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Everything posted by blackrack
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Yeah it looks like you didn't. Anyway, I'll look into it, I used a rather naive "fix" to get rid of the moire patterns. I'll also work on the transition, I admit I haven't really done much work on it so everything between 50km-160km look weird when the PQS starts blending into the scaled space meshes.
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Well I think I might know what causes this, since it only appears in dx11 and OpenGL I'm pretty sure It's my quick moire patterns fix. Though I never notice this effect on my install but we might just have different settings, just to check, did you change the default value of the depth setting? Probably the 160km point to be exact. That's where psotprocessing isn't used anymore as the PQS disappears.
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Today I had the idea to look inside the space engine shaders for research purposes (which are conveniently shipped uncompiled in a .zip file renamed as .pak) and lo and behold, actual code from proland is in there: http://imgur.com/BIvueaP This seems weird to me, I know space engine looks awesome but it also looks quite different from proland, mainly the sunsets aren't getting any special effects. I wonder if this is still used, and space engine computes parameters for generated planets on the fly or if these are remanants from some older version. Anyway, I'll see what I can learn from this, what seems like a good idea for me right now is making a sunflare shader like the one space engine uses, I just think it's both beautiful and not too annoying http://i.imgur.com/HKrXfMX.png There also seems to be an eclipse shader in there (and you know SE eclipses are beautiful http://img94.imageshack.us/img94/2482/kersolareclipse.jpg http://voksenlia.net/spaceengine/eclipse.jpg ), probably I won't be able to derive anything from it but we'll see. Thanks everyone, I will probably use the texture Avera9eJoe provided for now. I know proot has an awesome 8k texture in the works but I wouldn't want to ruin the full effect of his upcoming KSPRC pack before he releases it officially
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Eh, it's not too bad I guess but it's nothing amazing. Before: After: Before: After: Seems to remove the banding and make the colors generally easier on the eyes but that's pretty much it. Back to scatterer I guess. If anyone wants to try it: http://www.filedropper.com/skytonemapping Source is included inside, license is do whatever you want.
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I discovered the weirdest thing today. I was mucking around with HDR, trying to figure out how to get some realistic exposure and lighting going (this would allow to not being able to see the dark side of the mun through the atmo, and see a crescent instead, among other things). I enabled HDR on the scaled space camera, imported a tonemapper, disabled the built-in HDR in my shaders (only applies to scatterer effects) set everything up and fired up the game. I then decided to disable my atmo shaders and see what the stock sky would look like with HDR and tonemapping, just for giggles, and surprise surprise: This is what the stock sky looks like with just HDR and tonemapping, no scatterer effects involved. I thought this looked a suspicious lot like proper atmospheric scattering. I sped time up and it seems the sky doesn't change color at sunset so probably it's not a full implementation. Still I thought this looked a lot more pleasant than what the sky looks like by default, so I digged around a bit and I found this: http://kerbalspace.tumblr.com/post/17827181033/the-story-of-ksp-ksp-04 And so it seems it's true, KSP has some form of atmospheric scattering implemented, but for some reason, one of the most crucial bits, HDR and tonemapping is disabled, leaving the stock sky "truncated" and weird. As a reminder, HDR rendering means rendering outside of the 0-1 range values, and then mapping everything back to 0-1 using math formulas that involve exposure and some such, this allows for some realistic lighting and camera effects. When HDR is disabled, effects that are designed to work with HDR just get their values cut off. I believe someone at SQUAD has some explaining to do. Edited: I might make a separate mod out of this for people who don't like scatterer, it's stock, it was done by the official devs and I only need about 5 lines of code to get this enabled, should also improve the sky on other stock planets and on kopernicus planets/planet packs without needing to reconfigure anything.
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Heads up: Nasa just released about 10 000 pictures from the Apollo missions and these make for some excellent reference material full gallery here: https://www.flickr.com/photos/projectapolloarchive/ Unfortunately I haven't really had any time to look at this or work on any of the other ideas I have because of real-life but I will do it as soon as there is an opening.
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
blackrack replied to RoverDude's topic in KSP1 Mod Releases
I believe this was estimated to about 50 years at 0.1C (it would take the ship about a month to accelerate to that speed) -
I don't remember this exactly, I may have posted a few outerra videos (they have really good clouds), one video demo from reset (I think this might be the one you're talking about) and a few proland videos. If I'm not mistaken Proland's source code doesn't actually include the godrays and the cloud shaders. I haven't actually really researched this much yet but I have to say it doesn't look easy at all to make convincing clouds. One thing that I find more feasible right now is volumetric smoke and fire plumes/rocket exhausts but don't get excited yet. I will probably give all of this stuff a better look later down the road.
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sorry, I didn't notice you included a gyfcat link, it seems like the configPoints are not working in your case or you deleted the config file. There should be 4 or 5 config points in the UI, if you get only 2 configPoints then the mod is reverting to default values, either the config file can't be read or it was overwritten.
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So this is basically just an idea, and I'm here just probing for opinions. Whenever I look at base building mods I always see part packs, modular bases that deploy as ships and dock together and use different parts for resource mining and ship building. Now this is fine for small bases, small crew modules and the like, but whenever someone is building a refinery or a permanenent base or a huge off-world operations center three things tend to happen: 1. They have to use lots and lots of parts and the resulting base lags like a *****, falls apart/breaks easily and is a pain to setup. 2. Every base looks like it was patched together with duct-tape out of shipwrecks. 3. The base doesn't have any real utility, and this is probably the most important point. Now what I'm thinking about would be the ability to construct actual static buildings like the VAB and KSC or the kerbinside buildings/bases that would just sit there not eating any CPU-time but also they would serve as fully functional bases where you can build ships (using stored resources) and the like. These bases could have different upgrades or different modules and would be built/managed through a graphical interface and a top-down view like you would in a city building game or a strategy game, maybe even setting up possibly sophisticated production chains (like anno does) to get to the good stuff. Every base could have a hive-view àla XCOM allowing you to see the different modules, to build stuff etc and to manage your resources/power production/space or similar things (probably unnecessary, a top-down/global view would be enough). You could build ships directly on them using onsite/stored resources. You could build a runway if you want, or a very tall VAB or some lifesupport farms or other advanced buildings. Using small, automated vehicles or construction modules you assign orders to collect building materials from the ground and then sit back and watch them build a base over time like you would see in a strategy game (or you collect the resources yourself, drive a building unit or some kind of vehicle with a build unit and initiate the process yourself). Obviously I'd still need to think of some game mechanics to make this interesting, to have some kind of long-term appeal, some real use for the bases. I'm not a fan of the game's science system or the game's career mode (both I find rather unrewarding and all over the place), I think what the game ultimately needs is a real sense of conquest. You never really feel like you conquered anything even with the biggest base setup on a far-away planet. Or maybe opening up some new sandbox possibilities with the bases. Obviously I still have my hands full with scatterer and with my IRL job, so I won't be working on this anytime soon but I just wanted to get this idea out there and possibly discuss it with others.
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[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
blackrack replied to KillAshley's topic in KSP1 Mod Releases
I know you probably get this a lot but... preview version when?