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pingopete

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Everything posted by pingopete

  1. Just a heads up, AFAIK 128k textures are not currently possible in the game engine, I had 128k terrain textures setup for rve64k but found it wasnt possible to render above 8k tiles in KSP, else I would've attempted 128k
  2. This is due to RVE64k not having scatterer atmosphere shaders setup for those planets yet, it's not the fault of Scatterer, EVE or any other mod. This is why on the front page of RVE64k is says the mod only supports Earth Currently
  3. 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
  4. 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
  5. 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
  6. @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?
  7. 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 work around other than just not using FAR for underwater shenanigans please let me know!
  8. That's epic, it would seem the heavy strickery I did on memory reduction made quite a difference RVE64k, Scatterer, TUFX (post processing effects)
  9. Some testing in 1.9.1: https://imgur.com/a/JMuaGt5
  10. 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
  11. 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 thousands of square cubemap sections into various types of cube map textures and viceversa: http://spaceengine.org/manual/making-addons/planet-textures/ Hope this helps although I know it's pretty hazy info, let me know if there's anything else I can give you info on
  12. Can we just take a moment to appreciate this is KSP, the same ksp I played back at 0.13, truly this game is a perfect example of the power and capability of a game's community when given the tools to use it's creativity
  13. I totally understand, and sorry I don't have the time to reinstall and test, just thought it worth mentioning
  14. Sure, whatever works So what's the deal with 1.9.1 does it cause Scatterer to force the clipping plane down? I'll try removing the shadows option
  15. Using this in KSP 1.9.1, and RSS with the component space shuttle I got HUGE performance drop, from standard 60 average down to 7.5fps during launch, weirdly no impact while on the ground or low down but as soon as I began gaining height more rapidly it tanked, I've removed mods one by one and found it to be this, the logs were spammed with errors, sorry I don't have any I can link here
  16. I just wanna drop in and say, wow, It's been a while since I played around with the component shuttle (years actually) but it's clear how much has been done, it's absolutely amazing in RSS with RO, real fuels etc. I LOVE the IVA for the cockpit with RPM, and just descovered the options for the variants of the ET, I've always been a sucker for the original white tank Gonna spam some of my favourate screens from the last few missions, hope you don't mind!
  17. I also made new scatterer textures so that may have been a factor in getting it working. Thanks @hypervelocity I think I may actually switch to TUFX, it has AO which works in RSS and some extra features such as anamorphic bloom RSS with TUFX and scatterer already looks great! I'll post some more pictures later.. This is without any of RVE terrain/clouds etc, can't wait to get into it ALBUM first 6 images are without scatterer and tufx, the rest are.
  18. This just fixed scatterer in RSS for me thanks so much! A minor issue is the effect not quite making it to the horizon line in center screen (last image), however this is good enough for now! ALBUM first 6 images are without scatterer and tufx, the rest are.
  19. Has anyone been able to get scatterer working with RSS in KSP 1.9.1? I know RSS can be made to work, I've seen people running scatterer and EVE in 191 seemingly fine, however I am unable to mitigate this bug while in PQS: I have tried a completely fresh install of 1.9.1, and forced dx12, but am unable to remove this issue in atmosphere. For the record Scatterer does seem to run fine while viewing a craft in scaled space/orbit and from the tracking station, but the main menu and map view both either show black atmosphere or no scattering and in those scenarios the scatterer GUI says that Earth can't be found. @drodriguez0907 maybe you could share the process of installation and mod versions you used to get it working, as I tried you exact zip file but still get this issue unfortunately EDIT: Disregard, just tried using the recompile here and got it working in RSS!
  20. There are ways with EVE to hide cloud layers within a certain distance to POV however I couldnt get them to work properly in 1.7.3, atm they terrain layer is only just above sea level so when you enter PQS and the terrain becomes 3D the 64k terrain layer is hidden under ground, I made it so Scaled Space Earth is 2D so in space it's visible. The terrain layer has transparency over water also
  21. TLDR: Can we balance CoM over CoL Hey there! So I've been in search of an auto fuel balancing mod to position center of mass over center of lift, for SSTO high-AoA reentries (space shuttle), as with varying AoA the position of lift seems to change especially on rear weighted lifting bodies like that of the shuttle. This mod is as close as I could find. I was wondering if it would be possible to have an option to auto balance fuel to position the CoM over CoL (and maybe also with a forwards offset). This would in theory dynamically stabilize the vehicle regardless of its angle of attack keeping the CoM slightly in front of CoL at all times. Just curious what you think about the feasibility of implementing this in KSP might be, figured this was a good place to first ask due to the similarity in this mods functioning. I might try and learn KoS to do this manually as I've scoured the internet but have yet to find a single mod that auto balances CoM over CoL. Thanks for reading and/or any useful info
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