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Kyrt Malthorn

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Posts posted by Kyrt Malthorn

  1. Hello everyone!  I'm working on a video series.  My idea is to craft a bit of narrative into a career mode.

    Been a while since I was particularly active around the forums.  Was getting back into the game this past week (inspired by a family trip to the Johnson Space Center, Houston) and was watching far too much of Scott Manley's Interstellar Quest, thinking to myself, "I love series like this.  Why aren't there more of them?"  It dawned on me then... I could try my hand at making a series myself!  This is my first youtube video, my video editing skills are rusty (and weren't exactly good to start with) and I am used to talking this much.  BUT...

     

    Maybe check it out, see if you guys have any constructive feedback?

    https://www.youtube.com/watch?v=Rj1MK2VOdcI

     

     

  2. 52 minutes ago, Tyko said:

    TWP isn't compatible with 1.4.x yet. Please don't ask "when will it be" either. The modders provide their mods for free, on the their own schedules, and we have to wait until they have free time to update them.

    Wasn't gonna ask.  I appreciate that modders take time out of a likely too-busy RL to do this, :wink: I'm just making sure I'm not missing a dependancy or something dumb, I've been outta the game for a while.

  3. I broke it.

     

    0XXJe7p.jpg

    Anyone know off the top of their heads if this is a 1.4+ issue, or did I do something?  The fact this is also affecting Kerbal Alarm Clock (but KAC is actually working, aside from the icons being whited out) suggests to me it's missing a folder, but I went digging and the icons are there in the files soo...  I'm stumped.

    Originally installed via CKAN, I have uninstalled both, reinstalled both with CKAN, and re-reinstalled them manually with no change.  I've tried removing other mods one at a time as well, no luck so far.

  4. Dres ...

    Does not exist.  Kerbin does not exist either.

    Insofar as we suspend our belief that Kerbin does exist and play this awesome game, Please admit that every proof we have of Kerbin's existence also applies to Dres.

    Click on it in map view...

    I've never seen a mod that removes Dres, either.  Short of total conversations like Galileo pack and RSS.

    It has more reason to exist than Sarnus and the ever-popular Outer Planets because Dres is present in a much higher percentage of games than Sarnus.

    P.s.  This pole is slanted.  I need an option that says "Dres exists and science proves it."

  5. Really depends what I'm doing.  I've always been in for "informational" mods, like KER, Transfer Window Planner, KAC - NASA had lots more information than I had, why shouldn't I have some calculators?  I like flying the rockets myself though.

     

    Other than that, I have a "focus" for every install / game I start.

    If I'm going for a stock-ish feel (most of what I do), I only use a mod if it's "Infrormational".  No parts mods.  Nothing that takes something away from the stock experience.

     

    I have one game in progress with a focus of "Manned exploration, with life support."  Been using USI-LS with most of the consequences set to K.I.A.

    I have another I've recently set up with a focus on "advancing research".  TONS of parts mods.  KSPI-E is the crown jewel.  I made up a system for deciding how much in-game time has to pass to "build a rocket" or "design a new part / technology".

  6. On Wednesday, January 25, 2017 at 0:38 AM, regex said:
    1 hour ago, Alpha 360 said:

     

     

    ^^^^ Bugged, Cant delete this junk up here from my post, please ignore .   Sorry for false pings... ^^^^

     

     

     

     

    Today I sat back, dusted my hands, and decided I'm ready to play.

    ...Well, I've BEEN playing, I mean I just finished setting up / assembling a majorly modded game and making sure everything works. I've just about crammed every feature I could possibly want in it (except kerbal construction time - I decided against introducing yet another possible bug source for the ability to.... timewarp. I'll use my own conventions and KAC to determine my own build/research times).

    Biggest features are SigmaDimensions (x6.4 scaled solar system), Outer Planets, Interstellar Extended, Extraplanetary Launchpads, collections of stuff from Nertea and RoverDude, tons of random this's and that's.

    Huge thanks to @Francois424 who shared his personally tweaked cloud configs for Tekto, originally made by Galileo.

    It takes, like, 30 minutes to drift to the surface of this planetoid. O.o. Pretty, though.

     

    KThtITg.jpg7aL3pFw.jpga1IH41Y.jpg

  7. 22 hours ago, Francois424 said:

    Okay I just finished fixing my install (took roughlofy 60min)... Had to replace MKS, Kopernicus, OPM, FTP, Interstellar Fuel Switch, Alarm Clock, KER, MRS and Procedural Parts.  Not bad !

    Jeb and Bill are on their way to a 9year (only getting there) to Sarnus to check if Tekto still works in 1.2.2 (had custom clouds made for it a few months back).

    Good to be back, and thanks for replying guys !
    Edit-1: Sheesh solar panels working at roughly 1,4% at Sarnus' Orbit.  Going to go Nuclear Reactor next time.

    Edit-2: Decelerating at Sarnus

    qOITopU.png

    Edit-3 : Yup, Clouds are there everything is officially working !  Cool !!

    0kc3I8T.png

    Where did you get configs for Tekto's clouds?  Thr only ones I ever found were out of date.  Tried some made by someone on the OPM thread and it broke my cloud config completely.  (I ended up doing my own by duplicating Eve's and tweaking the colors.)

  8. Fuel storage / refining, as has been mentioned already.

    Storage for life support.  If a mission goes awry, or my kerbals are on a layover waiting for a launch window or a  crew transfer vehicle home, they can stop over at station and make use of the heavier life support recyclers that usually aren't practical on ships that go places.  Also a place to collect rescuees before shopping them all to Kerbin in one cheap launch.

    Orbital construction.  Staging area for missions with reusable transfer vehicles, refuelers, and landers. The list goes on.

    Almost forgot: KSPI-E beamed power reactor/solar stations.

     

  9. 3 hours ago, ModerndayLink64 said:

    well achatually I only said it because you need a few textures that are in stockvisualenhancements and they are the four cloud layers for eve, detail1, and detailstorm.  

    Good to know, and thanks @ModerndayLink64

    SVE is just a hefty download, but i'll get my hands on those files eventually.  Thank you for sharing the config. 

    3 hours ago, ModerndayLink64 said:

    well achatually I only said it because you need a few textures that are in stockvisualenhancements and they are the four cloud layers for eve, detail1, and detailstorm.  

    Good to know, and thanks @ModerndayLink64

    SVE is just a hefty download, but i'll get my hands on those files eventually.  Thank you for sharing the config. 

  10. On Tuesday, January 17, 2017 at 3:12 PM, ModerndayLink64 said:

    I asked because I am pretty sure a lot of people are looking and cant find one so I decided to make one myself.

      Reveal hidden contents

    OBJECT
     {
      name = Tekto-Clouds //Fog
      body = Tekto
      altitude = 1600
      speed = 0,50,0
      settings
      {
       _DetailScale = 10
       _DistFadeVert = 3.99999E-05
       _UVNoiseAnimation = 0.01,0.01
       _UVNoiseStrength = 0.0015000001
       _Color = 104,206,145,105
       _MainTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/eveclouds4
       }
       _DetailTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1
       }
      }
      layer2D
      {
       macroCloudMaterial
       {
        _FalloffScale = 10
        _RimDist = 0.001
        _FalloffPow = 0.7
        _InvFade = 0.02
       }
      }
      layerVolume
      {
       maxTranslation = 100,2000,100
       size = 3000,3
       area = 18000,4
       noiseScale = 1.2,1.2,90
       followDetail = True
       particleMaterial
       {
        _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
        _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
        _LightScatter = 0.55
        _MinLight = 0.0
        _InvFade = 0.008
        _Opacity = 180
        _MinScatter = 250
       }
      }
     }
     OBJECT
     {
      name = Tekto-Clouds  //Low
      body = Tekto
      altitude = 5300
      speed = 0,100,0
      settings
      {
       _DetailScale = 10
       _DistFadeVert = 3.99999E-05
       _UVNoiseAnimation = 0.01,0.01
       _UVNoiseStrength = 0.0015000001
       _Color = 114,216,155,235
       _MainTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/eveclouds3
       }
       _DetailTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/detailcumulus
       }
      }
      layer2D
      {
       macroCloudMaterial
       {
        _FalloffScale = 10
        _RimDist = 0.001
        _FalloffPow = 0.7
        _InvFade = 0.02
       }
      }
      layerVolume
      {
       maxTranslation = 100,2000,100
       size = 3000,3
       area = 18000,4
       noiseScale = 1.2,1.2,90
       followDetail = True
       particleMaterial
       {
        _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
        _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
        _LightScatter = 0.55
        _MinLight = 0.0
        _InvFade = 0.008
        _Opacity = 255
        _MinScatter = 250
       }
      }
     }
    OBJECT
     {
      name = Tekto-Clouds  //Lowish
      body = Tekto
      altitude = 10300
      speed = 0,130,0
      settings
      {
       _DetailScale = 10
       _DistFadeVert = 3.99999E-05
       _UVNoiseAnimation = 0.01,0.01
       _UVNoiseStrength = 0.0015000001
       _Color = 86,220,144,235
       _MainTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/eveclouds4
       }
       _DetailTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/detailstorm
       }
      }
      layer2D
      {
       macroCloudMaterial
       {
        _FalloffScale = 10
        _RimDist = 0.001
        _FalloffPow = 0.7
        _InvFade = 0.02
       }
      }
      layerVolume
      {
       maxTranslation = 100,2000,100
       size = 3000,3
       area = 18000,4
       noiseScale = 1.2,1.2,90
       followDetail = True
       particleMaterial
       {
        _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
        _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
        _LightScatter = 0.55
        _MinLight = 0.0
        _InvFade = 0.008
        _Opacity = 255
        _MinScatter = 250
       }
      }
     }
     OBJECT
     {
      name = Tekto-Clouds  //Main
      body = Tekto
      altitude = 17800
      speed = 0,535,0
      settings
      {
       _DetailScale = 10
       _DistFadeVert = 3.99999E-05
       _UVNoiseAnimation = 0.01,0.01
       _UVNoiseStrength = 0.0015000001
       _Color = 42,235,106,235
       _MainTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/eveclouds
       }
       _DetailTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1
       }
      }
      layer2D
      {
       macroCloudMaterial
       {
        _FalloffScale = 10
        _RimDist = 0.001
        _FalloffPow = 0.7
        _InvFade = 0.02
       }
      }
      layerVolume
      {
       maxTranslation = 100,2000,100
       size = 3000,3
       area = 18000,4
       noiseScale = 1.2,1.2,90
       followDetail = True
       particleMaterial
       {
        _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
        _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
        _LightScatter = 0.55
        _MinLight = 0.0
        _InvFade = 0.008
        _Opacity = 255
        _MinScatter = 250
       }
      }
     }
    OBJECT
     {
      name = Tekto-Clouds  //Bands
      body = Tekto
      altitude = 19800
      speed = 0,635,0
      settings
      {
       _DetailScale = 10
       _DistFadeVert = 3.99999E-05
       _UVNoiseAnimation = 0.01,0.01
       _UVNoiseStrength = 0.0015000001
       _Color = 62,235,100,235
       _MainTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/eveclouds2
       }
       _DetailTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1
       }
      }
      layer2D
      {
       macroCloudMaterial
       {
        _FalloffScale = 10
        _RimDist = 0.001
        _FalloffPow = 0.7
        _InvFade = 0.02
       }
      }
      layerVolume
      {
       maxTranslation = 100,2000,100
       size = 3000,3
       area = 18000,4
       noiseScale = 1.2,1.2,90
       followDetail = True
       particleMaterial
       {
        _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
        _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
        _LightScatter = 0.55
        _MinLight = 0.0
        _InvFade = 0.008
        _Opacity = 255
        _MinScatter = 250
       }
      }
     }
    OBJECT
     {
      name = Tekto-Clouds  //High
      body = Tekto
      altitude = 25000
      speed = 0,335,0
      settings
      {
       _DetailScale = 10
       _DistFadeVert = 3.99999E-05
       _UVNoiseAnimation = 0.01,0.01
       _UVNoiseStrength = 0.0015000001
       _Color = 90,186,96,55
       _MainTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/eveclouds3
       }
       _DetailTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1
       }
      }
      layer2D
      {
       macroCloudMaterial
       {
        _FalloffScale = 10
        _RimDist = 0.001
        _FalloffPow = 0.7
        _InvFade = 0.02
       }
      }
      layerVolume
      {
       maxTranslation = 100,2000,100
       size = 3000,3
       area = 18000,4
       noiseScale = 1.2,1.2,90
       followDetail = True
       particleMaterial
       {
        _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
        _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
        _LightScatter = 0.55
        _MinLight = 0.0
        _InvFade = 0.008
        _Opacity = 255
        _MinScatter = 250
       }
      }
     }
     OBJECT
     {
      name = Tekto-Clouds  //Top
      body = Tekto
      altitude = 36000
      speed = 0,135,0
      settings
      {
       _DetailScale = 10
       _DistFadeVert = 3.99999E-05
       _UVNoiseAnimation = 0.01,0.01
       _UVNoiseStrength = 0.0015000001
       _Color = 125,235,42,35
       _MainTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/eveclouds3
       }
       _DetailTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1
       }
      }
      layer2D
      {
       macroCloudMaterial
       {
        _FalloffScale = 10
        _RimDist = 0.001
        _FalloffPow = 0.7
        _InvFade = 0.02
       }
      }
      layerVolume
      {
       maxTranslation = 100,2000,100
       size = 3000,3
       area = 18000,4
       noiseScale = 1.2,1.2,90
       followDetail = True
       particleMaterial
       {
        _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
        _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
        _LightScatter = 0.55
        _MinLight = 0.0
        _InvFade = 0.008
        _Opacity = 255
        _MinScatter = 250
       }
      }
     }

    also, you need stockvisualenhancements installed

    to use the config just copy it and paste it into your cloud config

    Dangit, I had my hopes up before i saw you needed stockvisualenhancememts. I just have EVE.

    On Tuesday, January 17, 2017 at 3:12 PM, ModerndayLink64 said:

    I asked because I am pretty sure a lot of people are looking and cant find one so I decided to make one myself.

      Reveal hidden contents

    OBJECT
     {
      name = Tekto-Clouds //Fog
      body = Tekto
      altitude = 1600
      speed = 0,50,0
      settings
      {
       _DetailScale = 10
       _DistFadeVert = 3.99999E-05
       _UVNoiseAnimation = 0.01,0.01
       _UVNoiseStrength = 0.0015000001
       _Color = 104,206,145,105
       _MainTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/eveclouds4
       }
       _DetailTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1
       }
      }
      layer2D
      {
       macroCloudMaterial
       {
        _FalloffScale = 10
        _RimDist = 0.001
        _FalloffPow = 0.7
        _InvFade = 0.02
       }
      }
      layerVolume
      {
       maxTranslation = 100,2000,100
       size = 3000,3
       area = 18000,4
       noiseScale = 1.2,1.2,90
       followDetail = True
       particleMaterial
       {
        _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
        _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
        _LightScatter = 0.55
        _MinLight = 0.0
        _InvFade = 0.008
        _Opacity = 180
        _MinScatter = 250
       }
      }
     }
     OBJECT
     {
      name = Tekto-Clouds  //Low
      body = Tekto
      altitude = 5300
      speed = 0,100,0
      settings
      {
       _DetailScale = 10
       _DistFadeVert = 3.99999E-05
       _UVNoiseAnimation = 0.01,0.01
       _UVNoiseStrength = 0.0015000001
       _Color = 114,216,155,235
       _MainTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/eveclouds3
       }
       _DetailTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/detailcumulus
       }
      }
      layer2D
      {
       macroCloudMaterial
       {
        _FalloffScale = 10
        _RimDist = 0.001
        _FalloffPow = 0.7
        _InvFade = 0.02
       }
      }
      layerVolume
      {
       maxTranslation = 100,2000,100
       size = 3000,3
       area = 18000,4
       noiseScale = 1.2,1.2,90
       followDetail = True
       particleMaterial
       {
        _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
        _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
        _LightScatter = 0.55
        _MinLight = 0.0
        _InvFade = 0.008
        _Opacity = 255
        _MinScatter = 250
       }
      }
     }
    OBJECT
     {
      name = Tekto-Clouds  //Lowish
      body = Tekto
      altitude = 10300
      speed = 0,130,0
      settings
      {
       _DetailScale = 10
       _DistFadeVert = 3.99999E-05
       _UVNoiseAnimation = 0.01,0.01
       _UVNoiseStrength = 0.0015000001
       _Color = 86,220,144,235
       _MainTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/eveclouds4
       }
       _DetailTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/detailstorm
       }
      }
      layer2D
      {
       macroCloudMaterial
       {
        _FalloffScale = 10
        _RimDist = 0.001
        _FalloffPow = 0.7
        _InvFade = 0.02
       }
      }
      layerVolume
      {
       maxTranslation = 100,2000,100
       size = 3000,3
       area = 18000,4
       noiseScale = 1.2,1.2,90
       followDetail = True
       particleMaterial
       {
        _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
        _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
        _LightScatter = 0.55
        _MinLight = 0.0
        _InvFade = 0.008
        _Opacity = 255
        _MinScatter = 250
       }
      }
     }
     OBJECT
     {
      name = Tekto-Clouds  //Main
      body = Tekto
      altitude = 17800
      speed = 0,535,0
      settings
      {
       _DetailScale = 10
       _DistFadeVert = 3.99999E-05
       _UVNoiseAnimation = 0.01,0.01
       _UVNoiseStrength = 0.0015000001
       _Color = 42,235,106,235
       _MainTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/eveclouds
       }
       _DetailTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1
       }
      }
      layer2D
      {
       macroCloudMaterial
       {
        _FalloffScale = 10
        _RimDist = 0.001
        _FalloffPow = 0.7
        _InvFade = 0.02
       }
      }
      layerVolume
      {
       maxTranslation = 100,2000,100
       size = 3000,3
       area = 18000,4
       noiseScale = 1.2,1.2,90
       followDetail = True
       particleMaterial
       {
        _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
        _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
        _LightScatter = 0.55
        _MinLight = 0.0
        _InvFade = 0.008
        _Opacity = 255
        _MinScatter = 250
       }
      }
     }
    OBJECT
     {
      name = Tekto-Clouds  //Bands
      body = Tekto
      altitude = 19800
      speed = 0,635,0
      settings
      {
       _DetailScale = 10
       _DistFadeVert = 3.99999E-05
       _UVNoiseAnimation = 0.01,0.01
       _UVNoiseStrength = 0.0015000001
       _Color = 62,235,100,235
       _MainTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/eveclouds2
       }
       _DetailTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1
       }
      }
      layer2D
      {
       macroCloudMaterial
       {
        _FalloffScale = 10
        _RimDist = 0.001
        _FalloffPow = 0.7
        _InvFade = 0.02
       }
      }
      layerVolume
      {
       maxTranslation = 100,2000,100
       size = 3000,3
       area = 18000,4
       noiseScale = 1.2,1.2,90
       followDetail = True
       particleMaterial
       {
        _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
        _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
        _LightScatter = 0.55
        _MinLight = 0.0
        _InvFade = 0.008
        _Opacity = 255
        _MinScatter = 250
       }
      }
     }
    OBJECT
     {
      name = Tekto-Clouds  //High
      body = Tekto
      altitude = 25000
      speed = 0,335,0
      settings
      {
       _DetailScale = 10
       _DistFadeVert = 3.99999E-05
       _UVNoiseAnimation = 0.01,0.01
       _UVNoiseStrength = 0.0015000001
       _Color = 90,186,96,55
       _MainTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/eveclouds3
       }
       _DetailTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1
       }
      }
      layer2D
      {
       macroCloudMaterial
       {
        _FalloffScale = 10
        _RimDist = 0.001
        _FalloffPow = 0.7
        _InvFade = 0.02
       }
      }
      layerVolume
      {
       maxTranslation = 100,2000,100
       size = 3000,3
       area = 18000,4
       noiseScale = 1.2,1.2,90
       followDetail = True
       particleMaterial
       {
        _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
        _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
        _LightScatter = 0.55
        _MinLight = 0.0
        _InvFade = 0.008
        _Opacity = 255
        _MinScatter = 250
       }
      }
     }
     OBJECT
     {
      name = Tekto-Clouds  //Top
      body = Tekto
      altitude = 36000
      speed = 0,135,0
      settings
      {
       _DetailScale = 10
       _DistFadeVert = 3.99999E-05
       _UVNoiseAnimation = 0.01,0.01
       _UVNoiseStrength = 0.0015000001
       _Color = 125,235,42,35
       _MainTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/eveclouds3
       }
       _DetailTex
       {
        value = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1
       }
      }
      layer2D
      {
       macroCloudMaterial
       {
        _FalloffScale = 10
        _RimDist = 0.001
        _FalloffPow = 0.7
        _InvFade = 0.02
       }
      }
      layerVolume
      {
       maxTranslation = 100,2000,100
       size = 3000,3
       area = 18000,4
       noiseScale = 1.2,1.2,90
       followDetail = True
       particleMaterial
       {
        _Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
        _BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
        _LightScatter = 0.55
        _MinLight = 0.0
        _InvFade = 0.008
        _Opacity = 255
        _MinScatter = 250
       }
      }
     }

    also, you need stockvisualenhancements installed

    to use the config just copy it and paste it into your cloud config

    Dangit, I had my hopes up before i saw you needed stockvisualenhancememts. I just have EVE.

     

    .... how did my post duplicate?

  11. I recently did a mission to Duna, but it was manned, didn't need KerbNet for anything, so I didn't bother.  However, I would like to start hunting anomalies and checking out ore locations with probes. (Having life support needs is certainly an incentive for probes.)  I'm curios about how I should go about getting good coverage (and get around Ike, dang it) without using a huge number of probes... for garbage stutter reasons.  I have Memgraph but, while I don't usually have high FPS standards and my PC handles KSP fine, the stutter scares me when attempting suicide burns...

  12. Well after the flaws of Kermes, it's unconventional return to Kerbin's surface and donation to the Kerbal Spaceflight Museum....  I need a new long-distance transport for my kerbal'd exploration of the system.

    It'll have to be bigger.  Way bigger. Big enough for my kerbals to call it a home for years.  It's going to need battery power to run life support and things for  hours so they don't go on strike on the night side of the orbit.  It's going to need muscle enough to take payloads places.

    Here's what I have thus far:

     

    THfKTqG.jpg

    I'm trying out the 3.75m fairing rigging structure as a sort of  payload bay.  Anything 2.5m on at least one axis, not too much longer than an orange tank, can fit in there.  In fact if I stick an orange tank in with the fuel blocked off, it's got as much dV as the Kermes launched with (over 3500) and made a round trip to Duna on.  Empty payload / full tanks she's loaded with 5200 dV, and a tolerable TWR of 0.3.

    She's not finalized (hence VAB shot) and not christened.  I'm hoping for a ship that will proudly carry kerbalkind to Duna, Ike, Eve, Gilly, and perhaps Dres, delivering payloads such as science landers, unmanned probes, scanning packages, mining equipment, and intrepid explorers.  And the tyranny of the rocket equation lives...  If I could stand the TWR I get with NERV's (suckers are HEAVY) she'd have a bit more dV, but not much.  Aaaand I'm not about to power 500 ion engines.

     

     

     

  13. I mostly seen to hear about constant thrust trajectories with regard to interstellar travel, on which scale star systems move rather little relative to one another over the "short" span of centuries it takes to travel between them.  I guess by the time that's practical, traveling from planet to planet in the same system with that method would be cake.  But economic?  If you're sending people with valuable time and limited quantities of food, then yes, but for many things I expect slowboat intercepts could still be in use, assuming no reactionless drive at which point it doesn't cost any more.

    I really wonder just how far we'll get in exploring our solar system before a practical method of FTL becomes available, if one ever does.   

     

  14.  

    Some days, contacts in KSP lead you to do odd things.

     

    My crew returned safely from Duna, though I discovered the Kermes to be short on hab space, even Jeb was sick of it by the time they were on the way home. Okay, so maybe I won't be reusing the Kermes as much as I thought - needs a redesign, lessons learnt.

     

    Then I realized my Explore Duna contact hasn't completed. Hmm. "Return to Kerbin from orbit of Duna." Right. I forgot that actually means surface of Kerbin. Ummm.... I ain't waiting for next launch window just to fulfill that! What can I do? 

     

    Kermes was in orbit of Duna, that's all I got...

     

    Wait, I decided to redesign anyway...

     

    Surely it couldn't survive reentry. No bloody way. But .... contact!

     

    30 minutes in the VAB, one highly awkward launch, one standard rendezvous, and three docking maneuvers later..........

     

    OKq1nZA.jpg

     

    Am I seriously doing this? 

     

    4Q6zJWc.jpg

     

    I'M SERIOUSLY DOING THIS...

     

    hbjjNSr.jpg

     

    Hey wow, it's working...!

     

    CkTMTg3.jpg

     

    Fuel tanks blew, but the hab survived. Good keeps for the museum!

     

     

     

    And my next explore contract iiiiis... Ike.

     

    Kaaay. 

  15. Today I launched Kermes from LKO toward Duna. Despite being away from the game so long, I think I did my best job yet of following Transfer Window Planner's directions in my maneuver node setup - got an intercept just plugging in the numbers. It was a 5min burn but from 300 km, the losses were minimal.

     

    3QHAw0F.jpg

     

    Swinging around Ike on Duna approach, lots of science from the fly by and Duna orbit too. Delta-V well inside budget. Still, nerve wracking... I've got six kerbal souls out here relying on life support designed but a very unqualified player... err, kerbal.

     

    cAdMTaI.jpg

     

    Detaching the lander. 2 stage disposable with every science experiment, a good probe core for SAS, manned by Bob Kerman.

     

    TmDcs4N.jpg

     

    dvVn1Vu.jpg

     

    What a relieving moment that was. All that was left was for Bob to get back in and rendezvous before he got too hungry. Piece of pie.

     

    With Bob back, it's down to a wait for the return window in 147 days. My only concern is I ended up orbiting Duna with a pretty steep inclination. I have a module I'd like to leave in Duna orbit for later use, but I don't want it in an orbit that's hard to reach. At the same time, I may not have the dV to change its orbit and still eject back to Kerbin AND capture at Kerbin. But hey, if I can get anywhere near Kerbin I can refuel...

     

    Gonna have to play with maneuver nodes for a while next sitting and figure out what's viable.

     

    P.s.  are these images working?  My phone browser doesnt load images by default (saves data) but I'm not sure I'm getting the formatting right.

     

  16.  

    Construction of the Kermes mission (gee that's original...) in orbit is now compete!

     

    WVKFS1f.jpg

     

    If you haven't already guessed by the name, this is a Kerbin - Duna transport. The front half of the center structure is the transfer habitat, with greenhouse; provides for a crew of six. Towing behind that is the Duration Extension Module, consisting of an advanced recycler and expanded orbital living space: intended to be left in Duna orbit, as the transfer vehicle itself has enough habitat space for the trip back and forth but not the wait for the next launch window. Finally, the trailing bit is a lightweight, two-stage disposable lander geared to take one intrepid kerbal down to leave some boot prints on the Little Red Planet. His five crewmates will be very jealous (unless the lander doesn't work).

     

     

     

  17. KAS never quite "hooked" me so...  Nevertheless, there is good merit and at least theoretical (proposed ideas) precident for using cables in freefall construction.

    I'll just sick with my RCS though.   I've gotten to the point where I usually expend much less monopropellant than my crew capsules  hold, and that ammount of fuel isn't as much of an expenditure as the mass of the winch, and the fuel it costs to orbit/rendezvous with it.  Plus RCS works without needing a kerbal, and if you use life support mods, adding kerbal means adding supplies.

     

     

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