mitiya
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Everything posted by mitiya
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[1.3/1.2/1.1] [Kopernicus] Other_Worlds star/planet pack - v1.0.2
mitiya replied to Pkmniako's topic in KSP1 Mod Releases
Hello. Why Cercani shine so bright from Kerbin ? Can I reduce it to regular star on sky? (that parameter in cfg ?)- 211 replies
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- planet pack
- kopernicus
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(and 1 more)
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it is DeadlyReentry
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mitiya replied to rbray89's topic in KSP1 Mod Releases
Thanks! I find it. (ALT + 0) Maybe this key information can be placed in the starting post ? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mitiya replied to rbray89's topic in KSP1 Mod Releases
Hello. Can anyone say, there are any GUI key, or list of all options ? (texture scale,offset,speed ) -
Hello. I would like to share my observations. It is known that when you use the -force-opengl memory usage is greatly reduced without the use of ATM. It's not magic, it is due to the use of video memory. In directx or directx+ATM mode, the graphics memory used much smaller. As you can see in screenshots below. (Green arrow - video Ram; Red arrow - Ram) Perhaps there is a way to increase usage of video Ram in directx mode? PS: Why not just use opgl? Because it is 20% less performance. I used the "time control mod" for the measurement of physical time. Dx mode ~1.002 Opengl mode ~ 0.88
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WIP - Environmental Visual Enhancements Development
mitiya replied to rbray89's topic in KSP1 Mod Development
Does anyone know why when "shadow = False" then the layer is turned off? Not just the shadow. -
Hello. Can anyone give me a link on 0.25 version of this plugin ?
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Somewhere I made a typo. I fixed it (v 0.2.1).
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I added patched city lights map to Kerbol 6.4x 8k textures
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Thanks. It's good for debugging. Here is a patch for the IslandAirfield. PQSCity { KEYname = IslandAirfield latitude = -1.624 longitude = -71.950 repositionToSphereSurface = false repositionRadiusOffset = 322 lodvisibleRangeMult = 6 }
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of course Yes I try. But in this case it is hell of piece of pixelhunting.
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I made a 8k textures. But I had to change the RealSolarSystem.cfg Kerbin { SSFStart = 78000 SSFEnd = 80000 PQSfadeStart = 80000 PQSfadeEnd = 120000 PQSSecfadeStart = 80000 PQSSecfadeEnd = 120000 PQSdeactivateAltitude = 125000 PQSCity { KEYname = KSC latitude = -0.076 longitude = -74.425 repositionToSphereSurface = false repositionRadiusOffset = 35 lodvisibleRangeMult = 6 } PQSMod_MapDecalTangent { radius = 50000 //8500 heightMapDeformity = 65 //120 absoluteOffset = 0 //10 absolute = true latitude = -0.076//-0.076 longitude = -74.65//-74.425 } PQSMod_VertexHeightNoiseVertHeightCurve2 { deformity = 7000 ridgedAddFrequency = 64 ridgedSubFrequency = 32 simplexHeightStart = 6000 simplexHeightEnd = 8500 simplexPersistance = 0.6 } PQSMod_VertexRidgedAltitudeCurve { deformity = 2250 //1650 ridgedAddFrequency = 140 simplexHeightStart = 4000 //5000 simplexHeightEnd = 9000 simplexPersistence = 0.5 } PQSMod_VertexHeightMap { heightMapOffset = -2900//-1746.4 //-1886.4 heightMapDeformity = 9500 //9141.5 } PQSMod_VertexSimplexHeightAbsolute { deformity = 900 //1200 persistence = 0.5 //0.38 frequency = 32 } } I did this because in DefaultConfig rivers and lakes have disappeared and coastline seriously distort. This shows what I mean. But there is one problem. The island runway is now stuck in the air. I do not know can it move in the config?
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Hello. Please explain how to how to relocate island runaway?
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Could anyone recommend a landscape generator?
mitiya replied to mitiya's topic in KSP1 Tools and Applications
Oh, I'm so stupid. I didn't see that terrain is hiding under the alpha channel. -
Could anyone recommend a landscape generator?
mitiya replied to mitiya's topic in KSP1 Tools and Applications
For some reason mesh landscape does not match with the texture landscape ? Ok. But why mesh landscape changed? I thought that it only scaled. I use this get height map. Export { resolution = 8192 // the width of the maps to export. Height will be half this. maxHeight = 14000 // the maximum variation in height in meters (i.e. height of tallest peak + depth of deepest ocean trench / crater oceanColor = 1, 1, 1 // the color to make the ocean. DO NOT INCLUDE if the body doesn't have an ocean or you want to render a color map showing the color of the sea floor. } -
Hello. I'm trying to make a texture for the Kerbin (64K mod). At the moment I use Photoshop, to edit existing texture. But I have height map. And perhaps the best solution would be to use a generator to create a new texture. Could anyone recommend some app ?
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Ok. But why mesh landscape changed? I thought that it only scaled.