters to the side of the HexaHauler at about 50 m/s.
  3. (more images are in first spoiler) About to land the HexaHauler on Minmus... Bounced off the surface... a long scrape with the terrain follows. ("boring" details are in spoiler above) Landed and sturdy! 3.8% of the ship's fuel was a bit more than enough fuel for this less-efficient-than-most-due-to-no-non-gimbal-control-authority-on-short-timescales landing. Time to Mine! Drills deployed! Wait, there are no ore tanks? How was this overlooked? It looks like I'll be docking an ore tank as the first use of the cargo bay...
  4. (Large amount of less important pictures in spoilers) The HexaHauler made Kerbin orbit! Well, it made Minmus orbit too! The ship is running a wee bit low on fuel. It has about 3.8% of its fuel left, but it only took 33000 units of liquid fuel for a 200 m/s capture burn around Minmus, so the remaining 87000 units should be able to squeeze out about a nice 500 m/s for the landing, I would imagine. (On the other hand, it took 250000 units of liquid fuel for an 850 m/s (according to stock maneuver display) Kerbin circularization burn, so I may be wrong)
  5. Over the last few days, I changed my visual mod setup for high-performance scatterer-free yet still-good-looking visuals. (On the other hand, I need to remind myself to update Texture Replacer to the fixed reflections version) Right now, I am a bit indecisive on what shade of blue to give Kerbin from afar. Which to choose? The Sci-fi Visual Enhancements saturated dark blue, or the Scatterer-alike light blue? Meanwhile, my newest mothership design, the HexaHauler, is about finished, with everything intended in the design being on the ship, and a TWR above 1 being met (I may need to raise the TWR even more, but whether this is required is unknown). All problems with the ship directly exploding have been slain, and the only problem left, already with two easy fixes to try, is the ship crushing the runway pad after settling completely (the launchpad is too small), causing the runway pad to blow up itself and the ship above. This is the second-to-most recent version of the HexaHauler. The most recent version has better crew containers, with space for 24 kerbals in the crew containers, and 13 in the pods (if each kerbal in a pod gets a container seat reserved, then 11 permanently-non-pod kerbals can reside). For those who haven't seen my previous posts on developing this ship, the odd-looking contraption in the middle is the open-able entrance to the aesthetics-only-in-stock stock cargo bay, able to fit an inflated 10 meter heatshield through in any orientation. Mining equipment has been added now, so theoretically, if it made it to Minmus's surface on the first launch, I could refuel it and start its service. How does it's height compare to real-life object heights, you ask? It is 99 meters tall in KSP, as tall as an up-to-30-story building, such as the 25 story building below. It is also about the height of the KSP VAB, and while the ship is still in KSP scales, it is 12 meters shorter than a real-scale Saturn 5. Even I can't beat your Archemedes... I only have 30K tons on my craft (of course, you're dealing with heavily-modded starships, while I massive stock rocket SSTOs with large hollow cargo bays).
  6. For the atmosphere layer here in the top .gif below, for the glow layer Kerbin-Atmo, the RGBA values I have set are 58,137,225,90 . This provides a lighter version of the original Kerbin atmosphere layer color (which is 0,100,225,90) that retains a noticeable blueness while not being as strong of a blue. I personally both like this and the color in the download and the bottom .gif below, but others may like the new top .gif's setting much better. Top (below top): New, Lighter Color (58,137,225,90) Bottom (above bottom): Original, Bluer Color (0,100,225,90)
  7. You could always just change the color yourself with a text editor in the glow.cfg. It uses RGBA with values between 0 and 255, and so I recommend this tool for finding a color: http://www.rapidtables.com/web/color/RGB_Color.htm. You can also use the alt + 0 in-game EVE editor, under the glow.cfg tab on Kerbin, to edit Kerbin's only layer in the glow.cfg, to see immediate results for your new color, upon clicking the "Apply" (and "Save") button(s). After removing Scatterer and re-adding the atmosphere colors to allow better-but-still-terrible-due-to-smoke-effects-when-running-the-engines performance on a 1500 part craft, I slightly tweaked the Kerbin color to be lighter (and Eve to be more violet, but I think I am going to revert its color to the default). It looks nice, but not too unlike what is visible in the OP. (note: EVE doesn't render layers on the Mun in the main menu screen, so its glow isn't visible)
  8. Oops. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- There we go. Now, it doesn't require ridiculous numbers of launch clamps, thanks to some small panels under each engine, which still work, and have visual aerodynamic shrouds! Lights and the CargoBay work, too. Now, it is time to get this thing's TWR above 1, and to fly it.
  9. I proved(with Hack Gravity, sorry) that Standard and Senior Docking Ports can be doubled up into a single docking port's stack, with the Standard port both centered on or off center from the center of the Senior Port. This means that theoretically, one could triple up a port with all sizes for a 'one port to rule them all'. \ By the way, docking with the camera aimed on the port you're docking to is fun.
  10. I am interested in seeing this become a reality. I feel that complete soundtrack would make the game much more amazing, especially in a space game,where soundtrack can really have a major influence on the experience.
  11. I decided to go big and build a craft as such. What this mere incomplete frame of a monstrosity is for, I'll leave that for you (the reader) to guess for now. Surprisingly, apparently MOAR CLAMPS is the main reason this is possible, with it otherwise breaking itself spectacularly hitting the runwayPad at several meters per second and accelerating. I have high hopes it will be able to land itself in a time of mining need, still.
  12. I went to GameData>ScifiVisualEnhancements>Atmosphere and opened the Glow CFG file in that folder. From there, I just deleted any sections labeled "[Body Name] atmo", or in other words, the glows for planets with atmospheres. If you want to remove the glow layers, delete the sections labeled "[Body Name] glow". If you want to remove both glows and atmospheric glow layers, remove the entire Glow.cfg file.
  13. Here's the Mun and Kerbin, with a Mun arch, that I made recently. "Habitable planet's name: unknown Terrain: unlike that of Kerbin's" - a random database
  14. (Extra images and detail in spoilers) Bob watches a rocket launch using his VAB Telescope. It is a probe. Destined to complete some fun Minmus temperature surveys, and to test the No-Explode SciPod 2.0, complete with no probe core in the airstream that causes the entire science pod to explode, an inline parachute helping keep the mass concentrated at the shield, and a docking port. The probe burns for a nice, low Kerbin orbit, using its three Ant thrusters. (this is a career save with quicksaves enabled but science, reputation, and funds on 20%, and I haven't unlocked Spider thrusters (or reaction wheels, or plane parts, or rockomax-sized fuel tanks to accompany the unlocked engines) yet) The launch stage parachutes down to recoverable safety. Now, the probe departs for Minmus. The probe plunges into the dusty crevice, where a temperature survey below 3300 meters above sea level is required. It dips just below the maximum altitude for data collection, but then boosts out, lacking the fuel to completely slow all sideways velocity and land. The probe narrowly misses the surface on its ascent by a few meters. \ The probe decouples from its empty fuel stage, and is prepared, with the antennas retracted, for reentry. = Reentry of the new SciPod 2.0 commences, with parts of the purposefully-ejected probe core piece exploding in the background. The new probe core drifts successfully towards the surface of Kerbin, with its mission complete.
  15. Valentina does some astronomy in preparation for the upcoming crewed Mun landings. Then, she spies on Mortimer, after his talk of "budget cuts". Bob landed a telescope on the VAB.
  16. That isn't a cube... That is a grey asteroid in an unusual shape. Seriously, though, Squad should fix this. It could have a performance impact.
  17. It is Duna and Ike, just normal Duna with Scatterer at the pole, but Ike has its own glow layer. The glows, clouds, and dusts, themselves, are from Sci-fi Visual Enhancements, a high-performance (as in lightweight/fast-running) clouds and atmosphere pack, but I tweaked Minmus' dust color tweaked to be lighter, and put Scatterer's nice laggy atmospheres in place of the pack's atmosphere EVE layers. Either way, its generally faster than regular EVE clouds, and also has dusts and glows that are beautiful (that Minmus scene was in the green/lagless), so I replaced standard EVE with it.
  18. KSP is beautiful (with the correct visual mods) Today I toyed more with visual mods, as you can see. In other news, the Star Sapphire Mothership's most recent version can reach Minmus... almost. It got a flyby, but had no delta vee to orbit or land (and this test version has no ISRU). In addition, the Kraken struck this particular instance of this vessel in the save, impairing me from being able to take a picture of it at Minmus, and blowing it into shards.
  19. @panzer1b After playing around with this mod, I found that it definitely performs better than stock EVE, and though I am too in love with Scatterer's looks to run this standalone and lagless, performance is still better than before, even with Scatterer still installed it appears (some rocket launches and the loading of an 900 part vessel with many lag-producing parts (much laggier than one of my other 900 part vessels) that will make me want to regret this and uninstall Scatterer like it always does when I use it, is required before I can say for certain and without the "it appears"). Not only that, it looks much better than stock EVE even when running at the same time as Scatterer. The glow layers are excellent, the clouds blend well (Laythe's are great, Jool's cloud textures, which I don't like otherwise in this mod and that don't feel sci-fi or realistic at all standalone, are superb with Scatterer). Without Scatterer, it looks better than stock EVE too, at the same time as sci-fi, with a Duna that looks fantastic, and an Eve that has a perfect purple shade. I also like Laythe's look. I haven't glimpsed most of the dusts yet so I can't say much of them. To fit this mod to run with Scatterer, I deleted the atmosphere layers, but left the beautiful glow layers. I also removed Duna's cloud volumetrics for performance reasons when running this alongside Scatterer, so there aren't two sets of volumetrics (clouds and dust) running at the same time there and lowering performance below the edge of green/yellow (and also so Duna's clouds are more like high-altitude wispy ones, which I personally like). In addition, I changed Minmus' dust color to be lighter as I originally imagined, sacrificing the alien look for something that is a good scenery backdrop. I hope you don't mind . (a little picture of the Minmus Anti-Ore Scanner Gun, showcasing the Minmus glow effect of the mod, if you don't mind)
  20. You should consider releasing your Eeloo visual configuration as a mod/modlet/mod-config if possible.

  21. I couldn't possibly know. Looks at Ike
  22. The license is GNU General Public License, and @MrHappyFace hasn't logged on the forums since September, so I might consider just going ahead with it.
  23. Thanks, that does help . That is basically what I partially expected, minus the use of an unfocus tool, as I had no idea how you got a blurred haze effect, that makes it look much different and better from what I've made myself with a semi-transparent haze layer and horizon glow (the only atmosphere I have gotten to appear to have haze up close was without any focus tools and by complete accident in a more complicated way that I don't know if I can replicate, while playing around with layer modes after failing to do a method not unlike the one described by you (minus the unfocusing part, thus the failure) by myself a few days ago. Thus, I thank you for your help. How must I return the favor of your re-imagining of my screenshot awhile and this help combined?).
  24. Another great drawing by Pine! The RCS plumes are gorgeous. That lighting technique looks almost exactly like the way I light my drawings! (which has the shadows and lights in separate layers (I overuse layer functionality for all sorts of useful reasons))) The exception being yours are more transparent/less dark. Do you mind sharing your methods of creating the atmosphere's look? I am currently trying to draw better atmospheres up close, and I want to know how different your method there is. Edit: By the way, could you please add my most-recent drawing to the OP as requested when you add yours to it?
  25. That is beautiful... That Kerbin, it is almost as if Scatterer is installed! I feel this is the update where breathtaking visuals will rule most KSPers' lower-end computers. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Will there be Eeloo cyrovolcanism as an attempted planned feature, if there will also be lava eruption on that list?
×
×
  • Create New...