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  1. Continuing one of the greatest mods to ever exist in this game Astronomer's Visual Pack is a comprehensive visual overhaul for Kerbal Space Program originally developed by Astronomer. I have been a huge fan of Astronomer's work since my first steps into Kerbal Space Program, during 2014. 2015 would see the hiatus of EnvironmentalVisualEnhancements development, along with the unfortunate demise of Astronomer's Visual Pack, as the version of EVE it ran on, a version made for alpha KSP, deprecated. Even as the development of EnvironmentalVisualEnhancements gained traction once more, Astronomer ceased to appear in the KSP community. Since 2016, I have been attempting to restore and expand the gorgeous visual overhaul that was Astronomer's Visual Pack, through rewriting, remaking, and repackaging. This is the product of that work. Through adapting stock KSP canon and sci-fi imagination, Astronomer's Visual Pack aims to turn Kerbal Space Program into the most immersive, beautiful experience a player can get. Downloads Stock + OPM JNSQ Installation CKAN Check the "Astronomer's Visual Pack" mod. You will be prompted to choose a texture resolution. Install and enjoy! GitHub Acquire the latest release of "Astronomer's Visual Pack" from GitHub. Drop the "GameData" folder inside the archive into your KSP installation, merging the two folders if prompted. Download a texture resolution of your choice (2k, 4k, and 8k downloads are currently available). Drop the "GameData" folder inside the archive into your KSP installation, merging the two folders if prompted. Download and install the latest versions of the dependencies necessary for the mod to function. This includes: EnvironmentalVisualEnhancementsScattererModuleManager It is highly recommended you also download TUFX to enable AVP's color-grading and post-processing configurations. Once you have installed TUFX, click on the toolbar button while ingame and select the Astronomer's Visual Pack profile. (Optional) Download the 43k Kerbin cloud enhancement: Download and install the 43k Kerbin clouds. These are quite intensive on the GPU and RAM! You will now have much finer unique detail on Kerbin's main cloud layer. Great for cinematics. (Optional) Download the recommended mods: Audio Chatterer (immersive audio enhancements) Visual Parallax (terrain shader for realistic planetary surfaces) DistantObjectEnhancement (distant planets and ships will be visible from afar) PlanetShine (planet shine effect on your ships) Sunflares of Maar (a sunflare pack) RealPlume (realistic engine plume spread) TexturesUnlimited (reflection and texture effects for parts) EngineLighting (lighting effects for engines and decouplers) Gameplay ReStock (stock part overhaul) OR Ven's Stock Part Revamp (stock part overhaul) Disclaimer: Astronomer's Visual Pack is a visual pack for the stock planetary system, as well as the bodies in the Outer Planets Mod. It is best played with the optional enhancements. AVP is not compatible with other atmospheric enhancements for the stock and OPM systems, such as Stock Visual Enhancements, Spectra, stock EVE (BoulderCo), Sci-Fi-VE, Graphics Enhancements Assembly, OPM-VO, etc. Do not install a combination of AVP + conflicting visual mods. Installs with this issue visible will likely not receive support. Features Up to 43k Kerbin clouds High-res volumetric clouds Bioluminescent clouds for Laythe 7 cloud layers for Jool at up to 8k Glow for all non-atmospheric bodies where relevant Up to 8k auroras Sandstorms and surface dust Lightning on Eve, Kerbin, Duna, and Laythe Moho ablation effect 8k Milky Way skybox Geysers on Minmus and Eeloo Visuals for the Outer Planets Mod Custom loading screens and tips Modular file structure, to tinker with and remove specific effects with ease More I likely forgot to list... Featuring the mods (must install dependencies): Environmental Visual Enhancements - rbray89, WazWaz Used for clouds, dust, auroras, and numerous other atmospheric and non-atmospheric enhancements. ModuleManager - sarbian Used to ensure compatibility and functionality. Scatterer - blackrack Used for atmospheric scattering and oceanic enhancement. Performance & Hardware Astronomer's Visual Pack is the most intensive visual mod for Kerbal Space Program, but has been tuned and optimized such that even mid-end hardware will bring an enjoyable experience. With 8k textures, the minimum specifications required for a smooth experience (60+ FPS) is a GTX 1060 6GB, paired with 16GB of RAM. A CPU with strong single-core performance is also recommended.. Performance Tips Lower the settings of any recommended mods you have, or remove them entirely. If your game resolution is greater than 1920x1080, turn it down to this and use either NVIDIA or AMD Image Sharpening to restore the visual difference. Try a lower texture resolution. Try a lower scatterer preset. You can change this by clicking on the blue globe in the toolbar in Space Center. Navigate to <KSP>/GameData/AstronomersVisualPack/AVP_Configs/Stock/ and remove the configuration files for effects you do not desire. If your GPU frequently hits 100% usage, set a frame limit that will reduce the load. Depending on your GPU model, you may be able to either undervolt or overclock in order to achieve lower temperatures or higher performance respectively. Support I'm commonly active on the r/KerbalSpaceProgram Discord, go ahead and ping me there if you need help. You can also just reply below with your KSP.log and perhaps a screenshot. Donations If you like Astronomer's Visual Pack, thank @Astronomer for his years of work on this mod. Feel free to pitch in to my student survival fund. You will have my eternal gratitude License THIS MOD IS LICENSED UNDER Creative Commons - Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) WHAT THIS MEANS: You may create derivations of this mod and its contents. You may utilize and adapt this mod and its contents in your own works. You may NOT use this mod or any of its contents for commercial purposes. You may NOT gain royalties from work containing any of this mod's contents. You must give credit to me (themaster401, current developer) and Astronomer (original creator of Astronomer's Visual Pack) if adapting this mod and indicate changes made if applicable. All derivations must also be licensed under CC-BY-NC-SA. Screenshots I LOVE SCREENSHOTS! The most magnificent of shots taken with AVP and submitted in replies may find their way into the loading screens!
  2. Pood's OPM-VO (Outer Planets Mod - Visual Overhaul) Latest Release - v.0.3.5 "The Matoro" Pre-Release Beta - 23rd Sept. 17 Due to some users having issues with compatibility, please find below a list of the dependencies and the current builds used to run OPM-VO. Please ensure that you are running at least these versions of the dependencies or later releases: Dependencies: EVE: https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases/download/EVE-1.2.2-1/EnvironmentalVisualEnhancements-1.2.2.1.zip (Release build 1.2.2-1) Scatterer: https://spacedock.info/mod/141/scatterer/download/0.0320b (Release build 0.0320b) Kopernicus: https://github.com/Kopernicus/Kopernicus/releases/download/release-1.3.1-3/Kopernicus-1.3.1-3.zip (Release build 1.3.1-3) Module Manager: https://github.com/sarbian/ModuleManager/releases (Get latest release build) Outer Planets Mod: https://github.com/Galileo88/OPM_Galileo/releases/download/1.2.4/OPM_Galileo.v1.2.4.zip (Unofficial KSP 1.3.1 build 1.2.4) Suggested Mods: Stock Visual Enhancements: https://github.com/Galileo88/StockVisualEnhancements/releases/latest - Galileo and I work together to ensure our mods are compatible and SVE gives the stock planets great atmospheric and visual effects. Stock Visual Terrain: https://github.com/Galileo88/Stock-Visual-Terrain/releases/latest - The texture pack that's built alongside SVE to make the stock bodies look amazing. -------------------------------------------------------- For all information regarding downloading/installing/using/licensing etc. for this mod, please refer to the Readme. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Changelog: v0.3.4 - 08th Apr. 17 - Edited Tekto's & Urlums EVE cloud layers slightly, amended SVE integration due to SVE's new file structure and added in Kopernicus' new Ring Shader effects for all bodies (if Jool rings are present, they are maintained). Kopernicus' Ring Shader update is not incorporated in the latest Kopernicus release yet, however, the patch can be downloaded here to be installed into your Kopernicus directory: https://mega.nz/#!vUowhKgB!PAIeK8M1KlBOXhcBNglxGTq6MzSiqFxF27fAXYOD8_w v0.3.3 - 02nd Apr. 17 - Added Sigma OPM-Tilt support, slight change to Urlum's rim exposure and now leveraging SVE's cloud detail textures if SVE is installed, if not, uses own placeholder texture as before. v0.3.2 - 01st Apr. 17 - Forgot to render Tekto's oceans... doh! Ocean shaders on Tekto have been enabled by adjusting Ocean Alpha values. v0.3.1 - 01st Apr. 17 - Fixed scatterer's configs so they play well with other mods and don't repeatedly add OPM body configs to other body's ones. v0.3.0 - 30th Mar. 17 - KSP 1.2.2 Compatibility update. v0.2.0 - 8th May. 16 - Rebuilt from ground up for KSP 1.1.2; Thatmo work has not been included. v0.1.2 - 11th Jan. 16 - Included support for OPM Tilt and Kopernicus Expansion. Compatibility with KSPRC has been fixed by including updated pqs.cfg file for KSPRC (bundled in distribution). v0.1.1 - 8th Jan. 16 - Forgot to include Scatterer files within .zip (Doh!) v0.1.0 - 6th Jan. 16 - Initial Release - First GitHub commit & beta release --------------------- Original Initial Post: With the release of EVE for 1.0.5 and Scatterer gaining multi-planet support I decided to jump right in and start messing around with configs for OPM as I rarely play KSP without it. As the two mods are still very much in their infancy really with respect to 1.0.5 and their latest releases I am learning as I go and have never shown any of my previous tinkerings with EVE in the past on these forums (I used to run a modified AVP-I, AVP-EoO and KSPRC mashup in previous versions of KSP). I initally started working on Tekto as it has a pretty crazy atmosphere in OPM canon. Current progress can be seen here: I also have very hazy mist clouds rumbling over the lowlands that look a lot like heat haze up close. These are very much still WIP and I am still learning new tricks/techniques with EVE's new volumetric cloud options. The look I have gone for is a very chaotic, dense atmosphere that is suffering from a sever over abundance of a toxic gas that could be generated from underwater plant life or similar. After visiting MatoroIgnika's Twitch stream he commented to me that he loves Thatmo and how it should look like a Triton analog, so... next on to Thatmo! Like Triton, Thatmo has a very think atmosphere but it can be visualised from orbit. It is very hard to convey through screenshots but a very thin, wispy cloud cover has been added, viewable from orbit. Down on the moon's surface, clouds are visible somewhat more than they are from orbit purely for the fun aspect of actually seeing the atmosphere present. Triton's albedo coefficient is one of the highest in our whole solar system and so I decided to make Thatmo very reflective and bright to convey the shiny, ice like nature of the moon. Its pretty blinding down on the surface. As the surface of the moon is refracting light through its ice layers I have also introduced a chromatic aberration-like quality, visible when in orbit. Finally at this point I have been tinkering heavily with texture generation for Gas Giants (as OPM has 3 of them!) using curling noise for procedural fluid flow to try and create some really interesting base texture maps for the gas planets. It has been pretty laborious switching between Linux running the generations and Windows for Photoshop texturing (I don't like GIMP at all) but its getting a lot easier to manage now I am use to the process. I should be able to utilise this technique to also create completely procedural cloud texture maps also with a bit of work that could range from thick stormy stuff ala Venus down to very light, high atmo wisps. As you can see there are a lot of different style outcomes using the same texture by changing the input parameters. Let me know what you like and what you think would suit each gas planet as I can create a variety of effects. Generation takes around 20 minutes and then I have to wrap a cubemap back into an rectilinear texture for use within KSP. All of this is really in its infancy and I created this thread as a place to store my ongoing efforts whilst also being able to receive some feedback. Progress may come in fits and spurts around work; I get two weeks off over the Christmas period I may be able to cram a load of texturing in. Depending on how far I continue the final piece of the long-term puzzle would be re-texturing the base moon textures to hi-res variants. Feedback is greatly appreciated and any thoughts or critiques are appreciated, even though at the moment all you are able to look at is screenshots. Once things become more substantial I will upload configs and textures in a pack for testing out within KSP. At this point I will apply a suitable license. Update 12th Dec. 15 - Been doing a little tinkering to test some different variables in the texture generation and thought... "why not upload some short clips on Steamable?" So: Sarnus - Test WIP Neidon - Test WIP Update 3rd Jan. 16 - Porting Tekto to new EVE syntax. Fog on Tekto 1 - Showing fog and dust clouds at low level. Fog on Tekto 2 - Showing the post processing depth buffer level at low level. Update: 6th Jan. 16 - v0.1.0 Beta Release - Initial Release (see changelog for further updates) Whad'ya think?
  3. 22 years ago, Kerbin was hit by a comet. The 16 kerbals of the Space Station Ranger used its remaining fuel deposits to flee to Eve during the lucky transfer window it got. Arriving at Eve, the crew landed in their various Kerbin reentry pods and began to build underground bases to shield from the radiation and the harsh environment. Now, the 34,000 residents of Eve's only city New Kerbin City but on Eve hopes to return to Kerbin. They do not know how they could escape the thick atmosphere and strong gravity, but these hardened Kerbals knew one thing. It would not be easy. ----------------------------------------------- Yup. A new career game. But not just any career. This time, the KSC is on Eve and HARD MODE. No quicksaves, no reverts, tougher contracts and funds. And Unkerballed Start. And SimpleConstruction. And all their dependencies. But why SimpleConstruction? Because the Goal for this career is to COLONISE KERBIN. This mission report will have some story elements. Jeb: Like this. ----------------------------------------------- Let's get to it.
  4. Hi! I decided to do this challenge because I lost Val in an eve rover accident a day ago (don't worry, just Missing in action, but Jeb, her husband doesn't know that she is missing yet ) so, I decided to challenge you to return from Eve in the smallest spaceraft as possible. The rules are the next: The spacecraft must arrive to Eve without cheat menu (else, you're not allowed to compete) 1.1. You must record a video of ur whole mission, from the VAB to Eve, and then back to Kerbin to prove you got this criteria Your spacecraft must not only be the smallest possible, but also the lightest possible. The spacecraft must be Manned (but with kerbals, not with humans) You must get back to kerbin with a singe launch! (Don't rescue your Kerbal(s) or else u will get unqualified) You must LAND on Eve, else you will be unqualified You get 4 extra points by landing on Gilly before/after landing on Eve Mods and expansion DLC are forbidden If there's a tie, I'll judge by number of parts of your ship
  5. Through my efforts in developing the mod Sol, I developed two different techniques for different visual needs that I believe uniquely distinguished Sol amongst other visual mod packs. Though that mod is now canceled due to still ongoing issues with the community, I do still want to see that these techniques make it into other mods, and rather than having people trying to reverse-engineer them through copies of my mod that, regardless of licensing, I still do not approve of being redistributed, I figure I may as well lay out a proper tutorial on these concepts so that people can just simply do as I did, and create their own mods. As part of this tutorial, you will want to have a photo editing software such as Photoshop or GIMP that can export to the .dds file format. I personally recommend GIMP because its free and relatively hassle free. I also recommend becoming familiar with NASA's Visible Earth website, found here, as the website is a treasure trove of not only inspiration, but extremely high quality visuals from which your work can be derived. All of the imagery of Sol was derived from the available imagery on the website, and through this tutorial you'll see how I translated the raw satellite imagery into workable textures for the game, and how the Dynamic system works. I will also acknowledge that this is a beefy post; I am a very verbose and thorough person, and through this reading I would hope it should give some idea as to how I think through things. DYNAMICS Intro: Dynamics is my term for a method of inducing EVE's innate layer functions to mimic the way in which Earthbound cloud systems form and dissipate over time. While EVE is not quite sophisticated enough to provide a true simulation, it does have the tools necessary to provide an uncanny approximation IF one puts in the effort to realize it. The How: How Dynamics works is fundamentally dependent on the nature of the detail texture. In EVE, two primary textures are responsible for the look of a cloud layer. These are listed as Main Tex, and Detail Tex. Main Tex to put it in simple terms provides the macro shape of a cloud, meaning that even if your texture is just flat Microsoft Paint drawings, it will take to the shape of what was drawn. Detail Tex is an additional texture that is overlaid on top of the Main Tex, and as its name implies, is meant to provide additional detail to the texture, and depending on the modder, most examples have used Detail Tex as a means of pushing the fidelity of the overall clouds. However, the key thing about Detail Tex is that it is sensitive to transparency, meaning that if your detail texture is transparent in any part of it, that transparent section will also translate to its application to the main texture, rendering that part of main tex transparent as well. This is the fundamental key to how dynamics works, and I discovered that this worked some years ago during development for the mod Ad Astra, and my early attempts with it are still viewable through that mod by looking to the planet Lindor and its Dark Spot, which forms and dissipates regularly over time. Originally, however, this technique for me was only meant to serve as a means of providing just specific macro level cloud systems, like the Dark Spot, or the eventual Typhoon that featured in Sol. Until I had an epiphany, I was still very much married to the idea of global Cube Maps being the key to higher quality visuals, but Cube Maps have their short comings. For one, the global coverage means that quality is hard to keep consistent across the entire texture (without painstakingly hand-painting it), and this only gets worse depending on the quality of your source and the method with which the cube map itself was generated, and for two, its very static; the clouds will always look the same no matter what, with only the underlying terrain changing. To put it short, cube maps are a pain to work with and unless you are very fortunate, or have the patience to paint it by hand, they still ultimately have shortcomings that leave one wanting. But Dynamics provides another option, and in fact, provides an option that is much better suited to the sort of game Kerbal Space Program is, where memory is of vital importance. Using Dynamics to create global cloud coverage can not only provide much higher quality and far better consistency, effectively allowing one to have texture qualities as high as one wants without any quality loss from downscaling, it also allows you to do so without an egregious impact to the memory footprint of the mod compared to what would be necessary to replicate the same visual fidelity using other methods. And as a bonus, you get the Dynamics effect itself, allowing your global coverage to never look the same twice. So, with all that explanation aside (though there's still quite a bit more), lets get into the nitty gritty. To start, we need to identify and locate a source cloud map that we are going to derive what we will be calling cloud patterns, or cpats. For this, I utilized (and prefer) the Blue Marble imagery available at Visible Earth. I took the highest resolution that was available, and in GIMP, I combined both the E and W files into one, which should provide you with something looks like this: While the large file size, 43k in this case, can be rough to work with depending on your computer's specs, do keep in mind that you only need to work with it long enough to extract a cpat. To do this, the process is quite simple. For this purpose, we are going to assume that we want to have our cpats be at 16k, which is the maximum resolution that KSP can support. To mark out a strict 16k selection, we are going to select our selection tool, and set it to Fixed with a resolution of 16384 x 8192; your settings should resemble the below: Once you have this, you can click and drag anywhere on your image, and a selection box should appear that you can then drag around. We want the image to be rectangular, as this will prevent our final cpat from being distorted. From there, all you have to do is select some part of your source map that you think looks good or interesting to have as a potential pattern. For this, I selected this section: Next, copy the selection, and create a new file in the same resolution (16384x8192), and paste in your image. Add the pasted image as a new layer, and either merge it with the extraneous background or layer, or simply delete that layer. ========================================================================================================================================================== What this process does is allow for the higher resolution image to be translated to a lower resolution image, without any real loss in quality from more traditional down-scaling methods. We do lose the additional data from the rest of the map, but this on purpose, as we do not want all of that extraneous data anyway, and because we can always just make more cpats. (for Sol, I settled on three primary cloud patterns, with a fourth intended for noctilucent cloud formations) Next, we will need to extract the clouds themselves from the black background. First, ensure that the image has been set to “RGB”, by clicking on Image > Mode > RGB. Then, click on Colors > Color to Alpha. The Color to Alpha tool will automatically render your selected color transparent. By default it will have selected White, but naturally we want to change this to black. As a first pass, we can click okay once this is completed, and now your texture should look like this: However, we are not quite finished with this step yet. Due to the nature of satellite imagery, a lot of artifacts may be present that you do not want, and this is especially true if you are extracting clouds from images that also include terrain. To sus these artifacts out, make a new layer and fill it with some color; I typically use a dull blue as it gives me some sense of what the clouds will eventually look like. ========================================================================================================================================================== Once you do this, zoom in and inspect your texture, and essentially you are looking for anything you don't quite like. While my example texture was already cleaned up, I was able to find this section in the upper right: Without the blue background, details like this may have been easy to overlook until you've already gone through the process of getting the cpat into the game. To correct this particular issue, its simply a matter of erasing the offending details. ========================================================================================================================================================== A helpful tip if you are extracting clouds from images that feature terrain or other artifacts (such as sunlight reflecting off an ocean; a common occurrence in satellite imagery), is to merge your cpat with your color layer, and then repeat the Color to Alpha process, this time picking the blue color. You may have to click around on the offending spot, and play with the Opacity and Transparency thresholds (which adjust how strict the software is in erasing the chosen color), but eventually you will find a sweet spot that largely, if not completely, erases the artifacts. Any additional artifacts you find beyond that, simply need to be erased. ========================================================================================================================================================== Now, yet again, we are not finished. Zooming back out, you'll notice that your cloud texture likely extends off the bounds the image. This naturally, will not do for our purposes, unless you're for some reason wanting to do Minecraft clouds. To correct unfortunately requires sacrifice. We will need to erase and blend the clouds in such a way that they stay within the bounds of the image, but also still look like clouds. For this purpose, I recommend locating a quality brush pack for GIMP (utilize sites such as deviantart) that specifically provide brush shapes that mimic clouds or smoke. While I cannot say what tools I have (as I acquired them long ago and their names in my system lend no clues to their origin, other than I know they came from deviantart), the important aspect is that you want cloud or smoke shapes to work with, as they will naturally lend themselves to forming the shapes you want. ========================================================================================================================================================== Once you have one, experiment with the settings and see what results you can get. Ideally for Dynamics, we want the clouds to comprise around 50-60% of the total image, with a good mix of both smaller and larger cloud formations, as this ratio is required to allow for Dynamics to function as expected. I recommend prioritizing the lowest quality or least appealing areas of your image first, before tackling the edges or removing large macro elements from the pattern. With enough experimentation, you should end up with something akin to this image: As you can see above, you may also find it advantageous to flip or mirror the image. There is no hard rule to whether or not that is desirable; your artistic eye simply needs to guide you, and remember that there is no cost in experimentation here. If it ends up looking bad, start over and try again. Now, to prepare the image for use in KSP, we need to actually turn it into two different textures. One will be our main tex, and the other our detail tex. The eventual randomized interaction between the two textures, which we will set up once we are in-game, is what enables Dynamics to do what it do. ========================================================================================================================================================== Now, the transparent image as we have it is already set up, and this will be our detail texture. First, insure you have save this as an .xcf so that you can always come back to it, and ensure that your background color layer is set to invisible, so you are left with just the layer with the clouds. Then export the image as a .dds. Ensure your settings match this: For this, we name this as cpat1_d Once that has completed exporting, we can move on to to the main texture. To generate this, I do not recommend just doubling up on the detail texture. The reason for this is because the interaction between the transparent sections of both textures tends to not look that great in my experience, so instead what we want to do is create a texture that captures the macro shapes of the pattern, but “fills in” some much of the transparencies, allowing for the detail texture to define those alone. ========================================================================================================================================================== The process for this is simple. Duplicate the layer multiple times, and as you do so you'll notice the pattern become progressively bolder as the stacked layers fill in transparencies. I recommend doing this around 4-6 times. Once you have them, merge the copied layers together into one, and you should result in an image like this: The difference here may appear to be subtle, but that is ideal. You do not want it to be too bold, but the pattern should be considerably fuller than its detail counterpart. Export this as a second .dds, this time simply as cpat1 With these two textures in hand, you have all you need to make Dynamics work. Add them to your mod directory, and load up the game. In the EVE Gui, accessed by Alt-0, or within the tracking station by clicking on the EVE Gui button, create a new layer and name it cpat1. ========================================================================================================================================================== From here, the settings you choose are more or less up to you, your tastes, and what you want to do. I can, however give you some general tips going down the line of the options you have available to you. Altitude – Generally speaking, you don't want clouds to be too high up in the atmosphere, especially at lower scale Solar Systems, as this will look very off from what it should be compared to real life. While achieving the realistic is not completely possible without moving up to Real Scale, you can approximate it, and for this, I recommend a cloud height around 7-10km, and I recommend that for all of your cloud patterns that you make the altitude identical, or only with slight variances. Kill Body Rotation – This generally is only recommended for things meant to stay stuck to the polar regions. Speed/Detail Speed – Speed governs how fast Main Tex moves across the world, while Detail speed, as you can imagine, governs how fast the Detail Tex moves within its application to the Main Tex. For these, I recommend keeping them relatively low, no more than 20 or 30, but ideally closer to the 2-10 region. You can use negative numbers, and this will help to vary up the directions the two textures move in, which is highly useful if you want to use the same cpat twice, saving both on memory and allowing for a more fuller globe. Offset – This setting appears to move the texture away from a particular center point, however it is quite limited and typically only works well if you specifically need something to hang, with no movement, in a specific location on the planet. This is useful for providing things like lava flows, algae blooms, smoke clouds, meteors, etc. Rotation – These settings naturally govern how the layer itself rotates as it moves. You can use these to set up singular cyclonic storms, however do note that due to shortcomings in the Offset setting (namely that it doesn't allow you to offset where the center point of a layer is), you may not be able to get your cyclone to behave properly except on one location on the planet. Hopefully in future versions of EVE these settings can be expanded on to allow for greater control. Arc – I've never seen any reason to use this. It controls how much of your texture displays over one half of the planet, but the effect does not seem to be entirely useful. Color – This is more or less self-explanitory, though I will note that you can exceed the 255 numbers, as well as go negative if you wish. This is useful for balancing EVE's interactions with scatterer, enabling you to get clouds that do not look too starkly white, but while also still getting the vibrant terminators that settings in scatterer can provide you. Detail Scale – This is a critical setting for Dynamics, and it must be set to 1, otherwise dynamics will not work as intended. Using scales higher than one will shrink and repeat the detail texture, which is not what we want; we want Main Tex and Detail Tex to be 1:1. Detail Distance – This setting affects how the layer appears at various zoom distances. A setting of -2E-07 is recommended here. DistFade – If this setting has an effect, I have not been able to identify it. DistFadeVert – I recommend using the same as Detail Distance, though like DistFade I am not certain what effect this setting has. UV Noise Settings – If you have a useful UV texture, I would recommend following the advice of others who have dealt with these. I have not, so I will not speak to them authoritatively. ========================================================================================================================================================== Finally, you also want to ensure you have enabled Layer 2D. Most of the settings in here should be left alone, other than MinLight and ShadowFactor. Minlight when set to a positive number will cause your cloud layer to appear on the night side at various brightnesses. This is mostly used for Auroras and other lighted effects, but as I will cover in the City Lights section, this also has use for enabling an effect that I find is stupidly called “cloud glow”. Shadow factor is up to personal tastes, but it is good to note that higher values will induce unnatural darkness on the ground, so be wary; it may look good in orbit but you may second guess the value if your rocket launch in the sun is being cast into darkness by a tiny speck of cloud texture. Once all of these settings are ready, you're done! Apply the layer and save it to your config. Once you change scenes, or press the Map Eve Clouds button in the Scatterer GUI, you can enter time warp and see how your new cloud pattern periodically forms and dissipates at random over time. By adding additional cpats, repeating them, and varying their settings, you can achieve global cloud coverage that is always dynamic, and seldom boring. Performance wise, it is fully dependent on how many repeated cpat layers you have going at once, and naturally the resolution you created the textures at. For Sol, I settled on a repetition of four, with each of the three main cpats being repeated four times with varied speed and detail speed settings to achieve a global coverage that I was satisfied with. With smaller resolution textures, you could potentially push this number to greater heights, though I will note that it is possible to have too much layered over top of one another at once, so be wary. ========================================================================================================================================================== As an added bonus, I am also going to, much less thoroughly, explain how to achieve the apparently lost “art” of cloud glow, an effect that was apparently quite popular in older visual mods prior to a change in EVE that changed how the Minlight setting worked. The solution, incredibly, to bringing the effect back was astonishingly simple and brain dead. Are you ready? Use two citylight configs. Its dumb, it shouldn't work, but it does. In order to achieve the effect, like we see here: What you want to do is take your CityLights texture, and apply a substantial Gaussian Blur filter to it. It shouldn't be so high that it becomes indiscernible where the lights were, but it shouldn't be so low that the lights are only slightly blurry. Once you have this, you will also need to create new detail textures for what we will call CityLights_G As a result of how the CityLights feature works in EVE, you will need set your day texture to a blank, nothing texture, as small as you can get it. This is necessary to prevent the glow from appearing on the day side of the planet. To maintain consistency, I recommend taking your night texture, and applying the same gaussian blur filter to it; you want most of the details to vanish in the blur for this one. I call these dayglow and nightglow respectively. Now, due to EVE being unable to support the creation of two simultaneous CityLights for the same body in its GUI, this will instead have to be done through the configs directly. Simply take your CityLights config file, copy and paste it, and rename it to CityLights_G or whatever other name you would like to give. In the settings, change the texture paths to your new textures. Once you're done, save the config, and it just simply works. While you will not be able to toy with the _G layer itself in-game, it is relatively trivial to make any adjustments to its config. To achieve the final piece of the cloud glow puzzle, you simply need to enable Minlight on your cloud layers. For this, I recommend a setting between 0.2 and 0.4, as this will allow the clouds to still show up on the night side, but will prevent them from being starkly visible even on the Moon, which is a shortcoming of the old method to this effect. The _G layer will shine through the now visible clouds (provided the texture is transparent) and, with some possible adjustments to the _G texture, you can achieve a look that mimics the real life nature of lights being scattered and dispersed across a cloud at night. @ballisticfox0
  6. Unlike most mods I can send a thousand screenshots and you still won't understand the beauty of this mod. So here's two videos! Still confused? This mod includes a variety of other features such as: -16k Textures with 6 bands for Jupiter. -16k Textures with 8 bands for Saturn. -10k Rings for Saturn. -4k Textures for Uranus with 4 bands. -8k Textures for Neptune with 5 bands. -All bands utilize UV Noise causing them to wiggle and move over time. -Tilt for Jupiter, Uranus and Neptune. -New optional rings for Saturn, Jupiter and Uranus. -Scatterer fixes for KSRSS's gas giants. -Fixes Titan in KSRSS. -Full revamps of Io, Europa, Ganymede and Callisto. Gallery bellow Compatibility This mod is not standalone is designed to work with other visual packs. In other words this mod works with other visual packs. This mod is also designed to be compatible with both RSS and KSRSS with no additional patches needed. Download | LATEST RELEASE 0.6 Primary -https://github.com/ballisticfox/GasGiantsEnhanced/releases/tag/v0.6 Backup/CKAN - https://spacedock.info/mod/2969/Gas Giants Enhanced Notice & Licensing This mod is still very "tech-demoish". Gameplay friendliness is not completely guaranteed and you may have serious performance hits using this mod. This mod is license under CC-BY-NC-SA. You may use textures in this mod. Credit must be given. May not redistribute textures for commercial purposes. Must be under CC-BY-NC-SA. Credits files are provided in each texture set, if you want to use the textures, just throw the credits from the folder into your texture folder. Want more? The final plan of this mod is to completely remake all current gas giant moons and add more minor moons.
  7. Sooo Akatsuki lake is supposed to be a biome on Eve, but it isn't, but it is???? On https://kerbal-maps.finitemonkeys.org/ it is displayed as a separate biome, but I heard that in game it doesn't show it as a separate biome (it says foothills). Now I am just really confused. Can someone explain what the heck is this lake? Some links of maps that provide some interesting evidence (use biome mode) A tiny bit supposed to be Akatsuki lake: https://kerbal-maps.finitemonkeys.org/?body=Eve&loc=35.113310220547817,108.54618043543216,Pin A big chunk supposed to be Akatsuki lake: https://kerbal-maps.finitemonkeys.org/?body=Eve&loc=49.255056,100.00258,Pin In the same way, Craters biome is also very cursed. This crater and a few around it are supposed to be Crater: https://kerbal-maps.finitemonkeys.org/?body=Eve&loc=-18.38459, 147.705002,Pin Final question: [Without mods] Can you actually collect data from these biomes or at least be physically at them?
  8. Hi everyone, Build a prop-plane (coaxial) for Eve. Tested in flight at Kerbin, everything worked smoothly and stable there. After landing on Eve, the plane seems to have torque along the longitudinal axis, like from the rotors. But no parts were destroyed during entry and landing. I can cancel the torque by having different rpm for my two rotors. While testing on Kerbin, there was no torque. Edit: I found that, with lower torque(33%), the rpm of one of the rotors is not at maximum and is decreasing with higher blade angle. So I can fly stable, when I limit the rpm and have the rpm of the rotors at a certain ratio while also limiting the blade angle... but all that was not present at Kerbin. I'm certain it has something to do with altitude or atmospheric pressure, since stability varies at certain altitudes. Can anybody make sense of this or is it just bugged?
  9. Explodium Breathing Engines "Jet" engines that (actually!) use Eve's atmosphere and Oxidizer. License: MIT License except for re-coloured textures, which were derived from art belonging to Squad / Deported B.V. Download from SpaceDock or from GitHub. Supports KSP 1.12. and supports RealPlume Stock and now Waterfall. It had to happen. After good success with @GregroxMun's Alien Space Programs and @OhioBob's Eve Optimized Engines, along with an old discussion about atmospheric engines using oxidizer instead of liquid fuel, I just had to ask how hard it would be to make jet engines that would breathe "explodium vapour" likely found in Eve's atmosphere and burn it with oxidizer to produce efficient thrust. @JadeOfMaar and @wasml pointed me in the right direction, @DStaal filled in a few blanks, and I hacked together some parts. Introducing Explodium Breathing Engines. A set of cloned configuration files from stock jet engine parts that use oxidizer only, and a new resource configuration found hypothetically in Eve's atmosphere: "Explodium Vapour" evaporated from Eve's Explodium Sea. This vapour may also be present on other planets in popular planet packs. Further rebalancing has happened based on resource abundance and a pure ethane (C2H6) reaction with oxygen. Resource abundance now has a direct impact on engine performance. This is turning from proof-of-concept into something realistic, while still being fun to use. There really is some science behind this that I explain at the project's Wiki, and hammered out in a more recent add-on discussion thread. Modified parts include explodium versions of all intakes, oxidizer + explodium versions of nacelles, oxidizer only tanks and wet wings, and underworld-themed engines: J-21 "Hades" J-34 "Zephyrus" J-91 "Atlas" J-405 "Sphinx" J-X5 "Beelzebub" and let's not forget our favourite: CR-8 L.U.C.I.F.E.R. (Large Unkerbal Cycle-Interchanging Fueled Explodium Rocket) Introducing for 1.7, engines for gas giants, failed or otherwise. Consider this a counter-challenge for Team Galileo: J-22 "Dorothy" J-35 "Scarecrow" J-406 "Lion" J-X6 "Tinman" J-92 "Wizard" and finally the CR-9 S.L.I.P.P.E.R. (Science-Light Impossibly PerPosterous Explodium Rocket) All parts should have a distinct appearance to separate them from stock parts. I put all of the modified parts and ExpVapour resource configurations in a GitHub repository. MIT license to match OhioBob's choice for the Eve Optimized Engines. I'd be glad to let others into the project who know better than I do. The to-do list includes: (The to-do list is finished!) Rewrite parts as Module Manager patches to remove dependency on Squad art (Done!) Fix the intakes to work on Eve only, somehow (Done! Intakes are now zero EC harvesters.) Fix the resource config if needed, integrate with Community Resource Pack (Not necessary as it turns out.) Rebalance engine performance based on tester feedback (we might be almost done!) Produce different artwork to identify the explodium-based parts (I'm just missing some tricky parts.) Create RealPlume configurations; I'd like to do a different colour plume for these like the blue from an ethane flame (This was quite easy, as it turned out.) Maybe get some help with CKAN, publish to Space Dock (SpaceDock done, CKAN should be done) Known problems, should not impact play: Ore mining contracts will appear in Career mode when you unlock tech nodes with harvester parts. This might be a game design problem with contracts lumping all resource harvesters together. Pay attention to contract requirements, because there might be a "Gather 2000 units of Explodium Vapour" contract that won't make sense because there are no containers for it. No colourized textures are available for the Atlas engine or Big-OX wings. The wings don't take well to colourization, and the Atlas causes null reference exceptions if using an alternate texture. Harvesters have a small amount of ExpVapour loaded by default. This means engines will work for a few seconds at launch from Kerbin, but will quickly run out of vapour. This may be needed in KSP 1.3 though. Slow frame rates may happen if using the RealPlume configurations. Update SmokeScreen to 2.7.4 or later to address this. (KSP 1.3) Stationary harvesters will harvest zero ExV, such as craft on launch clamps or with wheel brakes engaged. Once motion starts, harvesters will start harvesting. (KSP 1.3) Engine resource shows up as "Ex V" instead of "Explodium Vapour" in VAB or SPH. Other resource name strings not affected for some reason. To use this part pack, grab a release from GitHub or SpaceDock, and put the "GameData\ExplodiumBreathingEngines" folder into your GameData folder. To use a RealPlume configuration, install RealPlume-Stock and update its SmokeScreen installation to 2.7.4 or later. If you don't install RealPlume, you'll still get a different engine plume for some engines but most will use the stock jet plumes. To use Waterfall plumes, install the Waterfall framework. Now with more Fire! Change log:
  10. This mission sets up an Eve base for the upcoming Eve SSTA mission.
  11. I'm really hoping that KSP2 has steam achievements, and that one of them will be "return a kerbal from the surface of Eve". I did this in KSP1 but it was a huge (fun) struggle that consumed my weekends, all free time, and 6 failed Venera spacecraft. The whole time I was like: dang I wish I could just build a launch pad on the highest peak! Well guess where I'm building a colony in KSP2... Anyway, while Eve will still be challenging, the colony buildings and enhanced engines will probably demote Eve from "the final boss" to simply "really hard". I was thinking... if Ovin has an atmosphere, it may become the same monster that Eve was in KSP1. To be fair, we've only seen a few celestial bodies so the new "Super Eve" may be unrevealed or non-existent. It may be possible that Ovin fills a completely different role - maybe it doesn't have an atmosphere or is so huge that nothing is expected to reach orbit from the ground.
  12. I am a complete beginner to making custom EVE content, and I want to use clouds to enhance my planet pack Precursors. I've been looking for a step-by-step tutorial on how to make an EVE cloud map for a long time, but I haven't been able to find anything. Every custom texture I've tried to make fails to load in-game. How do I make a cloud texture for use with EVE? What file type should I use? Do I need to use alpha channels? How exactly do I do that? Is this process supposed to be really easy? Where are some additional resources I can look at? I'm very stumped and frustrated. Any help would be appreciated. Thanks!
  13. I'm playing KSP for a while now and I once did a trip to Eve and back, learning some stuff on the way. I see a lot of people struggling with Eve return missions and I noticed that I have a few tips that would be helpful for many of those people, so I decided to write a guide about it. If you see any errors in it, feel free to ping me. Who is this guide for? Before following this tutorial, you should have already done other manned interplanetary missions (with safe return to Kerbin) and you should be able to put a few hundred tons payload to LKO in a single launch. Useful mods: You might be able to complete the mission without these mods, but I highly recommend using them since it will make stuff easier. Trajectories RCS Build Aid Kerbal Engineer Redux Where to start (and where to not start) The challenging part of the mission will be the journey from Eve's surface back to Kerbin and not the other way. You should begin by designing a vehicle that can get away from Eve's surface. Don't worry about landing on Eve yet. (We'll place parachutes, landing legs and heat shields on decouplers and eject it all after landing on Eve.) For now, just pretend the KSC is located on Eve and you want to design a rocket for a one-way trip to Kerbin (or just to Eve's orbit if you want to do an Apollo style mission). You can do test flights from Eve's surface by teleporting your vessel to Eve using HyperEdit or the cheat menu and hit "Revert Flight" afterwards. Important: Do not start dealing with how to land on Eve before you're completely sure that your vehicle can get away from Eve, otherwise you'll probably waste time designing a landing system for a ship that doesn't work. Apollo style makes lander design much easier since you'll have to carry much less mass from Eve's surface to Eve's orbit, but it is possible to do it without Apollo style (I did this myself). Vehicle design You can refer to the Community Delta-V Map for the delta-V requirements, but the delta-V readouts will not replace a test flight! The Wiki says the following about rocket engines at low altitudes on Eve: However, I remember that this was already written on the wiki before the Making History DLC was released, so it could be possible that some engines from this DLC are also well-suited, but I haven't done further research in this direction. I decided to use the Vector engine because my vehicle quickly became quite big and therefore needed a lot of trust and the Vectors are more compact than the Mammoth. Just pick the one that suits your design the most. For more efficiency you should use asparagus staging. Feel free to put the capsule under a fairing. You can later attach a command pod at the bottom (on a decoupler) and use crew transfer instead of ladders. How to land your vehicle on Eve For landing, we'll need to add a few stuff. Place it on decouplers so that you can dump it before taking off again. RCS Build Aid can display what the touchdown speed will be with the current ammount of parachutes. This may be helpful. Since your design is probably quite big, you'll want to use 10 meter heat shields. You can also clip multiple of them into each other if one isn't big enough. Large heart shields at the bottom will probably cause your lander to flip around during reentry because they act like a very big parachute and force your ship to face prograde. This will lead to your ship being destroyed by reentry heating. You can compensate this by adding even more heat shields at the top of your vessel. These won't serve as heat shields but they'll stabilize the vessel during reentry. If you still have problems, you can try if a prograde reentry works better since you have heatshields on both prograde and retrograde side. You'll have to drop the heat shields before touchdown. You may have to experiment a bit until you find a way to safely separate them. Don't forget to attach the landing legs on decouplers too. Eject them at the moment you ignite the engines for takeoff and you should be fine.
  14. Hello all I'm having really bad trouble with AVP, scatterer, etc. I have tried everything I know, including deleting Kopernicus+OPM (where this all started.......) So, the trouble is that the clouds are inverse and black and the sky is white at the night side of Kerbin and the terminator is blue... also Jool and the other planets look very strange. KSP.log- https://drive.google.com/file/d/1NVD8N3pVjtjPhhPnIhb3rxRTDh2UYXjB/view?usp=sharing Photos- https://ibb.co/Z2smQrK https://ibb.co/HtTMJBD https://ibb.co/r2KsGx7 Thanks SOOO much for your help, I have been trying to fix this for 3 days now.
  15. I was installing my mods on KSP 1.12.2 when I saw that the atmosphere looked weird. Also, upon flying slightly above the atmosphere (around 100km up above Kerbin) there would be weird discoloration on my craft which would suddenly disappear when flying above about 130km. I tried switching out AVP for BoulderCo's stock EVE configs which solved the atmosphere problems, but I would still like to use AVP. I recreated the issue on a fresh install of KSP 1.12.2 with only AVP and its dependencies. Mod List: Astronomer's Visual Pack version 4.11 with the 2k texture pack Environmental Visual Enhancements Redux version 1.11.5.1 Module Manager version 4.2.1 Scatterer version 0.0825b Screenshots: Picture using the listed mods. Kerbin's atmosphere seems to extend far beyond what it normally should using Scatterer. While this looks pretty, I don't think it's intended and it seems to cause other problems. Picture using BoulderCo's stock EVE configs. Notice how the atmosphere is much shallower and sharper Screenshot showing the discoloration effect using the listed mods while in LKO. (yes I used cheats, didn't want to fly another orbiter to recreate the issue) Steps to reproduce: Simply looking at Kerbin from the map view and flying a craft from 70-130km above Kerbin are the steps I took to show these issues using the listed mods.
  16. I am using parallax and eve visuals, and this issue has never happened before, My specs are a AMD Ryzen 5 3600 and a AMD Radeon 5500XT 16GB of DDR4 Ram, Windows 10 Here is the log report https://www.dropbox.com/s/rpn6x08fbsa2x8z/Player.log?dl=0, this has not happened before, nor am I on steam version. Not using AMD Freesync. Any help?
  17. Here is the error for you guys, including specs, do any of you know a fix? [LOG 20:01:13.937] ******* Log Initiated for Kerbal Space Program - 1.12.1.3142 (WindowsPlayer x64) ru ******* Kerbal Space Program - 1.12.1.3142 (WindowsPlayer x64) ru OS: Windows 10 (10.0.0) 64bit CPU: AMD Ryzen 5 3600 6-Core Processor (12) RAM: 16294 GPU: Radeon RX 5500 XT (8152MB) SM: 50 (Direct3D 11.0 [level 11.1]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGB64, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, ARGBInt, RGInt, RInt, BGRA32, RGB111110Float, RG32, RGBAUShort, RG16, BGRA10101010_XR, BGR101010_XR, R16 Log started: Fri, Oct 29, 2021 20:01:13 [LOG 20:01:13.955] ActionCanvas MASK: 3458764513820540928 [LOG 20:01:13.955] AppCanvas MASK: 3458764513820540928 [LOG 20:01:13.956] MainCanvas MASK: 3458764513820540928 [EXC 20:01:14.099] DirectoryNotFoundException: Could not find a part of the path 'C:\Users\Al\Documents\AGFY-Kerbal.Space.Program.v1.12.1\AGFY-Kerbal.Space.Program.v1.12.1\Kerbal.Space.Program.v1.12.1\GameData\4th Step - Optional Features\Essential Features (still optional though)\0MB Atmospheric Scattering (tinted glow)\#U25b3 More\GameData'. System.IO.__Error.WinIOError (System.Int32 errorCode, System.String maybeFullPath) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.FileSystemEnumerableIterator`1[TSource].HandleError (System.Int32 hr, System.String path) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.FileSystemEnumerableIterator`1[TSource].CommonInit () (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.FileSystemEnumerableIterator`1[TSource]..ctor (System.String path, System.String originalUserPath, System.String searchPattern, System.IO.SearchOption searchOption, System.IO.SearchResultHandler`1[TSource] resultHandler, System.Boolean checkHost) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.FileSystemEnumerableFactory.CreateFileNameIterator (System.String path, System.String originalUserPath, System.String searchPattern, System.Boolean includeFiles, System.Boolean includeDirs, System.IO.SearchOption searchOption, System.Boolean checkHost) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.Directory.InternalGetFileDirectoryNames (System.String path, System.String userPathOriginal, System.String searchPattern, System.Boolean includeFiles, System.Boolean includeDirs, System.IO.SearchOption searchOption, System.Boolean checkHost) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.Directory.InternalGetFiles (System.String path, System.String searchPattern, System.IO.SearchOption searchOption) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.Directory.GetFiles (System.String path, System.String searchPattern) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.DirectoryInfo.GetFiles (System.String searchPattern) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.DirectoryInfo.GetFilesSubdirs (System.Collections.ArrayList l, System.String pattern) (at <9577ac7a62ef43179789031239ba8798>:0) (wrapper remoting-invoke-with-check) System.IO.DirectoryInfo.GetFilesSubdirs(System.Collections.ArrayList,string) System.IO.DirectoryInfo.GetFilesSubdirs (System.Collections.ArrayList l, System.String pattern) (at <9577ac7a62ef43179789031239ba8798>:0) (wrapper remoting-invoke-with-check) System.IO.DirectoryInfo.GetFilesSubdirs(System.Collections.ArrayList,string) System.IO.DirectoryInfo.GetFilesSubdirs (System.Collections.ArrayList l, System.String pattern) (at <9577ac7a62ef43179789031239ba8798>:0) (wrapper remoting-invoke-with-check) System.IO.DirectoryInfo.GetFilesSubdirs(System.Collections.ArrayList,string) System.IO.DirectoryInfo.GetFilesSubdirs (System.Collections.ArrayList l, System.String pattern) (at <9577ac7a62ef43179789031239ba8798>:0) (wrapper remoting-invoke-with-check) System.IO.DirectoryInfo.GetFilesSubdirs(System.Collections.ArrayList,string) System.IO.DirectoryInfo.GetFilesSubdirs (System.Collections.ArrayList l, System.String pattern) (at <9577ac7a62ef43179789031239ba8798>:0) (wrapper remoting-invoke-with-check) System.IO.DirectoryInfo.GetFilesSubdirs(System.Collections.ArrayList,string) System.IO.DirectoryInfo.GetFilesSubdirs (System.Collections.ArrayList l, System.String pattern) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.DirectoryInfo.GetFiles (System.String searchPattern, System.IO.SearchOption searchOption) (at <9577ac7a62ef43179789031239ba8798>:0) (wrapper remoting-invoke-with-check) System.IO.DirectoryInfo.GetFiles(string,System.IO.SearchOption) FontLoader.FindFonts () (at <a5c262f7fe724eb9918d4487db8b635e>:0) FontLoader+<LoadFonts>d__18.MoveNext () (at <a5c262f7fe724eb9918d4487db8b635e>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) FontLoader:StartLoad() <LoadSystems>d__11:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start()
  18. The Caveman Challenge involves playing without upgrading any facitilies. With these restrictions, maybe the most difficult task is to land a kerbal on Eve, plant a flag and safely return the kerbal home to Kerbin. But I take the challenge and will give you updates about my progress. You can find the original caveman challenge here: Rules I set for myself: No facility upgrades No mods No DLCs No cheats after starting the challenge Assembling on ground and in orbit via docking and EVA construction mode is allowed Normal difficulty settings Starting with level 0 Kerbals Crafts should be visually connected (offset wheels connected only by struts are OK) Save and reload is allowed All Kerbals must survive and be brought back home Using external launch window calculator is allowed Deviation from the rules of the original caveman challenge: All twenty technology nodes reachable in the caveman challenge already unlocked via cheat menu Sufficient money cheated via cheat menu Challenges with this Eve return mission: Best engines for Eve not available No maneuver nodes No patched conics 30 parts and 18 tons limit on launchpad Kerbals cannot exit command modules unless on Kerbin Kerbal must be on a ladder or on its own until landed on Eve Kerbal can enter a command module though Probes core can only hold position Limited information about orbit Only height of apoapsis and periapsis No information about inclination or time to apoapsis/periapsis Eve is out of reach of CommNet Unmanned craft can only switch on/off SAS or enable/disable engines at full thrust Transfering fuel is not possible: Fuel tanks must be launched full on fuel to orbit No ISRU possible
  19. PARA-SCI HIGH-PERFORMANCE ATMOSPHERE PACK For use with KSP 1.2 and the EnvironmentalVisualEnhancements mod Since many of us are sometimes, or always, forced to play KSP on laptops and other devices with weak GPUs or otherwise not optimized for gaming, I present the Para-Sci High-Performance Atmosphere Pack, wherein I have done my best to combine good visuals with minimal graphics demand. FULL PREVIEW ALBUM: http://imgur.com/a/pKsCk Notes: - Most bodies, with the exception of Kerbol and the particularly lumpy minor moons, include a "glow" layer that enhances their appearance at long distances and fades away on approach. - Many of the glow layers make use of the original KSP planet textures; naturally credit goes to SQUAD for these and I advise against attempting to redistribute them or use them for things other than KSP, KSP mods, or KSP fanart. - None of the cloud layers have a "layer3D" (volumetric clouds) component. While this does cause us to miss out on that feature, the numerous large particles it involved rendering tend to be a major performance drain and thus they have been left out. - None of the cloud layers cast shadows either. - All bodies have a maximum of three cloud layers; most have only one. - The pack currently does not include aurorae, noctilucent clouds, or dust storms, although some of these may be added in the future if I feel up to it. - Some textures are the original textures packaged alongside the main EVE installation. Like the SQUAD textures, I advise against violating their licensing terms, etc. - Jool's glow layer uses the beautiful Jool texture painted by @Felsmak. Naturally credit goes to him for that, don't steal it, etc. etc. etc. DOWNLOAD
  20. We don't know much about Eve. Let's change that. Evenera will require 3 relays in Eve orbit (must be able to get a greater than 50% connection to Kerbin 40 days after a transfer window) a lander, (must land on Eve) a rover, (Also must land on Eve), and a Gilly probe (Must land on Gilly). The rules are: no mods that affect gameplay and/or add parts, no Kraken drives, the cheat menu can't be used, 100% re entry heat, and normal Commnet settings. Entries will be judged by how many launches were used, how long it took (in game) to complete the requirements, how many parts the craft(s) were, and also bonus points if this is done crewed. When entries will be due is TBD.
  21. So I was just casually watching YouTube, specifically this video, \/ and I thought, couldn’t you terraform Eve? Given that Eve’s Explodium oceans are probably hydrogen peroxide, which has a freezing point of 31.23 F, -0.42777778 C, or 272.72222222 K, you would need giant space mirrors which are typical for these sort of things, and after the Explodium oceans are frozen and the atmospheric pressures are lowered, you would need a giant effort to get all of the Expodice* off the planet. I’m not sure what you would do from there, but I think it would be more about mirrors and stuff like that. It also doesn’t have a super long rotation period either, about 3 Earth days, or 12 Kerbin days. Eve has a rotation period about 223.666666667 times longer than Kerbin. (This sounds wrong but that’s what I got) Where I got my information:https://wiki.kerbalspaceprogram.com/wiki/Eve
  22. Kerbal lore foretells of a great battle of the gods. Eve and Moho will engage in the most epic battle of all. Moho's speed will allow him to evade Eve's attacks, but he is no match for her purpleness. The Kerbals, after long being oppressed by the wicked giant, will intervene. The most courageous and stupid of the Kerbals mount a daring mission to steal a huge load of her precious ore as a distraction. As Eve is about to crush the bandits, Moho strikes and ignites Eve's explodium blood. She burns brighter than the sun for a week and the Kerbals rejoice in her anguish. This contract was my first Eve contract and first outside Kerbin SOI. I had no idea when I accepted it about Eve's high gravity and pressure. Full album, showing the development story, with captions: https://imgur.com/a/QRmHdyg Craft posted: https://kerbalx.com/Krazy1/Ragnarock-4-final
  23. Hi, I have a specific question. Do wings always provide lift in KSP? Take a look at my specific case...oh, looks like I can't add photos. I got that screenshot for nothing then...Well, just imagine an awkward looking spacecraft. It is short and fat with multiple parallel stages (like the Soyuz launcher, not like Falcon 9). On its bottom is one of those inflatable 10m heat shields. On its top is a tail fin. The tail fin is attached to the spacecraft via a grabbing unit. The tail fin is composed of three "Big S Delta Wings" spaced 135 degrees from each other. Overall the whole assemblage looks rather like a bomb that is meant to point down as it falls. The purpose of the spacecraft is to enter Eve's atmosphere. The heat shield is supposed to detach and fall away eventually, and the tail fin will also detach and fall away. Unfortunately this setup does not always work. During atmospheric entry (say around...50km? 40km? 30 km? altitude in Eve's atmosphere) the craft flips around so the heat shield is not facing the direction of travel, said craft quickly disintegrated. That is -- this is USUALLY what happens. One time the setup worked. The tail fin kept the craft pointing in the right direction the whole time, and it would have "landed" except it was heading for Eve's ocean (at that point I just reverted to an earlier save). What I'm wondering is if those Big-S Delta Wings are providing lift? I don't want them to provide lift; I just want them to provide guidance and stability. I was looking for an option to change the curvature of the wings to eliminate lift, but didn't find any. I've tried a couple of other things trying to keep my large-ish spacecraft oriented properly as it heads to Eve's surface. I tried adding more and larger reaction wheels (didn't work) and I tried adding a weird parachute/heat shield thing. The weird heat shield parachute thing was three of those 10m inflatable heat shield facing the wrong way, attached to the top of the spacecraft like the tail fin in my current setup. How do I keep my big Eve Ascent Vehicle (which obviously has yet to even attempt said ascent) from flipping over during landing on Eve? Thanks, Ben PS I'm playing on Xbox with no mods. I made a website in Google Sites to upload this picture of my spaceship.
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