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Found 4 results

  1. EVE-Redux This is my own build of EVE (Environmental Visual Enhancements) which enhances performance by utilizing a few tricks. See here for EVE (thanks for everything @rbray89): https://forum.kerbalspaceprogram.com/index.php?/topic/149733-18-environmentalvisualenhancements-180-2/ This build also integrates @R-T-B's and @BIOZ fixes for 1.10: Note: This is now the "official" version of EVE which will be maintained and have new features added. Performance improvements: This version uses a few more modern rendering tricks: - Cloud shadows are rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector (saves a lot of CPU time, culling the scene+sending draw calls) - Celestial shadows are also rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector (saves a lot of CPU time, culling the scene+sending draw calls) - All the particles in a volumetric cloud layer are rendered at once in a single draw-call, instead of one draw-call per particle, saving CPU time - One MeshRenderer and one GameObject per volumetric layer instead of one per particle - Volumetric particles are rendered at 1/4 the screen resolution then upsampled with a depth-aware filter and composited into the scene, saving GPU power So how fast is it really? My test results: My own results with an i5-3470 and a GTX 1080 at 1440p, very CPU-bound in KSP. Left is last release, right is this build, framerate can be seen in the corner: At runway with EVE only, 98 vs 121 fps: At runway with scatterer+EVE 68 vs 97 fps: Zoomed out with scatterer+EVE 45 vs 69 fps: EVE surface with scatterer+EVE, an absolutely ridiculous 27 vs 87 fps (this scales much better with a higher number of clouds and volumetrics) Full comparison album: https://imgur.com/a/gl2Yonq Test results from users: @Poodmund's test results with stock EVE configs and modified density configs: Full post: Test results with spectra: @airtrafficcontroller results (15% performance increase in-game): https://forum.kerbalspaceprogram.com/index.php?/topic/196411-110x-eve-redux-performance-enhanced-eve-build/&do=findComment&comment=3841285 @RyanRising's results (no significant performance difference in-game) https://forum.kerbalspaceprogram.com/index.php?/topic/196411-110x-eve-redux-performance-enhanced-eve-build-v11111-26082020/&do=findComment&comment=3844819 Test results with SVE: @TheKurgan's results (~6% performance increase in-game) : https://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip110x-scatterer-atmospheric-scattering-v00630-19082020/&do=findComment&comment=3840894 Known issues: -You might notice a bit of aliasing now that all effects use the depth buffer -Volumetrics may appear visible from underwater with scatterer Downloads: EVE-Redux: Spacedock: https://spacedock.info/mod/2631/Environmental Visual Enhancements Redux Github: https://github.com/LGhassen/EnvironmentalVisualEnhancements/releases/ Note: these are plugin and shaders only, configs to be downloaded from the default EVE config:https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases/download/EVE-1.2.2-1/EnvironmentalVisualEnhancements-Configs-1.2.2.1.zip or your favourite visual pack Changelogs: ***********Redux 1.11.3.1*********** -Fix cityLights not appearing with latest scatterer versions (0.0770+) ***********Redux 1.11.2.1*********** -Fix depth precision issues on cloud shadows -Cloud shadows are visible all the way instead of only ~20 km around camera -Fix 2D clouds fading into the planet when zooming out -Fix issue where clouds are stuck when loading savegame from KSC ***********Redux 1.11.1.1*********** -Volumetrics fade near the camera, more natural transition -Fix flickering on volumetrics -Disable mixed-resolution volumetric rendering on OpenGL (buggy) ***********Redux 1.0*********** Performance improvements: -Cloud shadows are rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector -Celestial shadows are also rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector -All the particles in a volumetric cloud layer are rendered at once in a single draw-call, instead of one draw-call per particle, saving CPU time -One MeshRenderer and one GameObject per volumetric layer instead of one per particle -Volumetric particles are rendered at 1/4 the screen resolution then upsampled with a depth-aware filter and composited into the scene, saving GPU power Compatible Scatterer: A compatible scatterer version is needed for the Scatterer-EVE integration to work correctly, all versions of scatterer are compatible with EVE-redux from 0.0632 onwards. You can grab them from the scatterer thread: https://forum.kerbalspaceprogram.com/index.php?/topic/103963-scatterer-atmospheric-scattering
  2. Picture by @Vals_Aerospace Eisenhower Astronautics Stockalike Angara and Post-Soviet spacecraft for KSP This mod adds the Angara launch vehicle and it associated upper stages to the game. It will eventually include more rockets developed in the Post-Soviet era. It is meant to mesh well with Tantares, Bluedog Design Bureau, and other stockalike mods. Gallery DOWNLOADS Spacedock Github DEVELOPMENT BUG REPORTS WIKI ROADMAP Made by @EStreetRockets Support from B9PS and SAF provided by @blowfish (Un)official wiki maintained by @Friznit Special thanks to @PickledTripod, @CobaltWolf, @Beale, and @DylanSemrau, as well as many others who aided development. I am open to suggestions. Please feel free to (respectfully) let me know about stuff you think would make a good addition to the mod. Make sure check the roadmap before you ask. As of now, the scope of this mod is Russian spacecraft in the Post-Soviet era. Dependencies (included in download, check for latest versions!): B9 Part Switch - Used for fuel switching and for mesh and texture switching. Community Resource Pack - Hydrogen and methane resources. Module Manager - Used for internal patching and adjustments. Simple Adjustable Fairings - used for hard fairings. DeployableEngines - provides small modules for engines. Installation Merge the GameData folder in the release .ZIP with the GameData folder in your KSP installation. All of the dependencies come included with the mod. The "Eisenhower-Astronautics" folder, as well all dependencies, should appear alongside the "Squad" folder. Compatability Eisenhower Astronautics comes with support for the following mods: WaterfallFX CryoTanks I recommend you use all of them for a complete experience. Frequently Asked Questions How are the parts balanced? Parts are balanced against stock KSP parts, which means the launch vehicles might seem overpowered. The parts are best suited for a 2.5x~ system rescale or JNSQ. I only want one thing, not the whole mod, can I prune it? Yes, when placed inside the Eisenhower-Astronautics folder, within the parts subfolder, delete the folder for part family you don't want. This will remove that part family without breaking other parts of the mod. For finer pruning, you can use mods like Janitor's Closet remove parts from within the game. Licensing:
  3. KSP is many things to many people. It is rich with possibilities. The only "right" way to play it is to have fun -- and if along the way you amuse/entertain/enlighten others, that's a decided bonus from KSP to everyone. I recently built a plane with wing root tanks. I like this technique because you can slide them fore/aft to balance the full/empty CoM. I shift-gizmo'ed them nearly flush with the fuselage so that you could conveniently click them to refuel as long as you knew they were there. My quip at the time was, "that explains why national surveys show Kerbals prefer the aisle seats". I was modeling an actual airplane which has bulges at the wing roots indicating fuel storage there. This is "clipping for aesthetics". I've built another plane where I felt the best shape for the wings was the FAT-55, but it didn't provide me enough wing area. Imagine placing two sets of wings on that aircraft. Problem solved. Works under KSP aerodynamics. Looks awful. So I slid them together to create the same shape wing but actually even more resembling that of a real-life wide-body. Beautiful and it works. The objections based on the dogma surrounding clipping would be that a) I am overlapping fuel (moah fuel) and b) getting twice the lift from "the wing". No. It's the same plane as the ugly one; I simply moved the pieces together for aesthetics. There is a "clipping for performance". (We've all done this. Publicly or secretly.) An example would be jamming 3 Junos into a service bay on a VTOL to get sufficient TWR to hover, when a) the service bay doesn't have room, but b) there's no decent way to solve it by separating the engines out and spraying them all over the assembly. By "decent", I mean that avoiding this clipping would make the delicate VTOL balancing act ferociously harder. (I did this in my Tern-R retractable-gear variant on Brikoleur's original Tern.) I am very wary of this latter type of clipping because it's a slippery slope since performance gets to be very competitive. This is why challenges generally exercise tight control over clipping, fairly enough. I don't disdain the practice but it's crucial to clearly discern the different objectives for clipping. Then there is the Replicant crowd. The objective is correspondence to actual aircraft/rockets. Clipping is an imperative to reach the objective. This makes sense. This is a different arena within KSP. I admire the replica. I've gone as far as allowing myself to be inspired by actual machinery and imitate it in an impressionistic way. I've learned to not give real names to mere impressions. (Because the Replicants are armed and dangerous, thanks to BD Armory. ) But it makes sense and no one complains about clipping there; though lower overall part count is valued. Finally, it's worth mentioning that there are some very creative, non-obvious and elegant ways to clip. E.g. doing it without added excess drag. And for mechanisms that are otherwise impossible or irksome; e.g. releasing a payload from a fairing for an air-drop. Even more crucially, it is good to clearly discern the different reasons and objectives we "engineers" have for exercising our craft [skill, trade, art] in KSP, isn't it?
  4. Overview: Kerpton (kerp-tawn) Future Media was a software development company which created the popular singing synthesizer program "Kertsune (kert-soo-neh) Miku", which many Kerbals had used to make their own songs. But lately, its founder, Hiroyuki Kerman, had considered starting a space program after playing a realistic space simulator for several months. Using the wealth he had acquired from selling so many copies of music software, he started a new organization called the Kerpton Aero-Space Development Agency, and hired several young aerospace engineers. This thread will document the various missions of KASDA. KASDA insignia, depicting a green onion (negi) flying through space KSP Version: 1.1.3 (originally 0.20.2) Mods currently in use: Kerbal Engineer, Kerbal Alarm Clock, Precise Maneuver, MechJeb, Ambient Light Adjustment, Flight Manager for Reusable Stages (doesn't seem to be for 1.1.3 anymore but I have a copy), Kerbpaint (with update for 1.1.3), Docking Port Alignment Indicator, Near Future Construction, Asteroid Day, Habitat Pack, HyperEdit (for testing only), TAC Fuel Balancer, Trajectories, Taurus HCV, Environmental Visual Enhancements, Scatterer, Stock Visual Enhancements, Kopernicus, Outer Planets Mod, Pood's OPM-VO, Planetshine, in-game Transfer Window Planner, Engine Lighting, Flag Decals, Kerbal Inventory System, NavHud, EVA Follower, Atomic Age, Kerbal Joint Reinforcement, SpaceY + SpaceY Expanded, Behemoth Aerospace, Stock Visual Terrain Useful calculators: Launch window calculator, Aerobraking calculator, Parachute calculator Robotic programs: Crewed programs: Mission list (if you end up in the wrong place when you click a link, click the address bar and press enter) Timeline of interplanetary mission milestones prior to the manifestation of Sarnus, Urlum, Neidon, and Plock, and everything that happened in between (Y1 to Y29) (1-100) (101-200) (201-270) (By the way, how do you people take screenshots? I can't move the camera to the camera angle that I want if it is paused, and I can't move the camera and fly the rocket at the same time.)
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