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Everything posted by smartdummies
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
smartdummies replied to pingopete's topic in KSP1 Mod Development
Alright I made it to Venus to scope out the atmosphere there and here is what I found: There is a strangeness that doesn't render the atmoshpere directly under your ship and you can see through to the surface from the daylight side. This area is bigger the lower your altitude is ~600K ~1M This was not the entire atmosphere, just parts of it with very distinct cutoff points. But when it renders, it looks just great! -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
smartdummies replied to pingopete's topic in KSP1 Mod Development
I do not have PlanetShine installed. Just did a quick orbital run and absolutely love these effects. The sunrise from orbit is just beautiful. My re-entry ended right at a tile border in the Atlantic for the clouds but I only really noticed it because I knew it was an issue already. The only item I have on my wish list for this would be if the cloud could have depth to them. When I re-entered, the clouds were 2 dimensional. Not a big deal, just a wish list request. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
smartdummies replied to pingopete's topic in KSP1 Mod Development
This is really looking great. Just a couple of observations from my end. 1) For some reason this does not like Kerbin when using DX11. OpenGL works fine but DX11 results in Note the only Kerbin is like this, all other planets and moons are correct (log file is here https://dl.dropboxusercontent.com/u/34786356/RSS/output_log_RVE.zip) 2) In the tracking center and map view the sun is bright enough to wash out the planets and that makes it difficult to navigate through the solar system. I do realize that the sun as viewed from a vessel should be brighter that what it currently is, I am just rather hoping that there is a way to reduce the brightness here and not when flying. (If not can you let me know where the values are in the config so I can make a personal MM file to meet my tastes) 3) When viewing the KSC at night the terrain is exceptionally dark and this might lead a person to think that something is wrong as the terrain is almost fully black. Rotating the view I was able to see the city lights next to KSC, but from the initial view it was difficult to see anything 4) The atmospheric haze around Venus is only showing up on the sunward facing hemisphere (when viewed in the tracking center). Titan was fully obscured but not Venus Going to try to put a probe around Venus to see if the view on the nights side from orbit has the haze or not. Will update if I have any success. Other than this I have not seen anything else that looks out of sorts. EDIT: This is with the latest from GitHub that I downloaded this morning running on RSS 8.3. -
Braininator I have been playing with your pack by just copying in your new planets and moon into the 8.3 config file without issue. If you could convert the graphics to DDS that would be most awesome but it is not required for everything to work.
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Nathan, If you still need her is the log from the bad load (using the config directly from braininator's download in the OP) https://dl.dropboxusercontent.com/u/34786356/RSS/output_log_bad.zip Good load using the 8.3 config file with the additional entries from braininator copied in (this is the config from my earlier post) https://dl.dropboxusercontent.com/u/34786356/RSS/output_log_good.zip This is very consistent. Using the config from 8.2 results in the bad load where Kerbin, Moho, Eve, Duna, Ike and Laythe consistintly do not get the color maps and look like the stock versions. This is with the 4K pack and the behavior remains the same with the 2K and with or without braininator's extras. EDIT: Also this is a fresh install with only RSS added.
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Nathan, Want to give a big thanks for the DDS files. Running in RO with required, highly reccomended, KW, FASA, and still at only 1.8 GB of ram using open gl (2.4 GB not using open gl). I will be upgrading some of my textures to 8K for the first time finally. Thanks!!!
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Nathan I am also seeing that not all the color maps are getting applied every time the. Often I get the same bodies that look like their real counter parts (Demios, Phobos, Pluto, Jupiter, Saturn, Uranus), but some still look stock (Moho, Kerbin, Eve, and Laythe) the rest of the moons I think are correct, but as I don't often visit Jool I couldn't really say for sure. I would also like to add that I launched both with and without braininator's extras to no noticeable effect (I have had good and bad loads both with and with out the extras). This was with the 4K pack. EDIT: Strike this. Looks like plain old user error on my part. As I was testing then adding in braininator's extras, I started grabbing the wrong configs. Sometime I was getting the config from 8.3 and sometimes grabbing the config from 8.2. I have corrected my chair-keyboard interface and all is working quite well.
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It looks like you are talking about the fairings not being added around the engine. The best solution is to use Procedural Fairings to create your interstage fairings. Note that the KW interstage adapters do not work in RO due to the size differences of the engines and the removal of the second top node that KW needs.
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What other mods are you using? The stock weights and performance for most mods are balanced for a Kerbin sized system and not RSS. You can look at Real Fuels with the Stockalike configs, or go with the full RO setup. Also make sure you have FAR installed, that will correct the stock aerodynamics and reduce the amount of delta v needed.
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Great to see this thread up!!! Felger I am willing to work on the KW and NP configs if no one else is working on those atm.
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Farram Areospace Research should be on your list to correct the sludge that is the stock drag model. I would also recommend Procedural Parts to be able to control your tank sizes (this will also let you remove all the other fuel tanks which will free up memory), Kerbal Joint Reinforcement to reduce the need for struts, and Procedural Fairings to be able to put fairings around landers, engine clusters, probes, etc. (If needed) EDIT: RealChutes as well (delete the stock chutes to reduce parts and memory). You might also want to grab the 5m engines (maybe the others depending on how much memory you have left) from a part pack (I am using KW Rocketry but there are others)
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
smartdummies replied to RedAV8R's topic in KSP1 Mod Releases
Red has been a true hero and even ClF3 is not sufficiently Kerbal for his farewell. FOOF is the only Kerbal thing to do. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
smartdummies replied to RedAV8R's topic in KSP1 Mod Releases
Thanks for all your efforts Red! Your instructions and comments have been most helpful to me. -
Realism Overhaul Discussion Thread
smartdummies replied to NathanKell's topic in KSP1 Mods Discussions
Thanks Nathan! -
Realism Overhaul Discussion Thread
smartdummies replied to NathanKell's topic in KSP1 Mods Discussions
Where can I get the OVerhaul version? All I can ever find is the 7.x version. -
Would it be possible to use the KJR stabilization that runs on exiting time warp to hold the craft together on an SOI change or would farram need to add that directly to KJR?
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
smartdummies replied to RedAV8R's topic in KSP1 Mod Releases
One last thought on spoilage - the spoilage should be a conversion (food -> waste) rather that just a "boil-off" of the food resource. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
smartdummies replied to RedAV8R's topic in KSP1 Mod Releases
@RedAV8R - I completely understand. I just had a quick glimmer of hope that I didn't need it. @Hattivat - Thanks!! Glimmer of hope still alive. (Poor Jeb isn't. Killed again by g force. Revert to launch is my favorite feature). I am not giving up on this yet, I still want to see if I can get a survivable re-entry and then maybe I can land on the moon. EDIT: Hattivat, they don't spoil yet. The nature of this thread almost guarantees that functionality will be added at some point. I would think that the launch date of the supplies could be persisted and then food (and water? does water go bad?) could be checked and the amount of supplies would be reduced to 0 if it expires. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
smartdummies replied to RedAV8R's topic in KSP1 Mod Releases
So without TAC-LS my Kerbals will still die if I can manage to launch them to orbit without killing them due to g forces . I was hoping that without it they would not die due to lack of food/water/air as for me this adds the least to the game (no new functionality or machanics) and just feels like micro managing. I just wanted to have my cake and eat it too. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
smartdummies replied to RedAV8R's topic in KSP1 Mod Releases
Quick question. I downloaded this last week to see if I could build a rocket, launch it into orbit, and bring my poor Kerbals back alive. At that time TAC-LS was listed as highly recommended and now it says required. Did anything change (the version is still the same) or was it listed incorrectly and changed to the correct category? I have not yet had any issues running RO (other then killing all my Kerbals) an thought I should ask before I try a moon landing and have it go all bonkers on me due to a missing mod. Also, you might want to change Procedural Parts to highly recommend (I tried with a minimal install and found that I kinda needed it) and also note that for KWR Procedural Fairings should be used as the auto fairings were removed and the interstage fairings are not working well with the resized engines. -
I am currently running RSS, RF, KWR, and using the Stockalike config to adjust the weights/thrust to be more realistic. After using RF I found it to be much less complex than I expected. I too am not yet wanting to make the jump to full RO yet, and this is giving me a very playable experience while still making giving a much higher level of difficulty than stock. I do very highly recommend Procedural Parts and Procedural Fairings if you don't already have them as it allows you to get the tight size tanks and adapters that you need.
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[0.90] Tweakable Parameters ( V4.1 Released 25 Dec 2014 )
smartdummies replied to HoneyFox's topic in KSP1 Mod Releases
Yeah, about that. I was unable to find the thread for the engine thrust controller but Google led me to the git repository and the build configuration for the solution had it copying the assembly to the Plugins directory for Tweakable Parameters and that is what led me here. I did learn what the x and y values represent so it wasn't a fruitless place to start. I am currently looking at the ModuleSRBThrust to see what I can do with it. I am sure I will do it wrong, but if I can't figure out how to do it from the source then I have serious problems (my day job is a .NET developer)