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FanWork Friday: A Delicious Minty Moon


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<figure class="tmblr-full" data-orig-height="92" data-orig-width="480"><img data-orig-height="92" data-orig-width="480" alt="image" src="http://41.media.tumblr.com/5e37da3aa64def9f6fc5287dd24e070a/tumblr_inline_nu4iijCmZG1rr2wit_540.jpg"/></figure><figure class="tmblr-full" data-orig-height="779" data-orig-width="1025"><img data-orig-height="779" data-orig-width="1025" alt="image" src="http://41.media.tumblr.com/820319420a3a9c344dd0d6ee0a5c390a/tumblr_inline_nu4ijy0eyQ1rr2wit_540.jpg"/></figure><p>Articnightmare made this amazing, almost lifelike render of Minmus! We liked it so much that we wondered if it was possible to be there and enjoy that wonderful view! </p>

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That looks downright awesome! Love the glint of the ice...

I wonder though if that looked equally awesome in the game. From a similar distance maybe, but up close it would all turn to mush again. However if one could change the way planets render in the game with varying levels of detail dependent on height... (hint!)...

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That looks downright awesome! Love the glint of the ice...

I wonder though if that looked equally awesome in the game. From a similar distance maybe, but up close it would all turn to mush again. However if one could change the way planets render in the game with varying levels of detail dependent on height... (hint!)...

Doesn't that already happen? Like if you get further away from kerbin, you will see the resolution of the shoreline becoming smaller.

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Doesn't that already happen? Like if you get further away from kerbin, you will see the resolution of the shoreline becoming smaller.

I think he means he would like the option to turn that (LOD) off. so that at a given distance from the moon it would still look far more detailed. it would be rather intense for the computer though.

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Well, yes, that's what I meant. I guess you could balance it though. I remember in MS Flight Simulator, the program used to load texture quads of varying resolution depending on you altitude and position. I wonder if something like this could be implemented for the planets in KSP. Have a global texture for the planet at low res for being very far away, then increase the texture size the closer you get (while still staying in acceptable ranges), then once you get below a certain altitude (also again depending on the planet's size), add high-res (procedurally generated?) texture quads, so that you get a very nice scenery on final approach.

But hey, that's just an idea...

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