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Dakitess

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  1. So I find that clouds are clearly lacking above the CapeCanaveral area, is there a way to improve that ? To get more clouds, lower, denser ? Like maybe even volumetric from 4km ? I'm trying to get the very best CapeCanaveral visual area for some BDA Tournament that will just take place there. I'm using Katniss, maybe it did something ? Clouds looks great from orbit though, maybe a bit blurry but that looks fine. But from the ground or in the air at about 2-4km, I do not find them to be present enough.
  2. Okay, thanks, it's already really good of course and there is the game limitation Any idea for the next subject, regarding clouds that might fit the x2.5 scale with the best visual look ?
  3. Oh, and second subject as well : I'm kinda stucked : I want to get the very best visual that's possible around the Space Center for BDA tournament that will stick there, and I finally built a very nice KSP Install based on KSRSS, scaled to x2.5 using Sigma, enhanced locally by the wonderful Katniss Cap Canaveral and its x2.5 config, and the whole graphics mods set, you know, PlanetShine, DoE, TU, TURD, Waterfall, etc, etc. But I can't get properly good clouds. Like, really, they looks like crap, don't know if it's related to x2.5 scale, but my AVP install looks way better. I've tried KVE on top of the install, it did not ruin anything, works fine, but no improvement. So, this is the question, how can I improve the clouds to get the very best looking one with my install ? I would really appreciate any help ! Some mandatory pics of the GameData as well as what it looks like so far : Imgur: The magic of the Internet
  4. Hi there, I'm kinda stucked : I want to get the very best visual that's possible around the Space Center for BDA tournament that will stick there, and I finally built a very nice KSP Install based on KSRSS, scaled to x2.5 using Sigma, enhanced locally by the wonderful Katniss Cap Canaveral and its x2.5 config, and the whole graphics mods set, you know, PlanetShine, DoE, TU, TURD, Waterfall, etc, etc. But I can't get properly good clouds. Like, really, they looks like crap, don't know if it's related to x2.5 scale, but my AVP install looks way better. I've tried KVE on top of the install, it did not ruin anything, works fine, but no improvement. So, this is the question, how can I improve the clouds to get the very best looking one with my install ? I would really appreciate any help ! Some mandatory pics of the GameData as well as what it looks like so far : Imgur: The magic of the Internet
  5. Hi there, I'm kinda stucked : I want to get the very best visual that's possible around the Space Center for BDA tournament that will stick there, and I finally built a very nice KSP Install based on KSRSS, scaled to x2.5 using Sigma, enhanced locally by the wonderful Katniss Cap Canaveral and its x2.5 config, and the whole graphics mods set, you know, PlanetShine, DoE, TU, TURD, Waterfall, etc, etc. But I can't get properly good clouds. Like, really, they looks like crap, don't know if it's related to x2.5 scale, but my AVP install looks way better. I've tried KVE on top of the install, it did not ruin anything, works fine, but no improvement. So, this is the question, how can I improve the clouds to get the very best looking one with my install ? I would really appreciate any help ! Some mandatory pics of the GameData as well as what it looks like so far : Imgur: The magic of the Internet
  6. I did finally got the same kind of visual with Katniss, Katniss x2.5 config and KK, but I'm wondering it there is a way to go further, especially regarding the ground textures : they look GREAT when flying, but not so much when lower in altitude, which of course kinda obvious. Still, is there even larger definition of the ground ? I'm using this install for BDA tournament that will exclusively happen around the KSC center, so, maybe high detailed ground for this single area ? Also, as we can see in the image above, the game Space Center is crossing a sand road, and it's a bit too visible, like, different texture, way more detailed, etc. How can we enhance that ? Is this possible to move the Space Center just a bit further in the green homogene field ? Is there new building that would take place is this scenery with logic and aesthetic in mind ? Thanks in advance, wonderful mod set !
  7. Sure, since i'm only going to use it on Kerbin, that's sounds perfect match
  8. Is it okay to be used on a daily base though ? I'm organizing BDA tournament and everything happen on Kerbin and mostly around the KSC, so this mod is perfect
  9. here it is ! I've made a Teaser-ish for our own BDA tournament, based on the craft that had been used during the Season 02. It's 4k, FullScreen with loud sound, enjoy, any feedback appreciated !
  10. Do you have some insight of how the initial guess is made and how improvements are done ? We did our own GT script using kOS and i'm quite interested to know how it works for this mod, if that's not a secret. On our side, we ran some ~800 test flights with a dedicated bench rocket and various incremental TWR, reaching the best Angle / Pitch Velocity couple. This is for our initial guess than run quite well (along some correction factor depending on Solid fuel ratio etc.). From this, we then use some dichotomy approach to find the very best GT within 5-6 flights most of the time, automatically. i'd love to present this script when I have time
  11. Damn... Any other idea of an input that could be used to mimic this behaviour ? Thanks for your answer, amazing mod !
  12. Is there a way to use Speed as an input in order to send action to an hinge for instance, so that we can set up Variable Geometry Wings automatically ?
  13. Hi there ! We are organizing a huge KSP event in France, that will take place in June ! It's going to be a Kerbal Space Program Hackathon : 10 hours in a fully equipped room (Thanks HP OMEN, our sponsor !), 24 teams, and more than 500€ as a cashprize ! Sure it won't concern most of you, international folks, but if there is some Baguette out there, please be welcome ! The Rules are about to be translated though, in English. Everything can be found here : KSPACECONTEST | SpaceCon
  14. I beg to differ :p Yes indeed, there is some limits and optimization to deal with, regarding the fight between Gravity Losses, Atmospheric Drag and Steering Losses, but i've never find myself doing a better GT with some throttle (except for the finetuning at the end for Ap altitude, if needed, but I kinda don't), than going all the way 100% : I don't know what LiftOff TWR would require some throttle to benefitable, but that must be over 2.5. Past 2.1 it's already tricky to perform a proper GT. Sooo yeah, i've never quite really understand why all the Autopilot use the Throttle that much. I can understand in a real life context, in RSS, with limited amount of ignition for instance and the necessity to get in orbit without cutting off. But in Stock KSP, if you need to throttle down in order to avoid the AP to go crazy, then just turn sooner / harder to get a even more agressive GT, and you'll get better performance Though, that's of cource a really nice option to have, to throttle according the time to AP. It really makes sense, but not that much for GT efficiency.
  15. It's been a long I have not played around with this mod, but i'm still interrested by what it represents. Is there a new button to deactivate the throttle so that the launcher remains at 100% all the way ? Or an option to allow this throttle only past an altitude ?
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