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papics

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Everything posted by papics

  1. Dummy question, but upgrading to RasterPropMonitor v0.14 will not break this, right?
  2. Ok, did a test today. Just started the game, loaded my save and when in the KSC screen, pressed my screenshot key (set to p). This resulted in a shot with supersampling of 1. Then I did it once more, again a shot with ss 1. Then I from the toolbar opened the gui (it said ss 3) and closed it without changing anything. Then I pressed the sc key again, which resulted in a shot with ss 3. It seems that the setting is only loaded when the gui is opened up. Can you reproduce this?
  3. +1, but also, the possibility to hide the GUI (with, e.g., a click on the toolbar) even when it is active would be great.
  4. There is one thing I noticed, but I am not exactly sure when and how it occurs... Something like this: it seems that after a load (first startup / load of a flight or on the launch pad), the supersampling value is 1 even if the saved value is something else. I need to open the UI and take a shot from there for it to change. From there on, everything works as supposed...
  5. Just as a quick report, indeed, everything works now. (If not so much effort to implement that extra field, for future generations, it might be handy. For me, I do not think there is anything else I would need from this mod )
  6. Nice, I just looked around in the textures, haven't tried in game (have to go to work...), but here are two things I noticed: 1) the kerbalHead3 texture has better hair than the kerbalHead2, which looks a bit smudged on the top... Could you repair that? Also, maybe you could give different colour to the female kerbals (kermins) "cap" (e.g. pink and purple) - if we go with these lips, I do not think that these "girly colours" would be over the top . Squad hairpin EXTREMELY COOL! 2) For the skybox, the direction you are going is perfect, but I would like to see more milky way, would that be possible?. Also, could you maybe - if not for the release, then in a separate download - (also) provide the original PNG skyboxes? I am very picky about the jpg compression noise, and I can see some artefacts... Great work!
  7. Whoops Thanks, if I don't report back, that was the problem
  8. Almost perfect, but now the screenshot key also toggles the GUI... Could that be decoupled?
  9. I have not actually tried the experimental version, but I looked into the config, and the cloud height is set to 4000 by default, so I guess mountains higher than that will clip through. Try changing the height to something higher than the highest peaks of Kerbin
  10. I think 'Karbal' is more of an equivalent of 'Human', so as actually male Kerbals are Kermans (or Kermen? I do not think so...), female Kerbals could be something like Kermas or Kermins. I think Kermin sounds really nice, but some feminist players might be against the 'min' ending
  11. Hi, read through this page: http://en.wikipedia.org/wiki/Stellar_classification and especially have a look at this figure for the colours: http://en.wikipedia.org/wiki/File:Morgan-Keenan_spectral_classification.png Good luck!
  12. Looks very nice, one suggestion: create the skymap in a way that the galaxy is tilted to the ecliptic plane instead of being in the ecliptic plane (where the ecliptic plane is the plane of Kerbin's orbit), it creates a much more interesting (and if we take the Solar system as example, then also more realistic) experience, as the planets will not move along the galactic plane, but in a plane inclined to that, which means that there will be times when the planets transit in front of the galaxy texture, instead of always moving along it... So instead of http://forum.kerbalspaceprogram.com/threads/44135-0-22-Universe-Replacer-v4-0/page120?p=602535&viewfull=1#post602535 the sky looks more like http://forum.kerbalspaceprogram.com/threads/44135-0-22-Universe-Replacer-v4-0/page28?p=574333&viewfull=1#post574333. Also, do not remove the colour of the stars completely, decrease their saturation level to something like 25%, but stars do show colour in real life, even when viewed with the unaided eye, so having only white stars is very unrealistic Other than these, very nice pack!
  13. Made a nice golden texture for the 16m shield of the (sadly quite dead) Icarus project over here: http://forum.kerbalspaceprogram.com/threads/31251-The-Icarus-Project?p=912168&viewfull=1#post912168 Teaser:
  14. Although this thread is unluckily dead, the 16 m shield will be part of my grand tour craft, but I wanted a gold one, and a nicer gold one then the current part, so... I made my own texture. If anyone needs it, get it from here (4th pic, right click, save, etc.) and replace the texture in the gold version (see first page for download). No additional rights reserved, I took the gold texture from http://o-o-o-o-0-o-o-o-o.deviantart.com/art/Seamless-Gold-Texture-324236433
  15. Indeed, after changing to another vessel and back, there is no flame effect, only orange glow from heat... Can anyone reproduce this (with the latest 2.4 version)? EDIT: this is also true when starting the game, switching to a vessel which is already on orbit, there is no flame only heating FX :S
  16. Hmmm, ok, the thing is, that in space, I see the right effect (yeah!!!), but not on the test bench on the launch pad. But then I did something during the flight (went to map mode?), and the effect disappeared completely... There was heating on the engine and reg glow, but no exhaust at all... I do not know what is happening... I will make more tests...
  17. This is odd :S The game runs quite smooth, (how can I display my exact FPS in game?), so I do not think that should be an issue, but I will try looking into it, because your picture seems like what I would like to have, so it can not be a config issue! I will come back with an update if I manage to figure out something... THX.
  18. I like the new particles much better, thanks, but I am still not happy with the density and length of the exhaust, for example, now with the large engines at max thrust, there are only two particles visible behind the engine, which is a bit odd... Anyway, I am willing to experiment with the config without bothering you too much, if you could explain what is the exact meaning/effect of the emission/speed lines for the effects from the config file. Then I might come up with something (which in my mind might be) better modelName = kommit_nucleonics/fx/ftmn_particle1 transformName = thrustTransform emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 Ps.: do not forget to update the thread title and the first post with the version number and the current date, so people know you made changes already from the main forum!
  19. Fuelling and crew transfer of Zeus 1 before leaving to Jool...
  20. Maybe instead of the very spiky an unrealistic particles we could opt for something similar (also in the density of particles) as in http://forum.kerbalspaceprogram.com/threads/65754-HotRockets%21-Particle-FX-Replacement for the atomic engine, but in a less harsh colour But other than that, I love these engines!
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