panzer1b

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About panzer1b

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  1. KSP Weekly: The Lunar Greenhouse

    Although im not that affected myself (currently playing on 1.4.1 since 1.4.2 is broken to the point its not even useable for me as i like to use landing legs on my land things), i agree with people that its sorta lame that the patch was delayed purely for a bug in making history which doesnt even affect those of us that dont have the DLC. I mean please improve making history, since it really isnt worth the money right now compared to the base game (unless you are a die-hard real world replica fan, and even then mods like RSS with the right part packs are a better choice), and there are so many bugs in the base game that even if making history was better it wouldnt really be all that playable right now regardless as fairing drag is a huge problem, exploding legs in 1.4.2 are perhaps even worse (loaded up 1.4.2 and went to land a tank at a base i made before, half the buildings tipped over as their legs exploded). Granted, a single week isnt really a big deal, but it sorta sucks that the only reason the patch was delayed was a making history exclusive bug. I understand why they really are trying with MH, since lets face it, mission builder alone is about the only thing in the expansion that has no mod equivalent, and any other content added helps improve sales for those of us that actually buy stuff that is worth the money and dont just blindly throw it at T2. Its not going to make me personally buy the DLC (i can get much more immersive launchsites with kerbin konstructs and seeing what MH has for launchpads id rather take the FPS hit then get a super teeny launchsite with no infrastructure or believeability behind it. Maybee the next DLC will be worth it, maybee not, either way, its not a good enough reason to delay patches to the base game, especially when said patch fixes bugs that literally make the game impossible to play without reverting to older versions.
  2. What did you do in KSP today?

    Finished my new Duna base, and after a rather many landings i managed to assemble everything to decent layout. Had to load up 0.90 to get the 5 way symmetry thing, which looks different then the usual things i make. Too bad i cant actually get a proper fence effect in game, had to photoshop that to give it the right look. All i need now is for BDA to get updated to 1.4, so i can actually arm those twin turrets with plasma beam cannons instead of stock missiles and put something on those 2 armed wall segments near the entrance...
  3. Well, i took a teeny look at it, and im not really sure what i can do with the laythe rain to make it look good, there is always somewhere on the planet where the rain is pointing wrong direction (not to mention a lack of vertical velocity). Im not giving up yet, but sofar no luck doing anything good to it. If anyone has any ideas, im happy to hear it, as im pretty much stuck with being unable to properly orientate the effect. Aside from that, ive made a very small set of tweaks here and there, and ill update the mod when i can manage to fix the stupid rain (which i really really want to have visible in the game as it looks incredible when it happens to fall in the right direction). I thinned dunas dust storms a teeny bit (helps cut down artefacting and makes it a teensy bit less suicidal to land in valleys), but still kept it thick enough to actually block visibility by a huge deal (as in you dont see very far away from you).
  4. Well, im gonna release what i have at the end of today, sofar Kerbin, Duna, Eve, Laythe is finished, ill prolly leave Jool as it (everything ive tried sofar doesnt really look as good as the texture it has from 1.3). Ive had alot of trouble with the rain fx, but i think ive gotten it to the point where it looks good from virtually every angle, except one very specific one where the rain falls sideways (no way around it, best i can do with stock eve limitations), and ofc it doesnt actually "fall" downwards, but acts more like a dust storm that happens to have a rainy texture which sorta points in the direction it should be pointing at when considering wind and such. A little bit of a perf hit using it, but the effect is so good im willing to take that hit to make laythe something unique compared to say kerbin (and if you dont like the effect or dont want the perf hit you can always remove it via the EVE menu). Otherwise, it looks the same as before with a few minor tweaks. I liked what i did with laythe before, and thus i kept the overall look, just added the much needed rain fx. By popular request, Eve is thinner then before, but not so thin as to completely eliminate the challenge of landing (without scatterer you can clearly see the surface in certain areas, with scatterer a tad harder but still possible depending on the particular spot). I lowered the upper layer and sorta integrated both so i only require a single 3D particle layer on that planet. Its a little laggy, but there really isnt much i can do about it since Eve has always required a decently thick cloud cover to look right in my eyes. Most of the lag though comes from scatterer (which uses a crapload of layers to make the atmo look good, and also considerable ocean lag when thats enabled. So this mod alone isnt the problems really... On a cloudy day its pretty well covered in purple fog/clouds. But ofc when you get a hole in the cloud texture, it looks alot more like this. Otherwise, gonna finish a few touchups and upload V1.4 in 3 parts (base mod, cloud addon, dust addon). This was you dont need to fiddle around as much in the configs if say you dont want clouds or ground fx (and it gives those with truly potato comps ability to disable almost every effect). Its not quite exactly how far i wanted to get, but its all i copuld do in the very limited vacation time between jobs i had, enjoy... Updates out, enjoy everyone... As usual, im back to hiatus, just no time to do mods while you have a fulltime job and family to take care of. Ill be around so if there is a major issue with the release ill try to fix it, but otherwise enjoy the update and if you are having trouble installing/using the mod, ask around the community and someone more active then me should be able to get your install workin. Well i found a few bugs with the rain on Laythe, so temporarily feel free to disable it. Ill take a look maybee next weekend, ill see when i get time...
  5. Make the DLC partially free.

    I dont think they need to make anything free, and this entire discussion is completely pointless as they are now stuck with what is done, since making stuff free will seriously turn off those that bought the DLC, likely resulting in far less sales of future DLC when those that buy are now unsure whether theyll just recieve half of the DLC free later. Still, one good point in this thread that i have to agree with, is the fact that paywalling parts will always create some division among the community, and puts people into a bad situation where those that bought the DLC cant upload a DLC part craft without potentially annoying some people that cant use it, and vice versa where people that dont have the DLC get annoyed with being unable to download a DLC craft (especially in situations where said craft has but 1 DLC part in it even if it can function without that part. Myself, i have no intention of buying the DLC anytime soon (until take 2 can prove to me they care about quality of KSP and not rushing it to meet investor meeting deadlines and other BS, then ofc release something super buggy, im not giving them a penny), and i honestly dont care (ive yet to find a craft i wanted to download with DLC only parts in it, but thats beside the point). I suggest considering not putting parts behind future DLC, but its not like the current one is so expensive (unless you are using ur moms credit card or something ) as to limit you if you really want the new parts, none of which is really a big deal really or opens up something mods havent already done in some way. Things id like to see in future DLC is multiplayer (never been done thusfar in a method that isnt so buggy its pointless), optimized visual effects like clouds (doubtful devs can beat EVE+scatterer, but if they could make similar fx without requiring as big a performance hit id gladly pay the game's base price for it), and something akin to a good planet pack (which will have very little compatibility problems between people outside of save file sharing which is very rare on here anyway outside of well stock spaceship battles or something akin to that).
  6. Well progress is going well, Kerbin and Duna is all done, and Eve is almost done (still messing with variable cloud thickness to try and create a decent balance between covered and visible from orbit so you can see at least some spots), and all i really need to do is Jool, Laythe, and touching up a couple of ground fx im not entirely happy with for one reason or another. Kerbin is currently very balanced in terms of coverage, a couple spots are overcast like, and a couple spots have absolutely no cover at all, where the sky ranges from very cloudy over certain days to completely clear over others, and some areas are inbetween. Also, ive added axial tilt of a few degrees which does 1 very important thing, creates variable wind direction. It still blows east, but it sometimes blows more or less north/south depending on the time of day and planet orientation. Not perfect, and far from random wind direction, but alot better then the usual always blows perfectly east. Duna has a different cloud texture too, with far less coverage overall, but a couple decently large patches here and there. As with older versions, ive made the clouds wispyish, but alot less overkill wispy compared to previous versions of the mod. Dust storms are very thick now, and while they dont encompass as much of the planet as before, they actually make it very hard to land manually into the lower valleys and craters. Sadly, due to artefacting, i was unable to make the storms visible from orbit (cant really do this for , but with the vastly reduced frequency they appear, it should be perfectly fine landing on Duna most of the time (be sure to bring more fuel the absolutely necessary or send a probe first to the expected landing site to use as a beacon so landing mid storm is possible. Ill get some Eve pics in a bit, just want to rearrange layers a tad and see if i can somehow cut down on lag due to 2 particle layers. And ofc new mod is 100% optimized to work with stock scatterer, colors get a bit different due to the way scatterer does atmo, but its more or less the same thing and if you disable the fluff in scatterer, it really isnt that bad performance wise.
  7. Naval Battle League 2016-2018

    A bit off topic, but ive actually decided to pass on the DLC entirely. I tried it on a friend's machine and all i can say is bugs bugs bugs, not to mention that the only thing even remotely useful for my playstyle are the triangular panels, but given as they are way too small to make anything large with, no point at all. Mission builder is pointless when i have the imagination to make up my own missions/scenarios/goals/limitations all in sandbox mode. The new launchpads cant be easily (as in a cfg edit or so) added to other worlds in sandbox mode (all we get is womera and thats it, no duna launchpad, no laythe launchpad, at least outside of mission builder that is) making them useless (why would i care about a launchpad on kerbin when 90% of my gameplay in KSP is away from kerbin these days). That and 90% of the new parts are already doable in stock, service bays and engine plates can be done via fairings just take a teeny bit more work to get there, and with regards to engine plates, ive yet to come across a reason to cluster engines, if its a launch vehicle i use the largest 3.75m engine 99% of the time, anything heavy in space is nukes or aerospikes or 909s (ive yet to create a ship so heavy that 6 nukes isnt adequate for if i plan my burns correctly and everything else has terrible ISP for interplanetary work and is used for interdictors or landing capable dropships or sometimes starfighters). The 1.8m parts are interesting, but again, not really necessary since they are way too small for launchers, and way too big for capital ship internals (i only use 1.2m tanks since they can be compactly stored under armor and dont require ships the size of minmus). 5m would be interesting, had i actually had issues launching stuff with 3.75m hardware. I have a rocket that is 7 3.75m dual tank stacks with 1 quad engine below, and that will launch 90% of anything ive ever created (with the notable exception of stuff too big to fit in a fairing atop it which requires custom built side boosters) to jool. Finally, im not really big on "replicating" real life tech, and its not like the pack contains non circular cross sectional parts (one thing id actually pay for, good quality capital ship hull parts that dont force me to custom make em from panels/wings or whatnot). Maybee if the devs had released it without so many bugs id have bought it purely to support devs, but as it stands, im starting to believe that modders are doing a better job at making stuff for KSP, so why would i support further development of the base game when its clear its bugged and now ran by a company that cares more about deadlines and money then actually providing a quality product. Nothing against the devs themselves, but pushing content out before it was truly ready just to get it out before an investor meeting really is a bad move that makes me doubt the company even cares about anything but money. Until the day that whoever is behind the games development proves to me they know what they are doing and actually care about quality, im not giving them a penny. Anyways, as to armor development, ive made 2 new ships which are fairly good, SK-V cruiser is almost complete (not a huge fan of the part count necessary to make it look good, but its very hard to do anything serious to), and i have a newly upgraded SK-II corvette which is not super armored, but well, more then enough for what its meant to do, escort larger vessels and engage the fighters or other soft targets harassing the main ships flanks. All things said, i havent really made too much progress in that regard, both of them are heavily based on the SK-IV frigate hull which has proven to be very very good when considering the part counts and weight involved.
  8. What visual mods do you all use?

    Well as for ESSENTIAL mods, EVE using my own cloud/particle textures in my mod. Thing is, while SVE looks good in screenies, im really not a fan of many of its cloud textures (they look pixelated and really bad at certain angles and distances, great from orbit, not so great when looking up from a tank on the surface) and it has major lag problems since its designed purely to look good and not so much in regards to performance. That and i just have an aversion to the amount of washed out white present in that mod on planets like eve and jool, not that its bad (actually more realistic looking), but it just doesnt have that sci-fi feeling of highly saturated colors in my mod which was actually inspired by better atmospheres to an extent, a mod from 0.25 times... Another mod i use is scatterer, which i mostly keep turned on unless im working with truly absurd ships where the part count is so bad lag gets unbearable. This mod makes the atmospheric planets look amazing, and it comes with a very good atmosphere shader (sky effects), ocean shader (stock oceans look like garbage, and if you actually spend any time near the ocean turning it on is well worth the performance hit), and a few other fluffy features like terrain shadows, godrays, sunflares, ect. Of the fluffy features, the only one i use is the sunflare and well i actually use a different sunflare texture i found as the stock one looks pathetic and ruins the games sci-fi atmosphere (its realistic, but not pretty). https://www.spacedock.info/mod/998/Eden Sunflare I only use the sunFlare.png texture out of that mod and replace the default scatterer one. Alternatively, if you arent a big fan of that orangeish glow or dont like the way my setup looks, there are many sunflare packs out there that should fit everything from sci-fi to realistic. Also, that screenie is kerbin with my mod setup as i normally play KSP, SciFiVE, scatterer, and that partial sunflare replacement. Finally, i use texture replacer to both make the kerbals look a bit better (plenty of suit packs out there for everything from sci-fi to nasa replicas), and to replace the absolute garbage looking skybox with something a little bit better. Like above, i use Poods calm nebula skybox, although ive modified my installation by seriously dropping the brightness levels and upping the contrast since i dont like very bright skyboxes as they ruin immersion for me and actually end up being brighter then my ships at night (i turn the brightness sliders way down to like -60 or so so at night you wont see squat without lights. Aside from that, you can use planetshine, distant object enchancement, and one of many terrain packs made via kopernicus (SVT is the best example) if you want extra fluff that looks good, but isnt as noticeable or essential as clouds and atmo effects and dust particles provided by EVE+scatterer combo. I dont use them myself as ive found that their effects are too minor to warrant any performance hit, but they really are nice (especially planetshine which illuminates your ship with glow from the planet you are orbiting, while distant object renders ships floating above you in orbit with glowy effects). Also, another mod i really like is KS3P, but its not currently updated (and needs to be modified heavily as the stock configuration makes it very tough to see anything in darkness even when its illuminated. Adds various post processing fx like bloom and depth of field, but i dont have it at the moment, and well it requires alot of fiddling with values and config files to get anything playable out of it. Very easy on the CPU/GPU, so it wont really be noticed unless you go crazy with part counts and try to launch 1500 part vessels. Worth considering once updated.
  9. Its not that the ocean lags too much, its just that if i have the choice between oceans being enabled and say clouds, ill take clouds 1st (as i rarely spend much time sitting in water or even doing anything in water while playing KSP). And ofc, given how little time i spent near water (with the exception of laythe), there is no point to even activate an effect id rarely if ever notice outside of intentional screenshot flights during which i may as well activate every effect and just eat the performance hit. That and to be honest, nothing is truly gonna make my lag problem go away, i refuse to stop building and launching 500-1000 part capital ships, and even in the bone stock game those lag insanely bad when you have a whole fleet rendered at the same time :)... And yeah, kopernicus is a mod i try to avoid as one, its not updated to 1.4 last i checked (im lazy at checking mod updates and refuse to use that AVC spyware), maybee its not true anymore), and 2, its completely overkill when all i care about is replacing a single texture (really wish texture replaced allowed us to replace planet/water textures, id have replaced everything with it if that was the case, and its pretty damn lightweight unlike kopernicus which is overkill when i dont load up an entire custom solar system).
  10. My original inspiration for that was the actual venus, which according to real images taken by probes has atmo that you cant see anything through. That said, i have lowered the elevation of the lower layer to make it more of a fog/dust type layer akin to the dust storms on duna (which can be seen from orbit) and to make it possible to see very tall areas of the planet from orbit (some of the mountains are above that thick layer and can be landed on if you somehow manage not to cook yourself on descent). Ill try to poke a few more holes in the really thick lower layer and see how it looks, but i always liked the concept of thick, hard to see, and hard to land on without dropping a couple probes first to survey the area as would be done with real life venus assuming there was ever a manned mission sent there as it makes venus err eve an actual challenge and not just pick a spot from orbit without any sort of sensors/probe landings. After i poke a few more holes ill see whether it came out well, but like jool, i always envisioned eve to be really dense and gassy, while places like duna would have barely any clouds above it (and what clouds there were would be super wispy and only add a bit of cool looks when they are at that super high altitude and visible for miles. Also a bit of sside thought, i think ill make the duna dist storms visible from orbit (doesnt take noticable processing power and would allow one to avoid landing inside it while planning a landing from orbit). Assuming i can do it without artefacting that is (may be an issue since that layer is very low down and could have artefacting or weird behavior when made visible).
  11. Well progress is going well, ive finished kerbin, eve, and most of duna (still unhappy with dust storms, gonna redo that before calling it good). I had a major issue with photoshop as the stupid activation thing died on me and didnt want to accept the legally purchased serial which ive been using for years now after reinstall, so yeah, i ended up having to crack that stupid thing to make it work (i just HATE DRM, doesnt stop anyone from pirating software, and makes it a pain for legit purchasers like me). Anyways, DRM rant aside, ill most likely get done before going to my new job next week, so while no promises (that photoshop BS really cut down on my time), ill at least release what i have finished even if it might not be 100% finished or to the state i want. Heres bone stock, which isnt the worst game ive ever seen, but just gives me no reason to play for long as its visually bland and boring. And ofc with SciFiVE + scatterer installed with most of the less noticeable/fluffy crap is disabled like godrays, eclipses, shadows, and ocean shaders (as much as i love the scatterer ocean shaders, they lag like hell and serve little purpose when i rarely do anything on oceans in KSP, really only used when i do water based naval battles, again, rare especially since BDA isnt upgraded to 1.4 yet and i like the features in 1.4 too much to go back to 1.3 just for 1 single mod). Now on Kerbin with the new modified cloud formations i have more focus on the large scale cloud map with a focus on large scale detail vs using the detail texture for detail. benefits include clouds actually being 3D rendered where they should be (no more cloud particles where there are no visible cloud formations), and alot less of an issue with those nasty seams (its an EVE bug/feature that cant really be worked around). I really like the new way of doing things, as with the correct application of the uvnoise feature i can almost completely eliminate the square edge problem without requiring texture sizes that are completely unpractical (without it id need to go to like 16384x8192 if not higher) and well it doesnt compromise on quality too much. Anyways, gonna get a bit more done tomora as im a bit sleepy, but rest assured, ill have SOMETHING done before i get back to work and am again more or less on semi-permanent mod hiatus... Also, a quick question to the community, do you guys prefer heavy or light cloud coverage? I currently have kerbin be very varied between a few patches of almost overcast like cover, and a few patches of completely clear skies. I dont like using real life cloud images as resolution sucks, and they are really pixelated and meh (no offense to SVE and other mods out there, but the default kerbin cloud map looks really bad in some places as its based on the freely available one on the net), so i made my own texture (i think i only used the poles of that earth cloudmap as making your own poles is a nightmare with the stretching). I made kerbin mixed, i made eve super covered except in a couple spots and very thick so you cant see jack from orbit, and i made duna super wispy (sorta inspired by the 1.3 version duna clouds, but a bit less overkill wispy as i think i overused it). Nomatter what i cant make everyone happy, but id like to know a general consensus as to what most people would prefer for those 3 (i have my own ideas for laythe and jool, and im really attempting to make laythe look like a rain world akin to that clone planet in star wars, and jool i have a new text on the way).
  12. Naval Battle League 2016-2018

    Small ibeams are bad, unless you are shooting at fighters, i never use small ibeams as they wont do any damage phased or not. Long ibeams (what @ShadowGoat said isnt entirely accurate), do work well indeed, but only against certain styles of armor, and you have to have a way to manually aim them on target (i usually use a forward facing bridge that i can aim with). That and you need to specifically focus the fire on a vulnurable section, namely engines or weapons, shooting center of mass against any well made ship is futile. That said, Shadow does have a point, ibeams arent the best weapon on here, they are just insanely effective (and very efficient on weight, a single ibeam is ~.5t, and if it gets a killshot thats a ship dead for free) against certain targets. Also, ibeams are the only weapon that makes sense to use on smaller vessels like fighters, they can be crammed in a rather small area, and they dont require a huge weight investment so the whole ship with fuel, engines, and even a kerbal pod can be under 10t and still be sorta capable of killing a capital ship. That said, my recomendation is to have multiple different weapons on all of your larger craft, something all my competitive warships have. Most of them are armed with 6+ SRMs (long ibeam+2-4 sepatron), 2 RT-5 torps, and 2 1.2m torps of some variety (current best is G7a, but i have better weapons in development). Ive found that combo to work the best since every target is gonna have some weapon it fails against, so yeah, pack a couple of each style and something will eventually kill the target.
  13. KSP Making History

    They obviously wanted to add as much incentives as possible to buy the DLC, but i agree that adding structural parts (panels, tubes, engine plates, ect) as DLC only isnt really that great a move. They have absolutely nothing to do with the DLC itself (how is a hollow tube historical), and whats worse, is that means that similar parts are automatically never gonna be added to stock KSP since the devs have no reason to add duplicates of something. Not that everyone agrees, but what ive found the stock game to lack the most of all, is proper structural parts. We already have plenty of fuel tanks, engines, command pods (albeit the latter doesnt have any good ones, just bloody circular trash), but what we really need is more structural panels, specifically ones that are very very big (its an absolute pain to make anything large scale in the stock game due to part count with large craft or buildings). Who knows, maybee one day well get procedural panels and wings, but for now we are stuck with wings as the largest single component if you want something flat to build with.
  14. KSP Making History

    This is my biggest issue regarding part DLCs. Nomatter how you do it, itll always end up with someone unable to either share their craft or be able to download it. Although i dont have DLC yet (gonna wait for sale assuming bugs get fixed soon ofc), anything i make with DLC parts stays for me alone, not gonna bother uploading DLC only craft since im gonna always end up alienating someone who may not have DLC. I dont play as much KSP as i used to, and i dont share everything i make either, but its really nice to have that ability and not be asked to remove DLC parts from my vessels.
  15. 1.4.1 & Making History Really Buggy

    What it looks liek is meaningless, the problem is that us older KSP players have actually grown to expect good quality in almost everything squad released, and we have also been very much used to them running an open beta test before release in order to let the community playtest and report bugs that the QC team for whatever reason didnt notice. There is nothing wrong with bugs, but releasing a new game update without an open beta test period, and ofc release it with a good number of (yeah minor, but still) annoyances which do get noticed quite quickly isnt what id call professional. If the game was still an indie title, i can excuse bugs because most indie games are made with a rather small dev team with little if any resources to use. After TT took over, i at least expected some good money put into development, but it seems that not only did they neglect the community, add questionable content (EULA scandal and analytics/spyware anyone), and release something with this many bugs, only to meet some predetermined release date. I think it was much better when squad ran everything and they never told us of a release date until they really were ready to do so, and they even put the update off a few times from expected because bugs showed up. Maybe its just me, but id far prefer they delay a product release then push it out with lots of bugs and glitches that make certain things super annoying (its still quite playable, but we have some FX bugs, parts being offcenter, most of the stock missions being badly worded with objectives or plain impossible to complete without knowing whats in their code, ect). Well, whatever the case, i still have 1.3.1, and well 1.4.1 seems to work for the most part (i dont really use the 2.5m tanks enough to care about the offset tanks, and the reentry fx isnt an issue when i disable reentry fx entirely). Its not like its a big deal, but id still prefered to see a bit more professionalism and quality after TT took over rather then the mess they did. Hopefully they learn from these mistakes and dont repeat this in teh future...