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Nightside

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Everything posted by Nightside

  1. What “specs” would you want? It would be daunting to make a database for Every potential subnode in PART{ }, but not too difficult to just get the basic items with something like Python or VBA.
  2. Great info! I’m getting close to dipping my toe in these waters and this the first time I’ve heard of BforArtists. Do you have any links to resources for getting it setup?
  3. Ooh, this is the first try to actually launch something? But not the first flight of C.G.? How is this system an improvement from the apparently unpopular Pegasus?
  4. Haha, yes, straight to the source. if you want an”in-game “ method you can use Scansat to export maps that show only what you have already explored.
  5. Thanks for sharing @St4rdust, what is your favorite feature of this new content?
  6. Of the actual earth? How high resolution do you want to go? NASA has some, But you’d need a GIS software to open it, and downscale significantly to make it small enough for the game to load.
  7. Great detail, I’ll definitely check this out soon.
  8. Yes you can! (but not without lots of math) in Actual Sites: Airports, I have generated 600 simple airport groups from an Excel macro at their real world locations in RSS. My project is a little different than what you want to since I’m essentially duplicating a single group at dispersed locations. If you don’t mind a lot of math and you know the length of the static you could try to calculate the Lat/Lon of each centerpoint. You can also duplicate a static within a single group, but those are in xyz coordinates and I think that it would quickly get difficult to adjust orientation for planet curvature. That said, there are some nice, much longer (>1km I think) road pieces in Kerbinside Remastered 1.0 , that could speed up your work.
  9. I would guess that this means that you could just patch the smartparts module onto the airbrakes themselves,too.
  10. They may have updated the model recently, but as far as I know, there is ine1 in the stock game. maybe SpaceY?
  11. The ability to change the background image, to something like color coded channels or really anything besides a black grid could be really nice too.
  12. Im using building models from Ecumenopolis for proof of concept. I’d like to make my own models and more stock ish textures, but I’m a noob in that department.
  13. I'm just starting to dip my toe in the waters of modeling and texturing and I have a little question: What is the performance impact of normal maps and emission layers? Also, does the size of a texture affect rendering performance in game or is it just a RAM issue?
  14. Fun in the city at night. I'm trying to figure out how to optimize the textures, got mipmaps working and improve performance. Still need to workout some issues with targeting certain areas only for cities, instead of infinite sprawl. Are there any experts on Kopernicus LandControl out there?
  15. Hey @Shadowmage, I've been playing with adding building ground scatters. Would reflective window textures for scatter objects ever be possible with this mod, or maybe another? Groundscatter objects are not .mu files, just .obj, if that makes any difference. I don't really know anything about modeling or texturing, these models were created by another user, apparently with a blender addon, that looks pretty simple. Would reflective windows just be a crazy crazy idea with this many surfaces?
  16. What is EVE_Terrain? how is it different than what you can do with Kopernicus?
  17. oh, cool! I'm still back on 1.8.1, but I haven't used CKAN in ages. Do you have an alternate download location?
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