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About panzer1b

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    Sci-Fi Military Engineer

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  1. So anyways, im working on BDA and what i need to do is 2 fold: First when a specific event occurs (part gets hit by bullet, pretty obvious), i need to check whether a part contains a specific resource type in it at all (resource name is "Armor"). Second, if the resource is present, i need to set a variable to the amount of that resource present in the part (so if there is 30 units of the resource the variable will have a value of 30 after operation), (variable is called "thickness"). Also, i would prefer to do this check in the least resource intensive method possible, since the mod will potentially be doing this check at a very high frequency (try doing penetration checks at over 5000 times a minute for autocannons). I know this is probably really simple to do, but i havent done any coding for KSP for over 2 years, and i sorta forgot how to do all of these seemingly basic things , that and probably the methods for doing it have changed
  2. KSP Weekly: The Alien Discovery

    I do really like the new art for many of the parts, but what really annoys me personally is that squad seems to plain not care about overhauling stuff that is already in the game which desperately needs an art pass. We still have those butt ugly looking pods from day 1 of the game (mk1-2 pod, mk2 lander can are probably the 2 biggest eyesores personally, most of the rest are at least workable even if still meh), many of the old fuel tanks could really use an overhaul, ect, and while i know porkjet is gone, why didnt squad take those few assets that were done and officially include them in stock KSP since that is literally half an hour or work at best as it would make at least those few parts pretty and wouldnt require resorting to hacks to get those things to override the stock parts? Anyways, rant aside, i think the expansion is going well, albeit what im really wondering is if some of the "mission" features will make their way down to regular sandbox games. Especially the ability to launch from other planets, that would be super nice since i wouldnt have to use that mess that is kerbinside (laggy, buggy, ect) just to set up a spawnpoint on another planet for vessel launches when i have a huge facility on say minmus or whatever other planet, and feel like launching something from there. Also, "ability to spawn asteroids", im so gonna use that to give a moon a true asteroid field consisting of 1000s of potatoes in low orbit. Should be alot easier then the current method for assembling asteroid fields which requires me to literally hyperedit 100+ into a planet's orbit. Maybee now i can have some actual sci-fi dogfights in space, evading gunfire and evading potato impacts!
  3. Just in case anyone is wondering what my current plans are for scatterer, i plan to have the next release of SciFiVE be slightly adjusted to be fully compatible with scatterer but i will not prepackage scatterer with my mod. Sofar ive managed to get the cloud layers (and the all important "atmosphere" scatter layers that i made using EVE) to look decent with scatterer installed, and while the coloring is a little different depending on whether you elect to use scatterer or not, there is no visual artefacting present as is the case with certain planets right now (the biggest eyesore with V1.3 is prolly laythe, the atmo looks terrible if you install scatterer and dont modify that layer). To fix that issue, i actually lowered the opacity a bit (so its less visible), and lowered the altitude of the EVE atmo layers on certain planets (makes it less screwy looking while still giving the intended effect even without scatterer). Sofar i think i can get it so that 1 version works well with both scatterer and without, but if i cannot get that ideal i will release 2 separate versions for everyone to be happy, whether you want or do not want scatterer. I have no idea about the min requirements, but i have a rather old gaming laptop and i can run SciFiVE, scatterer, BDA, planetshine, distant object, and a few quality of life mods like KAC and such without any real performance concerns. Ofc the exception is when i try to do some really stupid things like launch a rocket with 200 engines on it as the sheer amount of smoke generated by that many engines (and the 500 or so parts the payload is made up of) just make the game drop to 2 FPS or something of that sort. Anyways, id say that for most regular space programs, you should have no trouble running stock SciFiVE, as EVE itself isnt that resource demanding, and the real performance hog is certain features of scatterer (mostly ocean refraction and shadow related things). Im currently running a updated (i need a few more days for testing and development before ill even consider V1.4 ready for release) version alongside scatterer with the vast majority of scatterer fluff disabled, and ive not had much trouble with framerates despite having ~1500 parts loaded at once (decently sized dres station, alot of asteroids clawed to it in a makeshift asteroid field, and 1 capital ship with 3 starfighters escorting it). Yeah it really doesnt like my 2000 part base like whatsoever (even bone stock that base lags like crazy), but aside from truly excessive things, you shouldnt have any issues running this on anything that isnt a potato.
  4. Well pretty simple question, just wondering what i need to do in the persist file in order to get a specific colored glowy asteroid for cinematic purposes. Ive seen enough of them already, and ive looked through persists, but i cannot figure out what parameters determine the color of the effect as well as toggles the effect. The "glowy asteroid" im talking about is seen in bottom right. Specifically i want to give the class-D (which i have atop the station) a red glow effect, and i want to remove the glow effect from the asteroid on bottom right via persist editing. Anyone know how to do this? If this is not possible, is tehre any way to force spawn a specific class of asteroid with teh effect, its not that much work to undock the station and dock to another potato, or just launch a new one.
  5. I got a super quick question. Im trying to integrate scatterer into one of my own mods, and i want to disable all atmospheric rendering (since im using EVE to do this and i personally prefer the way EVE does it and looks) while keeping the oceans and sunflare rendering from scatterer. Ive tried deleting stuff from the planets folder in the mod but all that does is remove everything including oceans. Anyways, im pretty certain there is an "easy" way to do this, just that i cant figure out how to do it , help appreciated... Also if not possible, is there a way to alter the scatterer stock atmo renderer to have better looking colors (i want to have much more saturation and darker blue rather then that sky blue the normal mod has) and also have a much higher thickness to it (its way too thin imo). The colors simply do not fit with my mod whatsoever, so i need to either find a way to disable atmo rendering completely and rely on EVE to do that, or instead find a way to actually make scatterer's atmo renderer not look terrible (well not terrible but it looks way out of place when combined with SciFiVE mod im trying to integrate scatterer into).
  6. Pre-release 1.3.1 is live!

    From my experience not even that. Basically all visual mods that i used on 1.3 work fine with no bugs or crashes in 1.3.1, and while i may be biased, it feels like the game is a little bit less laggy too with large ships. Ill have to check if BDA works too, since thats about the only complicated mod that i use these days (besides occasionally KIS/KAS and the mod that lets me make walking mechs), everything else is super minimalistic quality of life mod, or plain visuals. I love how nice this game looks when u cram all the prettyfying mods into it. This is in 1.3.1 ofc, and that station as well as the corvette nearby is pretty much 1000 parts total...
  7. Ill upload and give u a link tomora as im sleepy and i need to rearrange files so you dont have to sift through an entire mod of mine im working on just to get to teh armor plating. Do you prefer a private PM or public link on thread, either way is fine for me...
  8. Basically parasci takes performance to an extreme, but cuts out alot of stuff that i personally dont see the point of even installing EVE without. This mod has volumetirc particles (actual 3d like clouds made of sprites), and it also does a far better job (im my opinion at least) when it comes to atmospheric glow effects (this mod does it in a similar way to the old mod called better atmospheres which was imo even better looking them this, but had performance issues cause of using 3-4 layers per planet atmosphere). All in all, this mod has more fluff in it, but doesnt quite take the performance hit that SVE normally would, sorta a middle ground between those 2. Basically if you want some sort of clouds, and need to have absolute highest performance, parasci is your best choice. If you have a monster rig (or are willing to deal with sub 10 FPS), SVE is probably the best bet since its far more detailed then SciFiVE (more cloud layers, thicker clouds, designed to be run alongside scatterer, ect). This mod is kinda between those 2 and also has a bit more of a "scifi" feel to it since i didnt go with realistic coloring like those other 2 mods, but actually put in some more bright saturated colors like blue and purple rather then that more whitish coloring that SVE/scatter has. Personally im not a fan of "realism" in KSP since the game revolves around a miniature solar system (tried RSS but didnt really like it much), with green things and such, and i never view it as realistic, but some sort of real life based scifi game, thus i made a cloud mod that fit that idea more. If you like the style, this is pretty much almost as good visually as SVE but performs far better and doesnt require scatterer to look good, but if you prefer 100% realism and need performance i think parasci is a hair better (i havent ran it myself but ive looked at the screenies). Incase anyone is interested, this is what the preliminary version looks like with scatterer enabled. Its laggier then regular SciFiVE, but its actually manageable and the total part count in that screenie is ~1000 or so between the 2 vessels. I wouldnt do a massive space battle with this installed (its bad enough bone stock), but for anything but excessiveness, it actually runs on my lappy just fine. All that needs to get done is redoing of some of the cloud layers and such, since scatterer tends to derp out a bit and make em look funny...
  9. Well ive been messing a bit with BDA in 1.3, and im noticing a bit of "odd" occurences that make little sense imo. First of all i do like that damage actually makes logical sense now, and it nolonger takes a 10 second sustained burst from 6 50cals to drop a single wing panel from 500m. The issues though is that certain weapons seem exponentially more powerful, to the point where they instantly shred anything but custom made tank armor panels (parts i made myself that can resist 1-2 hits from a 120mm gun). The biggest ones ive noticed are the 20mm minigun and the 50 cals. Both of them instantly shred planes with such effectiveness, a single 50cal bullet does about as much damage to planes as the 30mm gun, and the 20mm is for all intents and purposes 100% superior to the 30mm against air targets (which makes no sense whatsoever since a 30mm bullet was known to rip a wing off in 1 shot, while a 20mm cannon should take at least 2 hits to rip a wing panel off if not 3-4 for larger panels). I also think that damage needs to be globally decreased by ~50%, ive tested multiple settings and 50% global dmg multiplier seems to be the sweet spot where guns are still very deadly against planes (as they should be), but most of the time you are going to survive a glancing blow without being turned into a cloud of debris (at 100% you die if you get hit by like a single 20mm anywhere on the plane). Also worth noting is that damage transfer is ridiculously high now so a single hit on a tank that destroys armor plate is near 100% guaranteed to remove 2-3 parts behind it. I dont know entirely how realistic damage transfer should be, but in terms of gameplay i really dont like the fact that spaced armor is worthless (since a hit on something like a wing panel transfers so much damage to the parts behind it you are often going to loose the entire tank). I do like the idea of damage transferring to parts behind it, but it needs to be severely toned down in effectiveness for tank battles. Damage transfer needs to be a thing for very light and or weak parts to stop people from abusing lots and lots of near massless crap as armor since thats neither fun nor realistic, but it should be removed or severely limited for parts that are either highish in crash tolerance (say 50 or more m/s), or have highish mass, otherwise it becomes impossible to make tank battles work without doing what Tape and Beardy do in their series and use some sort of indestructible core to build the tanks up around. For some reason i cant actually get BDA to compile on my end (keeps saying its missing referenced stuff that apparently isnt located in either the BDA master directory or in the KSP directory) so i cant quite test it out myself to see how lower damage transfer plays out, but i really think this is something that needs to go with the exception of super light near massless crap just to avoid exploits. That and i think we can all agree that 1 shot kills are alot less fun then tanks that can take a few hits before they die off entirely. Ohh and if you guys are interested, ive finished creating what i call "tank grade" armor for use with tanks. I had to use wing panels (since there is a hitreg bug that comes up with super thin panels which makes the round pass through and not interact with the armor properly at certain ranges/angles), but sofar it is fairly plausible in that a large size panel (roughly the size of the current 2x2 structural) can take 2-3 hits from the 105 or 120mm guns (and ive also tested it with my own customized WW2 tank guns which use fairly realistic projectile parameters). If you want to give these things a try ill upload somewhere...
  10. I removed em since i thought it looked a little odd having dust on every possible body (personal preference i guess), but ill add it again if you think it was cool. Ill add it when i update everything to a slightly improved version with a few other changes primarily to volumetric particles (biggest personal annoyance with SciFiVE atm is the volumetric particles and how derpy they look at certain angles, will prolly switch to RGB style textures since it looks a hair better in mods that use those like SVE), no ETA exactly but soon... In the meantime you can modify the config files really easily by taking the V-1.2 textures required and config entry from Mun-Dust. Also worth mentioning is that i am working on creating a scatterer compatible version of this mod. Obviously it wont perform crazy fast or anything, but preliminary testing with most of the scatterer fluff disabled (water refraction, eclipses, ect, stuff that you normally wouldnt even notice) shows fairly decent performance and while its obviously laggy, its nowhere near as bad as SVE gets.
  11. Im using a custom potatoroid texture and its rendering this way as well, its pure black/white and isnt a rgb styled texture like those used by stock eve configs or SVE. The texture should render the same in all axis but it does not (there is variations in rendered angle and opacity). If you have an example texture that renders correctly i can base mine off of it, but sofar both RGB style textures and my own textures (that are just greyscale and have no color) render with varying transparency depending on view angle. Im prolly gonna shelve the potatoroid concept since i dont see it being doable with the way EVE renders 3d particles, but who knows,m maybee someday ill figure a way to do it (once i learn how to properly code EVE style plugins )...
  12. This appears to be the culprit. As the effect is basically like multiple particles being rendered somewhat differently based on camera orientation and they fade in/out as you pan around. If this is how EVE works then i guess ill have to shelve my "potatoroid belt" plans, but if there is a way to force particle rendering to be more conventional (like older games where its just 1 sprite that always faces the camera) id like to know how to enable that. Ive not noticed any major performance issues with this regard, as i have the textures scaled to massive proportions (above 10000) so it looks like there is lots and lots of particles but in reality the density isnt far beyond that of what you'd get out of SVE cloud layer (being on dres and timewarping has roughly the same lag inducing effect as being anywhere near the vicinity of kerbin with SVE installed). Also there is no plain texture at all, since i cant get the layers to look "authentic" otherwise, so its literally no visible 2D anything and 3D potatoes around the entire planet (it dissapears if you get excessively far from planet but i cant be rendering them when im at kerbin )...
  13. I dont think that setting is doing anything for me to fix the issue. I have tried everything from very low numbers (as low as itd go before the potatos stopped rendering completely to like 1 million or so), and i have my area set to like 300K since i need it to render the entire belt when you are in orbit. If you look really closely at the pics you can see how particles that are very far away from the craft are also being faded in and out randomly over time (and each particle seems to randomly split into copies of itself as you move the camera around too alternating between opaque and transparent). I know the description is kinda bad here (and ill try to make a video of what i mean tomora or so) but the issue im having is that i need each particle that is rendered to be distinct and fully opaque with no variation in alfa layer and no random fading in and out for another identical particle in teh same spot but in a different orientation. Anyways, if its not clear what the issue is ill provide my configs tomora alongside a video showing exactly what i dont want occuring. Kinda hard to tell from a screenie thats static...
  14. So im back to modding this game after a bit of a hiatus following unfortunate HDD crash, and i have a quick question to the EVE experts out there: Is there a way to disable the transparency of the 3d particle effects completely expecially when you move the camera around. It seems that EVE has some sort of effect that duplicates particles and makes em more or less transparent as you move the camera around (i presume this is intentional to make the particles more natural and less obviously fake looking and it works well for clouds or dust but not my intended mod feature). Basically im trying to create a potatoroid belt around a planet (in my case dres) composed of lots and lots of tiny little asteroids. Sofar this is what i have done: As you can see (look closely at the potatoroids), some of the potatoroids are partially transparent and i cannot allow this to be the case as real rocks are supposed to be 100% opaque. I know EVE was never designed with this in mind, but if anyone knows a cofiguration that disables this "transparency" effect id apreciate the help, since i just cant release a asteroid belt that has transparent asteroids (and the texture is pure white so thats not the cause of this bug). Also, a bit of a side note, ive tried a few times, but i cannot figure out how to code EVE plugin to support glowing 3d volumetric particles in a similar way that the game has a "minlight" parameter for the 2d texture which lets you make that sorta glow on the dark side (used for aurora rendering or just about any sort of glowing effects. I really really want to make volcanoes on moho, but you just cannot get em to look right as the volcanoes turn pitch black on the dark side of the planet, and last i checked, lava is not pitch black (and even if it is it sure would look cooler to have glowing lava eruptions). If it cant be done, then so be it, but if anyone knows how to do this (im no pro but i know how to code a little bit) id appreciate all the help i can get, EVE really need to add support to glowing 3d particles (and while we are at it proper rain beneath cloud layers).
  15. Well, i had a HDD crash a few months back and decided to take a bit of a hiatus from KSP and KSP modding, but now im back and i think the best thing to start off with would be updating the one mod i cant play this game without anymore . Here it is: V-1.3, with the primary focus being on beautifying the 3 atmospheric planets i travel to alot: Kerbin, Duna, and Laythe. I spent the most of my time creating new detail textures, some of which are 4096x4096 which allows me to create extremely varied cloud formations on a planet without having either tiling issues (obvious texture repetition), or have lousy resolution resulting in jagged edges and the like on cloud formations. It takes a little more ram, but i think its well worth the end result. I also spent some time to make slightly better particle textures all around for clouds and dust, a bit more resolution and a bit more detail. Eve and Jool have also gotten a few "minor" alterations but i didnt focus too much on those 2 bodies (i was quite happy with Eve and Jool is something im not entirely sure what i want to do with, although im certain i want to switch the look to something else in future patches). Finally worth mentioning is that EVE fixed its shadow bugs, so i enabled shadows on many planets, and im not noticing any real performance loss doing so. If its an issue, you can always go into teh alt-0 menu and disable teh shadow layer for planets. Anyways, enjoy the update, hopefully its good enough ... And a little bit of a spoiler containing one of the features i plan to include in a future version (once i can fix the bugs and issues with its implementation). Any input is appreciated, be it positive or negative, if you guys dislike something (or even worse find something bugged) then ill be happy to take a look at it and possible make a quick hotfix with the input or so as i dont expect to release another huge alteration any time soon (next features will likely require me to heavily modify EVE plugin itself as it just doesnt support some of what i want in the game with regards to effects).