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Musker Busker started following pingopete
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I am having this exact issue too, I assumed initially it was an issue with the mode being for control and not servo as it was most noticable here but it turns out it is always causing the same frame drop whenever the servos are moving unfortunately. The control mode sounds absolutely amazing, hopefully I can figure a fix for this so I can get my SN8 flaps working! I am on 1.9.1, to be fair, and a heavy mod install. Unfortunately I couldn't see anything in the debug about this. full album for anyone interested https://imgur.com/gallery/yW5bZfS
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[email protected] started following pingopete
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[1.7.3] Real Solar System v16.4 [26 Nov 2019]
pingopete replied to Theysen's topic in Add-on Releases
Hey all, So I'm wondering what the feasability of having terrain scatters is. IIRC I've never seen them in RSS since RSS was created, Is this some limitation of Kopernicus? I would love to add back some ground detail to the game. Looking through the configs I can't find anywhere mentioning scatters in PQS Land Control -
Have only really been working with earth so far, I have noticed this on the other planets though, although I'm pretty sure it'd be an easy fix
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oof ok fair enough mate
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@Katniss218 What would it take to add collitions for the land model that covers the large area? I'm assuming it needs an entirely new collider mesh? Or might it just be a setting to change it?
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I too am having major issues building anything that can move under water in 1.9.1 with FAR, Like you say it's almost impossible to get it moving underwater but once it does it's like all the drag is removed and it moves normally. I read through some earlier comments that said the FAR water model was changed a while back to give it much higher drag to make it more deadly to planes landing/crashing in the sea, I guess unfortunately this means it's now impossible to make subs. I've looked through the config and can't find anything that appears to address the drag model in water. If anyone know a
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- aerodynamics
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That's epic, it would seem the heavy strickery I did on memory reduction made quite a difference RVE64k, Scatterer, TUFX (post processing effects)
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Some testing in 1.9.1: https://imgur.com/a/JMuaGt5
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OK.. so holy Moley.. This is honestly something else, I rigged this up inmy RVE64k - ksp 1.9.1 test build and got it all working. With a sprinkle of ocean tweaking and TUFX postProcessing this is honestly hard to believe it's from KSP.. LET ALONE KSP RSS.. I flew around the area a few times in a simple test plane and omfg, I can't get enough, this screens do not do the ingame visuals justice. Obligatory screen spam inbound: full Album: https://imgur.com/a/JMuaGt5 OK.. now to catch my breath
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This looks absolutely stunning!
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Could we get cubemaps?
pingopete replied to ItsJustLuci's topic in Suggestions & Development Discussion
Hey there, sorry for the late response, It's been a little while since I did the textures for RVE64k and it was basically a horrific mess of experimentation with different software, I can say that I tried or used the following for generating cubemaps and all I can really add is to experiment with them or read up on how they work yourself: CubeTheSphere, Hugin, CubeMaker, CompositeImageEditor and PanoTools, I think in the end I used Hugin which has a pretty difficult UI but has some pretty powerful functions if you can get past that, SpaceEngine has a reaaally powerful tool for compiling t- 10 replies
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I totally understand, and sorry I don't have the time to reinstall and test, just thought it worth mentioning