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LukasKerman

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    Germany
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    Making informative videos about space using KSP.

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  1. Great mod! I think I found a small bug. Exporting the effect "Scattering" won't export the variable Exposure. Neither will it import it on launch if you set it in the config. edit: Limiting the value range to sane values on the slider would probably also make sense^^ but you can always type it so np for me.
  2. Does anyone have a clue what this NPE is about? It seems to be KRPC related but not sure if another mod might cause it.
  3. Just make sure you're logged in on Github, otherwise the "krpc" is not a clickable link. Thanks for the tip!!
  4. I think the real hard part is not to explain delays to us but the publishers xD What I wonder is will it be a full-ish release or early access?
  5. Thanks for that, I guess I learned something! What I now however wonder is if it would be possible to record this information separately from the gameplay so that you could use it in a video editor. Games could do it for video makers so that you could add real motion blur to your game footage, while not having to bother with it while you're actually playing. That should be a thing! Like a smartphone camera that records its own accelerator data to later apply it as a post processing image stabilization. Also, does Unity's motion blur only work on camera movement or also on object movement? I tried it in Unity and it looks like the objects get blured when they move relative to the camera. However, I'm not sure if that's really the motion blur or just my sh*tty monitor xD More tests are needed I guess..
  6. I don't know how exactly the Unity motion blur works but the name post processing might be a little misleading in that case. You need vector information of an object's movement in order to blur it somewhat nicely. Otherwise you could simply post process it in a video editor and it would look the same (which is not the case). A rendered frame loses all its information about objects and movements so motion blur gets way harder! This is similar to ambient occlusion. It is not added after the final image is rendered but somewhere in between, when it still knows what individual objects are and where they intersect.
  7. No problem! I'm glad we found a bug! The other options this mod enables are great as well! The reason I need motion blur is my animations use it as well so using KSP footage alongside makes it look really weird. However, I'm not sure how well this post processing handles particles like exhausts. Adding motion blur to hundreds of objects seems complicated but they could also be ignored. I'm not entirely sure how this works.
  8. Thanks for the cool mod! I have a question regarding Motion Blur. Does it work with the game because you have not added it by default. I tried all kinds of combinations but I either don't get it right or it is not added to the parser. Motion_Blur { Shutter_Angle = 180 Sample_Count = 8 Frame_Blending = 0.15 } This is how it looks in Unity's .asset file motionBlur: m_Enabled: 0 m_Settings: shutterAngle: 180 sampleCount: 8 frameBlending: 0.15 I checked your code and I can't spot any obvious errors.
  9. I think I googled at least 15 minutes and didn't find that particular mod. I'll have a look and thanks for the reply! For now I would be happy with ANY solution! edit: THANKS MAN! That's exactly what I was looking for and it even works with 1.5.1. Unbelievable! xD edit2: I have some issues getting the Motion Blue to work but I asked in the mod's thread. I'll post the solution here in case there is one.
  10. Hey guys! So I know motion blur is not among the most requested of features out there because it is quite hungry and can be a little annoying at times. However, motion blur is extremely useful for video making. It just makes everything look much smoother and simulates a slow shutter speed on a camera as for example used in cinematic shots. I did a short google search and found that Unity is capable to provide that feature out of the box. However, I'm not sure how much effort it would take to implement it into the game. Does it only require a box to be ticked or is there more to it? I would love if the devs could add it in one of the upcoming updates! If there is a possibility to mod it please let me know! I also found this plugin which may help (MIT license) https://github.com/keijiro/KinoMotion
  11. First of all thanks for the detailed answer! You're right, Δv is just a number which is only based on the mass and engine efficiency of a craft. However, I was actually refering to the required Δv your craft needs for a mission. Sorry about that! The required Δv changes with everything you do that is off nominal. My point was since the real required Δv is pretty much impossible to predict, you can never be sure that the Δv number of your craft is really sufficient to do the burn. The indicator may show 500 m/s but your vehicle may need 530 m/s because you wobble around too much and have to steer. It would be very frustrating to run out of fuel too early despite having enough Δv on your vehicle based on what the VAB said. However, now that they put so much effort into the indicator, I agree that it makes sense to add it in that regard. If there is a Δv number on the maneuver node there has to be one in the VAB as well. No, you would still be able to do whatever you want of course. Nobody is hurt by proposing to reuse rockets. My point was there is a subassembly system right now that is fairly hidden behind an advanced menue. This subassembly menue is also not very well explained and the parts you put in there are not organized whatsoever. My suggestion is to add a basic folder structure to it and maybe put it up to the front so people can see it more easily, and maybe begin using it for things they frequently re-build from scrach like launch clamps with added light or boosters with added sepatrons and radial decouplers. Things it was designed to make easier. As I have pointed out you can replace Δv with payload-mass-to-destination by using subassemblies and by reusing rockets. Just to have a gameplay element that leads to the same goal as Δv. It's the same purpose but a different take on it. But anyways, my main reason against Δv is not the effort it takes to make it or the lack of accuracy of predicting it. The Δv discussion is as old as KSP and while I don't know Felipe's reasons not to add it, I'm certain KSP would've not gotten where it is had Δv been available right from the start for everyone. I claim had people used Δv they had known their rockets can make it and many funny failures you shared with your friends would've likely never happened. Δv is a double edged sword in that regard. I think new players lose their interest in the game more quickly, if they know their rocket can make it before they even launch. However, I can't prove it of course so it's only speculation but I'm sure Squad has the numbers and the fact they haven't added it yet at least indicates to me that there is a correlation. I could be totally wrong though so I'm glad I'm not the one who has to decide it I'm just here to share my opinion on it and I know being anti-Δv is a very controverisal one to have. It's almost like being a teacher who is against using calculators in middle school!
  12. The main issue I assume is that your crafts Δv changes all the time. Not only by burning but by how much throttle you use, how often you steer and so on. How efficient is your transfer? It's a very unreliable number! However, they added it and now they have to also finish what they begun I guess. To me it would make more sense to instead guide the player towards developing rockets which are used multiple times. Away from developing a new rocket for every payload. That's essetnially why you need the Δv number. Because you launch a new rocket pretty much all the time and you have no clue what it can do. If you would instead save every rocket without payload as a subassembly and note how much mass it can get to LKO, you could simply mount an existing rocket that you know can bring your payload to orbit without having to guess. A beginner would accumulate more and more rockets in its fleet and could maybe update them with new versions over time. I made a video a while back, where I show how you can develop a rocket in KSP, find out its capability and then keep reusing it. You can not only develop rockets like that but also upper stages (as part of the payload) which can push a certain amount of mass to the moon and so on. You can go on developing landers for each body, return ships and more. You end up having a rocket module library in your subassemblies you can stack together to get anywhere without having to calculate anything. What KSp needs in order to make this more intuitive is a better subassembliey UI where you can really organize things and not get lost. Here the video that I mentiond:
  13. KSP always used all my CPU cores. Each just never went to 100% but stood at around 60%. I suspect that is Windows shifting the game's threads around the cores for an even load and core wear.
  14. I don't want to spoil the messages you get as you get there which gives away what my score is^^ (or was when I made the mission) However, the max score you can theoretically achieve is 2600 which is GOLD++.
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