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InfoTheGamer

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    Applying high-energy physics to rocketry

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  1. Ooh, I know an Atomic Rockets screenshot when I see one. If you're still working on this mod, I'd love to see if I can write an RO patch. Something that is always missing from RO is more options for advanced electric engines, especially resistojet and arcjet thrusters. Maybe even microwave electrothermal thrusters too. Nice work on the models/Waterfall patch!
  2. Ya boy got hired at MSFC so I have been doing dynamics work and becoming a plant dad. I think I might have some time in the coming months because the models still exist on my SSD. Loftstrom loop is already in-game and it is beautiful.
  3. Update 0.3 will come this month, with these expected updates/changes: -Adding Lofstrom Launch Loop (Earth Scale) -Adding large chemical plants -Adding tanks (KK) -Likely depreciating large cylinders because I don't have the time during college to optimize filesize. -Possibly adding landing pads, O'Neill colony ship, nuclear reactor KK models
  4. Made a video showing how good KSP can look in RSS/RO with raymarched clouds and 6K downscaled resolution. There is only up from here!
  5. Here's something fun while yall wait, I recently upgraded my hardware so I can do much more in the realm of graphics
  6. That's something I'll consider in the future. For now the blanket solution is to put the cylinders into an Extras folder or another mod, it seems the full scale was wayyyy too ambitious for stock KSP. It's been a minute since I've dusted Unity off, so I'm going to work on new stuff before I fix this.
  7. Next update is going to be huge; planned release is after Christmas. I am using AI as a tool to do some of the texturing, and some of the models in the new update were inspired by artificial-intelligence-created reference images made with stable diffusion. It is my intent that I used AI ethically in this project and only for visual improvement.
  8. Info-dump, here we go. I haven't left inspiRE and I intend to release it during the upcoming winter break. I have been extremely busy this semester and I haven't found much time or motivation for creative work. That being said, if you've seen my Paraterraforming mod post, I learned blender and 3D graphics over the summer because it was on my bucket list of skills that I wanted to learn. I'm still learning more things and I intend to add a large lunar expansion and chemical plant expansion shortly. While I was learning blender, though, I realized that I was missing a large part of the project that needed to be added. Transitions, computer graphics, and worldbuilding I had not addressed when writing the video script and shot lists. The film would be devoid of wonder and would be lacking clarity if I did not have those three things. So, I am using the skills I learned from building the Paraterraforming mod to do those things; I have some behind-the-scenes graphics attached to this post. I anticipate working with blender and AI in the future. There's a lot you can do with KSP to have worldbuilding, but other creative tools tell a better story. Nevertheless, KSP graphics have increased in quality since my last post; if you've seen Blackrack's EVE volumetric clouds and Parallax 2.0, you know what I'm talking about. I'm anticipating the release of the volumetric clouds and some other starship assets this winter, and I will get to work filming the KSP side of the project as soon as those are released. In the meantime, I'll be trying to pass all my finals and retain some brain cells so that I can teach yall some thermodynamics soon (I wasn't just going to make an entertaining film)! Thanks to Melodysheep for opening my third eye to computer graphics and music, my work is heavily inspired by them. projekt inspiRE 2022 Picture Album
  9. @blackrackIs the new volumetric system more GPU intensive or more CPU intensive? Right now with current EVE and a decked out RSS/RO save, I have 95% GPU usage and 40% CPU with a 1080ti and 3950x. The fog btw is incredible and I can't wait to see dust on Mars.
  10. Honestly, the volumetrics are presentable and realistic as they stand in the teaser images, and you've outdone yourself again @blackrack. When it comes time to it, how will the pipeline work for updating to KSRSS/RSS; if the devs are already communicating with you forget I asked this question. Again, congrats on your inspiring work and I hope you have a good day
  11. If you're talking about O"Neill Island I habitats, I don't think I'll be doing those. Cylindrical habitats to me seem like they would be more livable because of the centripetal acceleration remaining constant throughout the longitudinal axis (except maybe for the caps), and a sphere would have max acceleration in the midpoint and 0g at the caps.
  12. Should I add tether-based megastructures to the mod? They would be mostly just for visuals because rigging a launch loop is way over my expertise. Next update is going to include a massive (>1km^2) polypropylene/polyethylene/other byproducts plant for atmospheric bodies. There may be a variant for vacuum bodies (bring your own CO2), and I am heavily considering adding fusion fuel processing plants.
  13. @DocNappers does it allow for autocannon firing between multiple ships in orbit, a-la Children of a Dead Earth or the Expanse-style?
  14. Does this redux mod make orbital combat viable? It has been broken in BDA for a while, just wondering if that has been fixed recently or not.
  15. Most objects in the mod are Kerbal Konstructs statics. The trusses and O'Neill cylinders are parts.
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