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    Rocket Scientist

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  1. Somewhat recent events in the TTRPG world culminated in me starting to write my own game and thats been sucking up all my creative willpower. The mod isn't necessarily dead, and I can honestly pick right back up where I left off whenever, it just isn't what Im wanting to focus on atm. Plus I like to think it'll be a good thing in the end. When I come back inspired to work on it more it'll be the better for it, particularly considering only one planet needs "hard" terrain work put into it, and the rest is just making it beautiful which is the comparatively easier part for me.
  2. It will have icecaps, by there will be underlying continents/islands under them. In stock the caps are actually just straight ice; no real land under them. I'm changing that primarily because for how I'm generating the new height map I needed the poles to be empty. And its being designed natively at 2.5/2.7x scale, and I think we're still going to do a patch to squeeze it down to stock for those that want it.
  3. Yep. This mod will be completely standalone so no need for any other mods other than the basic dependencies.
  4. I'm still alive folks, just to give an update lol. I started a new job and thats been eating up my time, but its also because Kerbin is just proving to be a righteous pain in the ass, but I have some idea of how we can get around this hurdle. What that will involve, in the most visible sense, is not adhering to being an exact recreation of Kerbin. Instead, I'm going to remove the ice caps as we know them (which are just huge sheets of ice in both instances, similar to Earth's North Pole), and replace them with new continents. This will kill one of the biggest issues I was having, and also just be nice for a refreshed Kerbin. In the same vein, we're also going to break up the supercontinent that is Kerbin's landmass. There will be two of them in addition to the north and south polar regions. The next big thing that will change is that KSC's location will change. It will still be along the equator, but it may not be in the exact same spot on that particular landmass. This is because in changing what Kerbin looks like, its just proven extraordinarily difficult to adhere to where the original location was without killing the new terrain, SO, we're going to move it to a new location. That might be as simple as simply picking the whole thing up and moving it more inland, or it might move to somewhere else entirely. We shall see. And the big benefit of going through this rigmarole is primarily going to be for the people who like to build submarines. I'm pretty adamant on getting interesting ocean terrain for Kerbin, and thats also been central to why i've had so many issues.
  5. I may return to that idea when we get to Pol. I'm not confident in my ability to do it right at the moment but Pol is going to necessitate it, so thats what we'll look forward to. Eve for me simply isn't the right place to experiment with it as I'm going to want that to be a lot more subtle than it will be on Pol, and I'm going to want to approach Eve with a better idea of how far I can stretch the idea.
  6. Alrighty friendos, here's the new Eve. The terrain was completely redone and is now a more direct recreation of the original topography, and I brought it back to be a bit more purple forward. There's still a healthy amount of blue in there (and some green), but its much less Vaporwave planet now. But the real shining star here is the EVE effects. Featured are, obviously, counter rotating clouds, but also 3 polar vortexes, two smaller ones in the north pole, and a much larger one in the south pole. Also, my imagining of what Venusian auroras would look like, though modestly exaggerated. I'm going to be toying with the vortexes a bit to make them look less like just plain ol' hurricanes (and I also need to adjust the aurora texture as we have some polar pinching in there), but otherwise I think we can call Eve more or less finalized for this stage. And with EVE: While unintentional, the Auroras actually "shine" when you change camera positions, so that's a super neat thing I managed to make happen.
  7. While its not quite ready just yet, I believe you're going to be very happy with the work I've done on Eve today.
  8. Annnnd Moho again, now with solar wind bashing into it. This was inspired by Astronomer's Visual Pack which did a similar effect, though mine is a bit more subtle and takes cues off of the scene from For All Mankind when a solar storm hits the Moon, causing weird waves to crest across the surface. (If you have trouble spotting it, watch the reddish areas in the bottom left, as thats where it was most visible in this particular instance)
  9. Some naked Pics of Kerbin in preparation for its eventual Touchy Feely time
  10. Update First, here's an update for Moho. A wee bit different but it better illustrates that its close to Kerbol and is getting hella blasted. Up next I'm going to add some subtle effects to show this off as well (Still exaggerated from real life but we can do that :D) I will note though that the experiments I alluded to regarding planetary rings did not pan out, so we won't have anything particularly neat there, but even so. And on the note of Kerbol, here is Kerbol itself from various points from Moho to Duna to Eeloo, updated and at the proper resolution. I'm inclined to keep it this color for now, but that may change down the line to be a bit more golden yellow than red-orange. It really depends on what it turns out to look like on Kerbin.
  11. It will indeed. The standard will be 16k but there will also be 8k and 4k versions available.
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