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Well I was thinking more from the perspective of a creative where its hard to say for certain that any given creation is "perfect". Cobalt may be happy with the models as they stand but give him another year of experience and experimentation and those current models might start looking like garbage. Or he may find himself capable of rendering even better models at a baseline level, and he may find it necessary to scrap them simply because the initial presumption behind the creation has changed.
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Howdy doody folks, Im still alive, even though I just got diagnosed with COVID19. Symptoms are mild so no real worries. Wouldnt have known I was even sick if it werent for a rash I got. But anyway, at some point in the near future I hope to be playing and modding again, though if KSP2 does start nearing a substantive release then there may not be anything new for KSP1. We'll just have to see how that goes.
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Just to touch on that one, the "Mr. Glass" variant will work in current versions of KSP, but Full Retro will not. You will also need RPM for those ivas as well.
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v1.6 Released! GITHUB DOWNLOAD (43k Users) | SPACEDOCK DOWNLOAD (2K/4K/8K Users) As always, FRESH install. Until I stop redoing old stuff its going to be best to just cleanly reinstall the mod each update. ======================================================================= "Camp Fires" Changelog: City Light Overhaul - For realsies this time. Brand new textures for city lights, and it has been fine-tuned, so you should be able to see it pretty far out now. (Known Issue: It can be buggy, appears to be an EVE issue. If your City Lights
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Interesting. Seems like something got crossed. Im gonna have a look at it today.
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Yeah thats something that happens. You can attempt to change the scaling in the EVE gui (alt-0 then go to citylights) but i was unable to find a setting that worked right. At some point its going to get another look at like everything else.
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Version 1.5 is now available GITHUB DOWNLOAD (43k Users) | SPACEDOCK DOWNLOAD (2K/4K/8K Users) Lots of changes in this one. As always, recommend a fresh install to insure a smooth update, particularly given how big this one is. Changelog: ~From the Ground Up: Adjusted nearly all bodies to be more aesthetically pleasing and consistent on the ground and in flight on up to orbit. Should prove to be much more tighter than it was originally. ~Kerbin Atmospheric Changes: Made pretty. Very pretty. ~Lindor and Huygen Overhauls: The orange and blue marbles got pr
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Last update for the night. Kerbin (AKA NotEarth) also got a facelift. =====
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[1.7.3] G'ths Visuals for General Gameplay - JNSQ and Stock
G'th replied to G'th's topic in KSP Fan Works
The JNSQ config has been updated slightly for the upcoming Ad Astra update. -
Lindor also got a face lift today. ======= See it in Motion!
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New Shots of Huygen in the upcoming update (now with fancy super sampling) And to clarify given whats being shown, Huygen is going to be the hardest planet to play on in the mod. That being said, despite having over 12km worth of volumetrics on display, the game is amazingly playable. ========= And an extra fancy GIF showing off what its like on the surface.
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Yep unless GEP affects the stock planets (ie. Kerbin, Eve, Duna, Jool etc) they shouldnt overlap at all. If GEP does affect those sorts of planets then you would need to disable those in the EVE configs, either by using "//" for each line you want to kill or by just outright deleting those portions from the config. === And as for my planet pack, the theme is to essentially do a JNSQ-style (meaning built from the ground up) rendition of our real Solar System in 1/4 scale, which will then have its own "Ad Astra" style visuals baked right into the mod. The idea was to essen