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  1. It's still under development state, and has last detail touch left. But progress is almost stopped since I'm serving in the military. Saddly more than simple maintenance will be almost unavailable. But those mods ingame features are fully functional, tho it might need to patch balance and etc. Pad works fine and just need extra cfg to place it automatically in rss, craft works fine too tho lack of texture.
  2. Hi guys, this is VaNnadin here. Today I'm going to show you 2 of my ksp mod project, the LC39B Launchpad and Orion spacecraft for better realism overhaul gameplay. Before I start, please be noticed that I joined military service in July 5th. So I couldn’t finish my later project Orion, instead I made a short promo video which is also not finished as a quality I wanted. I (thought I)attached my mod in my patreon post and set it up to released freely after 2 weeks later, but I confirmed I had a big mistake while uploading my mod file. I finished editing film just few hours before I leave my house and enter the military training camp, and it was 4AM. I am really sorry if someone purchased patronage to get my mod. Here's my mod showcase film, you can check a detailed view of Orion parts and LC39B Launchpad. Orion has total 9 of parts including parachutes with highly detailed deployment animation, and supports TexturesUnlimited & Waterfall mods. Solar panel is not included. In case of LC39B, I added a hyperrealistic components like LH2/ LO2 complex or water tank at the expense of polygon count. And hand made 8k textures is also included. Mod dependency Orion Animated Decoupler Depthmask Module manager And basic Realism Overhaul mod package LC39 Kerbal konstruct Module manager Mod support Waterfall TexturesUnlimited Download link (Google drive) Mod feature Hyperrealistic orion spacecraft Umbilical port detach animation FBC parachute(WIP) HQ parachute deployment animation Hyperrealistic Launch Complex 39B Accurately placed miscellaneous buildings Realistic textures (grass field is WIP) Please be noticed I'm currently in military service, it's not sure when I can get a vacation and update my mod and fix bugs. Although it's not finished, please enjoy my rough result of a 1.5 year long project and give me the courage to complete military service, improve myself, and make a better mod. My project is under CC BY-NC-SA License. If you guys wanna support me... https://www.buymeacoffee.com/VaNnadin https://www.patreon.com/VaNnadinstudio
  3. modeling process is about 60% finished and polygon is already 10k. can you tell me a limit of polygon count?
  4. I understand what you saying. I'll keep it more close to photorealistic. I mean, real satellite image is too distorted or not organized to use. don't worry about it!
  5. it's about 7k for now and i think it's gonna about 10k or more. and about texture, I'll make custom texture in 8k or maybe even 16k. and not gonna use satellite data. I think making texture from begining is better than using photo. I'm gonna find a compromise between stock KSC art style and photorealistic texture.
  6. I just remembered that 3d model for game shouldn't have many polygons.. how many polygons it should be?
  7. thanks for permission! I'm working on LC-39B first, and I'll make LC39A if I can. sadly I don't know how to make mu files. can I send it in any other format? I'm gonna use C4D. I forgot how to insert image from googledrive anyway is that okay?
  8. thanks for awesome mod! I'm author of RSS 16k texturepack. I'm currently making custom stockalike texture of your mod for personal use. if you're okay, I want to give you better model and texture of LC39. can I share it with you?
  9. I'm trying to make FAR patch for wing using b9partswitch. wing's direction is changed by this mod. how can I make FAR work with it?
  10. aaaaah I'm having a problem with FAR configuration, can you tell me what "rootMidChordOffsetFromOrig" is?
  11. btw how can I make your land texture visible only in space?
  12. @jrodriguez as you can see HDR function is working good with me. there is no problem with EVE clouds. I'm using 1.8.1 and latest KS3P and TUFX mods. and about AO, it was just example and I'm not forcing it. in my case I couldn't manage TUFX's AO effect so I choosed KS3P's one. @pingopete this shows HDR function. I'm tweaking details of each cfgs now. and I'm using KSP 1.8.1.
  13. you must be already know but just to make sure, the new TUFX postfx mod by @Shadowmage provides HDR mode so you may can fix night artifact with it. according to its forum page, it's not working with KS3P but when I've tried, it worked together. just postFX is applied twice. so you just need to choose which mod you're gonna use per each effect. for example, KS3P doesn't support SMAA but TUFX does, or KS3P's ambient occlusion is better than TUFX's one(in my opinion.). so you can turn on KS3P's AO and TUFX's AA and turn off KS3P's AA and TUFX's AO, it will work super well. and about citylight scattering, EVE doesn't support negative value anymore so you're gonna need to fix it
  14. bug report: TAA is not working when stock anti aliasing is on. you may already know this issue but just in case. i just found this problem and how to fix(off stock AA setting) edit: TAA is working when flight;
  15. ROGER i'm working on it. thanks for report. and for now, you can use my texture pack by paste it to original one and delete png images. most of works (including earth, moon, mars) are using dds textures.
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