mitiya
-
Posts
34 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by mitiya
-
-
2 hours ago, charliepryor said:
Exactly the same happening to me. It's putting my surface station plans on hold for now. Huge number of mods though... Mod list: http://hottipscentral.com/ksp-mods
Previous version works just fine, although I'll probably be susceptible to the bugs this latest version claims to have fixed (never noticed them myself yet, but I'm not exactly playing every day or anything)
it is DeadlyReentry
-
Hello. There are any way to fix this shadow spikes ? It's from the other ship in ~2 km distance.
-
5 hours ago, Speadge said:
has been said several times before, just read more than the last few posts and show some interest in the development - not just the outcome..
That shows respect to the modder!
Thanks! I find it. (ALT + 0)
Maybe this key information can be placed in the starting post ? -
Hello. Can anyone say, there are any GUI key, or list of all options ?
(texture scale,offset,speed )
-
Hello. I tested mk1-2 Command Pod without heat shield, and it not burned during reentry (2.5km/s). With and without your config. Any idea how make it burn ?))
-
Hello. Please explain how to make the same ocean as in the ScattererTool?
-
again about "force-d3d11".
The only graphic issue is aerodynamicFx issue.
Then aerodynamicFx is active vessel turns purple.
There are any way to fix it, except turning it off ?
-
Some users have issues without the -no-singlethreaded switch. Try without, see what happens.
-force-d3d11 uses the video memory like -force-opengl, but it's have graphic issue.
-force-d3d11-no-singlethreaded work maybe little better then without it, but no even closer to -force-opengl.
-
In fact I don't see the difference between -force-d3d11-no-singlethreaded/-force-d3d11 and without any of its.
Ram is still in 3.2 gb.
-
What is the difference between -force-d3d11-no-singlethreaded and -force-d3d11?
-
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)
Javascript is disabled. View full album
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
-
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 ?
-
mitiya, I tried using your 8k download but RSS isn't loading and everything is defaulting to stock.
I installed 64k to a clean install then dropped the 8k folders on top, the 2 images and the new RSS.cfg file.
Are there any other dependencies?
Somewhere I made a typo. I fixed it (v 0.2.1).
-
Hello, been using this for a while now and have dealt with it but just thought I'd share. I'm having problems with the city lights, the texture covers the entire night side of Kerbin. I haven't taken any screenshots yet, but could get around to posting some. Oh, woops, I'm using Astronomer's visual pack and I read that it should work ok? Anyway, any help would be appreciated, thanks.
I added patched city lights map to Kerbol 6.4x 8k textures
-
One think you might like is this mod here: http://forum.kerbalspaceprogram.com/threads/68619
Have no idea if it works in .25 but this was how I tested PQS settings. You can re-render the planets in game to see what changes need to be made. It's not 100% accurate (i.e. a change you see in game doesn't always change the same when loading from start) but it's close enough.
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
} -
This stuff is awesome. If we get the island airstrip stuff sorted can we add it to the download (with credits of course)
of course
Hey great jeb. I was messing around with this to. Looking at the stock RSS, they have a height map. Did you try making one or using the stock one?Yes I try. But in this case it is hell of piece of pixelhunting.
-
Then I turn warp this strange light is activated. How can I disable it ?
-
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.
Javascript is disabled. View full album
But there is one problem. The island runway is now stuck in the air. I do not know can it move in the config?
-
Hello. Please explain how to how to relocate island runaway?
-
Oh, I'm so stupid. I didn't see that terrain is hiding under the alpha channel.
-
For some reason mesh landscape does not match with the texture landscape ?
Known bug. Annoying, No fix until someone makes an HD texturepack for 6.4:1 scale.Ok. But why mesh landscape changed? I thought that it only scaled.
Because it was changed to be higher quality. When you scale Kerbin up 6.4 times (or 10 times, as another mod makes available), that yellow-green plateau looks horrible. Thus, some changes to the PQS terrain needed to be made. One problem is that the terrain as a whole is slightly larger than the scaledspace texture, and another (noticeable right after launch) is that the yellow-green space center plateau is gone.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 ?
-
Known bug. Annoying, No fix until someone makes an HD texturepack for 6.4:1 scale.
Ok. But why mesh landscape changed? I thought that it only scaled.
[1.3/1.2/1.1] [Kopernicus] Other_Worlds star/planet pack - v1.0.2
in KSP1 Mod Releases
Posted
Hello. Why Cercani shine so bright from Kerbin ? Can I reduce it to regular star on sky? (that parameter in cfg ?)