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Everything posted by blackrack
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
blackrack replied to pingopete's topic in KSP1 Mod Development
Ah alright sorry, I just dropped in and thought you mean forcing directx11 is impossible. My bad. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
blackrack replied to pingopete's topic in KSP1 Mod Development
You can force dx11, I play with it all the time. -force-d3d11 -
Post a screen of the UI, but yeah this is weird. Try Item { celestialBodyName = Earth transformName = Kerbin loadDistance =50000000 unloadDistance = 100000000 } Item { celestialBodyName = Mars transformName = Mars loadDistance = 50000000 unloadDistance = 100000000 } And rename the folders Kerbin to Earth and Duna to Mars.
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Made a "user style" to increase forum contrast and available space
blackrack replied to n.b.z.'s topic in Kerbal Network
Thanks a lot, the bad space management was my biggest gripe with this new forum. -
Someone gave me this idea earlier and we thought of just using a colormap to define different colors for different areas. I'm thinking about it, the main problem being that the whole ocean can only be one color at one time so aerial views won't work. Well I tweak things to what I find visually pleasant, you can generate your own config in 5 minutes, for the ocean you can reconfigure it in 5 seconds so no fuss there.
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I'll add them on git. But better just wait for full release, should be less than 24 hours now. Edited: For people who don't want to wait, here are the shaders, use them with the dev .dll https://mega.nz/#!zVxHjKqa!kfVcYTpMUK49NhVK3wpS690wmgPxD_7V9EOsE1_Froo You may need to create some empty OceanSettings.cfg files for each planet and add "hasOcean = true" to planets with oceans in the planetsList file. You may also need to disable postprocessing for the time being.
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Me too, but how to model the forces correctly and not just tilt a ship in the direction of a wave's normal? Looks like I have some studying to do. I'll ask ferram. As a first solution, I was thinking bobbing the different parts up and down depending on their position on a wave and their buyoancy would tilt the ship in the correct direction and make it look like it's "riding" a wave.
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Some time during this week. For those who weren't around reddit during the forum outage: Also, ocean on OpenGL is messed-up, but I believe it's because it uses a different projection matrix (again, those pesky matrixes). I haven't looked at it yet but it shouldn't be too hard to figure out this time around. Dx9 and Dx11 work very well.