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Everything posted by Motokid600
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Motokid600 replied to Gameslinx's topic in KSP1 Mod Releases
How does this mod pair with the surface textures the various visual mods? Is there a certain order they should be installed so that Parallax takes priority?- 2,840 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Motokid600 replied to Gameslinx's topic in KSP1 Mod Releases
Congrats on this release Linx. Really something else. I never would have thought this game could achieve this state. My only question is.. Do you or anyone recommend any visual packs to go along with Parallax? Ive been running AVP for the longest time. Id like to try something new and less resource intensive. I'm kinda out of the loop in terms of the new hotness.- 2,840 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Motokid600 replied to Gameslinx's topic in KSP1 Mod Releases
Wait.. has there been a new release? Github says no. But the pictures above and in the OP say yes.- 2,840 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Motokid600 replied to Gameslinx's topic in KSP1 Mod Releases
Is Parallax its own visual pack of sorts? Or does it need to be paired with AVP, SVE, ect?- 2,840 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Motokid600 replied to Gameslinx's topic in KSP1 Mod Releases
Eat your heart out KSP2. This looks awesome I cant wait.- 2,840 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Motokid600 replied to Gameslinx's topic in KSP1 Mod Releases
Forgive me if this is a silly question. When it comes time for this update to drop what system can we expect it on? The stock Kerbol system or Beyond Home?- 2,840 replies
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totm dec 2023 Artemis Discussion Thread
Motokid600 replied to Nightside's topic in Science & Spaceflight
So if NRHO is more expensive on Dv whats its purpose? Cheaper insertion and ejection? -
totm dec 2023 Artemis Discussion Thread
Motokid600 replied to Nightside's topic in Science & Spaceflight
What is the point of the rectilinear halo orbit that Gateway will be on? Is it to tackle the issue of Lunar mass-cons disturbing orbits? Or is it because Orion needs the extra kick from the oberth effect to return home? -
Is the 1,8 version still valid? I noticed that clouds haven't been creating surface shadows for as long as recent memory. Possibly since using this Redux version. Ive got the full suite of visual mods with AVP 8k. No tufx. I remember years ago clouds created shadows on the ground. And every now and then I see Reddit posts of images containing said shadows. Makes me wonder why they're missing from my install. Maybe just an AVP thing?
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Im mocking up the bottom of my shuttle/starship with a black "heat shield" flag. Looks good. But I see that the flags have mass. So do they generate lift? I wouldn't want to ruin hours of testing for some cosmetics.
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ADD WEATHER!
Motokid600 replied to Consumedgrub2's topic in Prelaunch KSP2 Suggestions & Development Discussion
It'd be cool if clouds could resemble cold front at least in some way, shape or form. Like with just a healthy mix of all the cloud types. Nothing mechanical. Just visual. The clouds they previewed for KSP2 so far look really good. Although I must say Astronomer's Visual Pack has lightning ( no bolts ) and its amazing. So ill take that in KSP2 too. -
Im not sure where to ask to solve this, but I figure id try here. I have this circular shadow cast onto the surface of the Mun. It seems to be draw distance of sorts for the ""Celestial bodies cast self shadows." ( will call this CBCSS ) feature. It grows and shrinks based on zoom. Not been elsewhere to see if its a non-atmospheric thing. I believe it is related to the "CBCSS" option in graphics settings. I would prefer to leave it on as it does look better especially with parallax. Within the draw distance of that circular range the shadows look amazing. Im using the full suite of visual mods except for TUFX. I was wondering if maybe an Astronomer Visual Pack issue so if need be ill ask there. Or even Parallax? Not sure where to start. Edit: It does indeed go away with CBCSS disabled. Edit2: More pictures.
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Im not sure where to ask to solve this, but I figure id start here. I have this issue of a circular shadow cast onto the surface of so far the Mun. It grows and shrinks based on zoom. Not been elsewhere to see if its a non-atmospheric thing. I believe it is related to the "Celestial Bodies Cast Self Shadows" option in settings. I would prefer to leave it on as it does look better especially with parallax. Speaking of which im using the full suite of visual mods except for TUFX. I was wondering if maybe an Astronomer Visual Pack issue so if need be ill ask there. Or even Parallax? Not sure where to start. Edit: It does indeed go away with Celestial Bodies Cast Self Shadows disabled.
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totm march 2020 So what song is stuck in your head today?
Motokid600 replied to SmileyTRex's topic in The Lounge
This.. and I have no idea why. Bloodhound Gang - Bad Touch. -
I meant to delete that bold part, sorry that was my source. XD.
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Do you have Texture Replacer? Go to space center and in TR settings turn off "Personalize Suits".
- 222 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Motokid600 replied to Gameslinx's topic in KSP1 Mod Releases
So did everything get brighter with the latest version of Parallax?- 2,840 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Motokid600 replied to Gameslinx's topic in KSP1 Mod Releases
Well terrain shadows seem to be better all around with that enabled. There does seem to be more depth in the tessellated shadows, but truth be told I really cant tell. It looks a little better. But then some angles are better then others so its hard to say. Its just me being paranoid lol. Ty for your time. Edit: Hmm. I just alt tabbed back into the game. Tessellation is gone, textures are flat and theres a big block of terrain missing. o.O Edit2: Scene reload fixed it.- 2,840 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Motokid600 replied to Gameslinx's topic in KSP1 Mod Releases
Shadows are on 4. However celestial bodies cast shadows is set to false. ( Caused some graphical bugs last I remember ) Could that be not helping? Its not that im trying to get that shot per say. Just want to make sure everything is functioning as it should.- 2,840 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Motokid600 replied to Gameslinx's topic in KSP1 Mod Releases
Quality is on ultra. Card is a 3090 so should be good. Maybe its just me... Or maybe the user I linked was using a TUFX profile because its way darker. But just in general does that look right to you? I just feel like there isnt an many shadows compared to the other picture. All that is maxed as well.- 2,840 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Motokid600 replied to Gameslinx's topic in KSP1 Mod Releases
Was just browsing through the thread and saw this. I do not have this level of depth on my install with Parallax. Its there. But much more flat looking at a similar lighting level. Is this a custom configuration? Im using the latest version of Parallax on KSP 1.11.- 2,840 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Motokid600 replied to Gameslinx's topic in KSP1 Mod Releases
Im not sure if this is a Parallax issue, but I figure ill ask here. This is on 1.11 with Parallax version 1.3.0. Im having some bad fps lag when landing on the Mun. Ive not gotten the chance to try other bodies. It happens only with engines running very close to the surface. Other then that everything runs fine. There are no nullrefs. Everything looks okay in the console. This particular craft has alot of engines for a lander. Six all using Waterfall. I do not have Engine Lighting installed nor Planetshine. Any ideas?- 2,840 replies