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ItsJustLuci

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Everything posted by ItsJustLuci

  1. I actually just found a way to accomplish exactly what I want... it involves making the atmosphere a bit thicker at lower altitudes, and making it much thinner by ~400 or 500km, I think this will accomplish the most realistic visuals but I have to test it titan is... painful rn. idk what the issue is. as far as the tiling, that is innevitable. the way EVE does things means this is going to be an issue if you want any level of detail sadly. If you want to lessen the effect, go into EV's menu (alt+0) and mess w the _CityOverlayDetailScale and lmk if you find one that fits your taste better, I'd be happy if someone can find a better scale to be entirely honest
  2. actually just found the solution: press left-alt+0, go to clouds and hit apply. a lot of the time EVE just needs a little kick to get it working, sadly EVO is no exception
  3. Update 0.1b is live on github, mostly bugfixes but here are some pics, please refer to the patch notes for more details (Photos shot from approximately 504 km with the new 0.1b TUFX preset active) sunsets fixed in the newest patch in regards to the light curves, this might be TUFX related, idk. and ring shadows might require a patch in the 0.2 update, will write that down. what was your third question sorry? yes, they are supposed to. if you don't see them my recommendation is to press left alt+0 go to clouds and click apply, this will rebuild the scaled space and clouds, as these land textures are technically "clouds" and sometimes they seem to get caught and not pop-in correctly (possibly bc of all the other things going on in the bg, idk)
  4. yeah... there's def some weirdness w the sky... thing is that I copied the configd from rssve, so I am quite confused about what exactly is going on...
  5. those flashes are lightning, once I get time I will likely redo them, but I am experimenting w it and possibly trying to do some other natural and manmade atmospheric phenomena
  6. it works in 1.8.1 for some, my recommendation is to download the latest scatterer and EVE, along w kopernicus bleeding edge and give it a shot but backup first... 1.10 is officially supported, but it should be back compatible according to some testers as far as the sunflare, it's a known issue, I need to replace a file (I forgot to fix when renaming the main folder, used rssve as a base) but for now if you want to you can replace RSSVE with EVO in the EVO/Configs/Scatterer_Configs/Sun/Sunflares/Sunflare.cfg file as far as the lights are concerned, I need to touch up the map a bit, and I am going to likely have a new city day texture thanks to @Katniss218 soon-ish PS: sorry for the delayed response, livestreaming on twitch today
  7. ah cheers, thought they were permenant, probably better for my save that they aren't XD will go fix
  8. Extreme Visual Overhaul for Real Solar System Hello, This is EVO, a visual overhaul for Real Solar System aimed at providing stunning visuals while offering great performance. EVO is a spiritual successor to @pingopete's RVE 64k project, and is meant to offer a similar level of visual fidelity, while offering more performance oriented options as well. EVO will also be open to contributions, ideally remaining a never quite finished project for the next few years. I was inspired to make this pack after seeing great breakthroughs in visuals for stock and modded systems, as well as errors when using some of my old favorites (such as RVE 64k) in newer versions. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― So far EVO adds the following: An almost no compromise combination of RVE64k and RSSVE 32k, 48k, and 64k Land Texture options, modified from RVE 64k New Ocean and Atmosphere configs for Earth New 32k 48k City Lights from Space Engine, with a new 8k City ground texture based on satellite imagery New Mars Textures Boot-prints for some celestial bodies A new Sunflare from @Avera9eJoe's beautiful Spectra Visual Compendium Scatterer 0.07 support, alongside Godrays and Wave Collisions An Optional TUFX Preset, based on RVE64k's legendary KS3P preset Fog to Venus and Titan Dust Storms to Mars Auroras to Jupiter Hexagon Storms to Saturn Geysers to Enceladus Lava on IO Much more... ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Troubleshooting/FAQ PLEASE READ: The Lights aren't showing up/ look off press alt+0, push the arrow in the EVE menu to go to textures and hit apply, go to city lights and hit apply, and if the terrain now looks off press alt+11 and map EVE clouds. The terrain is white/invisible! 99% of the time, this is due to an improper install, read the directions. Seriously. if that doesn't work, attempt the fix above as it often fixes that issue as well When is the next update coming? when it comes. I am in college, working a job, and streaming 2x per week alongside working on CH4 (soon) so be patient and enjoy the screenshots <3 ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Dependencies: Scatterer Environmental Visual Enhancement Real Solar System Incompatibilities: RSSVE, RVE64k WARNING: as of right now, Kopernicus Bleeding Edge is not meant to be used in Normal Play, it is no longer recommended for use with this mod. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Licensing: EVO is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0), so you are free to redistribute, modify and copy the contents of the mod so long as you attribute and credit the appropriate author(s), remain non-commercial and distribute it under the same license (CC BY-NC-SA 4.0) City Lights textures, and other textures labeled in the mod as space engine assets are NOT licensed under the above license and are being used at the permission of the space engine team DO NOT REDISTRIBUTE ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Credits: @blackrack - Scatterer Adds better oceans and atmospheres to planets @JadeOfMaar -Sunflares of Maar Original author of the sunflare modified for use in @Avera9eJoe's Spectra @Waz - Environmental Visual Enhancements Adds tons of visual capabilities, far too many to list here @pingopete - RVE64K @tony48 - KSRSS(VE) Adds a whole lot of configs that mine are derived from, from snow to lava and much more @G'th -AD ASTRA I used their aurora textures and hexagon storm as they are easily the best I have ever seen @Theysen - RSSVE @Vabien - Kopernicus Expansion Continued-er Adds the ability for bootprints, alongside many, many other things @Shadowmage - TUFX Post Processing for KSP Special Thanks to: @jrodriguez for offering multiple textures, and input on the project @Jceratops for helping test the mod @pingopete for inspiring this project, and teaching me so much @Avera9eJoefor showing me cool things that EVE is capable of Download: Github Enjoy the mod, and feel free to offer contributions and suggestions,
  9. Alright, I am in some deep ish here, and I need some help from someone with a lot of EVE experience. Long story short I am working on a revival of Pingopete's legendary RVE64k project and I have gotten most things working, but I am still having a few serious errors. What I have done thus far: I have taken RSSVE for ksp 1.8.1 and added Pingopete's land textures which function using the scaled space of EVE (idk that I have done this properly, but they are showing up at least) What I need help with: In doing the prior, I somehow made RSSVE's earth clouds completely vanish, along with the auroras and the lightning, basically making everything else fail to get the one bit that is working to load. However removing the "land" textures/scaled space doesn't allow everything else to load, which really confuses me. Below I have posted a picture showing the current state of things. The land textures are loading properly, however nearly everything else (except the lights) is gone. Additionally the lights are loading on top of the land, rather than below it, leading to it looking like an absolute mess. Virtually all of the code is just rebuilt copies of Pingopete's original work laid atop RSSVE as "base code" Any help would be immensely appreciated, as I have already reached out to multiple people to no avail... Cheers!
  10. ok, does someone have a fully working version with city lights that is 1.10 or 1.8.1 compatible? if not does anyone know the source of the issues, I am interested in attempting to fix it
  11. does this support ultrawide resolutions? 21:9
  12. Hi, I'm playing on 1.10, and I am having difficulty with the text decals. they only show up one at a time if I place them symmetrically, and I can't seem to fix the issue... pls help
  13. hmmmmm in 1.10 the flag decals aren't showing up. any idea what I should do?
  14. latest. just follow RSS's guidelines and you should be safe wym sorry? I am unfamiliar with what dxt means lol
  15. CH-4: Changing History Iter Deinceps, In Perpetuum Moving forward, Perpetually ─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────── Welcome to Changing History (CH-4) we are a lategame addon to Realistic Progression One(RP-1) aiming to reimagine and redesign what is possible following your first moon landing! As an expansion to RP-1, and thus realism overhaul, realism and achievable technology is at our foundation. We aren't aiming to design warp drives or fusion energy, we simply want to enable the exploration humanity could be doing today, given enough interest... Who are we? We are a group of RP-1 and RP-0 players and developers, aimed towards making the next challenging chapter of your career mode save in RSS. What are we doing? Where did we come from? We started off as an extension to RO Engines, but have slowly become more skilled at modding, allowing us to branch out further. Currently our main goal is to develop timelines, allowing the player to chose a path they want their agency (and possibly others) to follow. The currently planned timelines are Lunar, Venusian, Martian, Terran, and the Exploration of the Outer Worlds... Note these may be subject to change. As an expansion, you can expect the following from us: New contracts, likely approaching or exceeding 100 within this first "update". None of these will conflict with RP-1's, instead they will override and build off of them. New parts, allowing for realistic, small to medium scale habitation of other celestial bodies, orbits, and much more. New mechanics, encouraging things such as reuse, exploration, and international cooperation. We still have a lot planned, including a wiki, a youtube channel, and further documentation. These things, like the mod itself, should be expected to come in time... Ultimately, we would like to open up development to the community following the first major release, CH4 v1.1, but we are expecting to release pre-releases on our github. Download, Installation & Liscensing You can download the latest release from our Github CKAN Support coming soon™ Installation (for now, atleast) comes with no special instructions. Simply drag and drop the CH4 folder into your KSP Gamedata directory; As long as you have RO, RP-1 and RSS installed that's it! You should now have access to a couple dozen new engines, and some new airlaunch tech! Currently using the license CC BY-NC-ND 4.0, we are politely asking that you don't redistribute or modify our work, this will allow us to more easily develop towards our goal. I have become death, destroyer of framerates RD-270 As a closing note, most of us are pursuing education currently. We will try to release in as timely a manner as possible, but do give us time. A rushed mod is a broken mod.
  16. Are there any plans to rework the BDB Apollo CSM any time soon? I heard some rumors that this might be happening soon...
  17. Hello everyone! I was kind of frustrated by the new terrain shaders and how they interact with RVE's city lights, so I decided to fix it! After a few weeks of "work" here's what I got! Enjoy, and major credit to @pingopete here, all I did was build on their configs and add a few dds files https://github.com/Its-Just-Luci/RVE64k/releases/tag/1.1 EDIT: That also should contain the atmosphere patch I made ~6months back, if not shout me out and I can send you my drive link cheers!
  18. is there any way to unload the city lights on the surface other than to alt+0 and turn them off?
  19. darn... I want to start a new save but idk if I should... do we have an ETA of 4.0?
  20. https://drive.google.com/file/d/1NvDOX-v2MMv3kH1EGebtTNGoS5VSKriO/view?usp=sharing The way I do RP-1 patches is unofficial(I.E. don't bug the devs if it doesn't work), so they will not be patched into RO. But as it is my file I will make it available here unless @Wellhas an issue with it Just put that file in RO/RO_Suggested_Mods
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