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Everything posted by Nightside
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I'm pretty sure I've seen something like this around the forums, but I can't think of it right now. Maybe ask around in one of the boat/sub mod threads.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Nightside replied to Ger_space's topic in KSP1 Mod Releases
The short course is this: 1. Find a elevation map somewhere. Here is a 530x530 pixel Grand Canyon I found. I've converted mine to .png format (not sure if its necessary to do so). Save the image as Canyon.png 2. Write a config. KK_DecalsMap { Name = Canyon //Whatever Image = Canyon //match file name, without suffix UseAsHeighMap = true } 3. Put into the game more or less like a normal static, but, Go somewhere far from any existing KK stuff. When the ground surface changes you could lose your craft. - Set radius really big, like 100000 m - Grand canyon is about a mile deep so set HeightMapDeformity to something like 2000m 4. Press save to put it in the game. Mess around with various other settings such as offset to get water in bottom of the canyon and try changing the color map to Lava. ADVANCED: Apparently there are some easy to use tools for the game Cities:Skylines (I've never played it) which allow you to create height maps of any place on Earth, however I couldn't get them to work. I used ArcGIS or ( or the free QGIS ) to download medium resolution raster data, then exported that as a tiny png. If you aren't familiar with GIS, I won't be able to explain what you need to do at the moment its probably best to stick to googling for height maps of landmarks. If people are interested I could write a tutorial. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Nightside replied to Ger_space's topic in KSP1 Mod Releases
The Decal is flat, so the corners will stick up a bit. However, I offset the whole thing into the ground a few meters to get water into the river. But I couldn’t actually tell if the corners stuck out because my png wasn’t square, which caused some graphic issues that are not shown in the pictures. The game fills in the file to be a square with white space, which of course show up as high cliff on either side of the decal. -
Looking for Ground (land/geography) visual enhancement mod
Nightside replied to 1836440339's topic in KSP1 Mods Discussions
I actually got some pics of my first really successful effort to bring better terrain into the game with Kerbal Konstructs. I don't even have a mod to improve terrain textures installed here, just a height map of a real-world place. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Nightside replied to Ger_space's topic in KSP1 Mod Releases
I'm not using 1.4.5 yet, but I was finally able to get some pix of some of my current project. I've converted some digital elevation maps (DEM) of real places into .png format and brought them into the game as MapDecals, then stretched them to approximately real size. Even at a pretty low resolution (600x600 pixels) they look really good. Flying around the Columbia River Gorge. The detail of the terrain is so much more satisfying than stock. And flying south, with Mt. Hood looming in the distance. Circling the peak. The Having once climbed (almost) all the way to the top once, I can say that the terrain features are really accurate. edit: all these terrain features are a single 173 kb .png file stretched across about 100 km of Kerbin. Now I just have to recreate this (terrifying) video. Thanks @Ger_space for all your work on this mod! -
Looking for Ground (land/geography) visual enhancement mod
Nightside replied to 1836440339's topic in KSP1 Mods Discussions
Hi @1836440339, welcome to the forums. To my knowledge there is no one mod that does all that you want. 1.1) check out Stock Visual Terrain (SVT). Note: I haven’t been able to run this because Kopernicus wrecks my already weak FPS currently. 1.2) Kerbal Konstructs allows you to build custom, more detailed map features, but it takes some time. I’ve got a good approximation of the Grand Canyon (mostly working) to fly around in. 2.1)Clouds come from the EVE mod. 2.2) you need a config pack for EVE to actually get clouds, I like SVE, but there are others. You may have to adjust config settings to get the flavor of cloud you like. -
Or roll back to the last kopernicus-friendly version of KSP (1.4.3 that is).
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Nightside replied to Ger_space's topic in KSP1 Mod Releases
I've been playing with MapDecals based on real Digital Elevation Maps (DEM) to make more detailed areas of ground. Is there any limit to the size of heightmap files? -
Beautiful!
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Nightside replied to Nertea's topic in KSP1 Mod Releases
You can get rid of the message by deleting ksp-AVP. -
Is New Shepard supposed to be capable of orbit or is it ballistic only? It seems like they've done a lot of testing without ever getting very far. Also, are there regulations for a privately funded, commercial space capsule? If NASA is not paying for it, who would regulate for safety?
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@Athen,It’s @Drew Kerman ‘s storytelling masterpiece.
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@Gordon Dry, if I understand correctly you are playing in a real-sized system, with BDB parts - but have those parts been resized to real-life sizes? SMURFF will give you realistic mass ratios, but all your tanks will still be at kerbal scale (~5/8 = 0.625:1). This means that the tanks will only have approximately 0.6253 = 0.24 the volume of the real-sized tank and your delta-v will be too low. I have tried to address this in the Transmogrifer* mod (link in my sig), which increases the size of all models to a realish size and increases tank capacity as well. Then it SMURFF applies realistic mass ratios for the new volume. *Transmogrifier it is still a work in progress and not tested in current KSP, I just graduated and started a new job so I haven't been working at it much lately.
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What method does KerbalX use to determine what mods were used in a craft? maybe @katateochi can shed some light?
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Nightside replied to Ger_space's topic in KSP1 Mod Releases
Welcome back, I hope your time off was good. Sorry to hear that the fix is not an easy one. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Nightside replied to Ger_space's topic in KSP1 Mod Releases
By the way, welcome to the forums @cgross220, If you are intent on using KK you can either wait (probably just a matter of days) for the author to update the mod, or you can roll your install of KSP back to 1.4.3. -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Nightside replied to Galileo's topic in KSP1 Mod Releases
Does this mod improve the texture or models of ground scatter? Otherwise, is anyone aware of a mod that does?- 1,019 replies
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It is possible to resize kerbals in IVA (not with this mod, just Module Manager). See the Transmogrifer link in my sig. I admit it is of limited appeal without resizing EVA kerbals as well, but it would someone with more talent than me to figure out how to do that.
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Have you asked in the Portuguese thread? https://forum.kerbalspaceprogram.com/index.php?/forum/62-portuguese-português/ I know @Climberfx has made some really cool parts.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Nightside replied to Ger_space's topic in KSP1 Mod Releases
This mod has releases for multiple versions of KSP, what KSP and mod versions are you on. i have had similar problems myself. Now I’m getting good results with latest KK & ksp 1.4.3. I was having problems possibly related to Quickstart or Module Manager (gasp!), but a light install (as recommended above by Galileo) without other mods works great for building bases. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Nightside replied to Ger_space's topic in KSP1 Mod Releases
Does anyone know if it is possible to disable/sell ignore the KSC and only use KK bases? I'm so bored of the KSC. EDIT: @Ger_space, I finally figured out how to use map decals! they make base building so much better, thank you for this feature! Where do user defined decals save to? Can they be moved to any folder in GameData? -
Hi @Curveball Anders, it should be possible to do this, but as mentioned, fairings have multiple model nodes, and are trickier to resize.
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//***Size 0 PAYLOAD FAIRINGS*** //Does not rescale autotrusses. @PART[fairingSize1] { @MODEL,0 { &scale = 1.0, 1.0, 1.0 @scale[*] *= 0.5 } @node_stack_top,1 *= 0.5 @node_stack_bottom,1 *= 0.5 //fx_gasBurst_white = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, deploy @name = customFairingSize0 @entryCost = 2000 @cost = 200 @title = AE-FF0 Airstream Protective Shell (0.625m) @MODULE[ModuleProceduralFairing] { @baseRadius *= 0.5 @maxRadius *= 0.5 @capRadius *= 0.5 @xSectionHeightMax *= 0.5 //UnitAreaMass = 0.016 //UnitAreaCost = 18 } @MODULE[ModuleCargoBay] //not sure what this does { @lookupRadius *= 0.5 } } This should get you started.
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You can do it with Module Manager, but it is much trickier than rescaling a typical part. I’ve made bigger ones before, not smaller, but it should be doable.