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Galileo

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Everything posted by Galileo

  1. probably scatterer tbh. its prone to leakage. i would try without it and see is it gets any better
  2. so what im hearing is you would have been happy with GPP if it was JUST Gael, Iota and Ceti? Go melt your boots on Icarus!
  3. @Norcalplanner @CatastrophicFailure @Tynrael Anyone who wants a little extra EVA time on Icarus or Thalia, try THIS patch. It just raises the max temperature a kerbal can withstand from 800 to 1400. Im working on a side project currently that will allow you to upgrade EVA suits as you progress in a career. What Im hoping to achieve is simple: Upgrade the Astronaut Complex to level 2 and it increases the maxTemp by 400. Upgrade the complex to level three and it will increase the maxTemp by another 400. Anything over 1600 is a bit overkill and unrealistic i feel. Retreating to the vessel to cool down should be required at some point.
  4. I am brainstorming a way to allow for the maxTemp & skinMaxTemp to be raised incrementally as you progress through a career. Quite a few planet packs use "hazardous oceans", and what these "oceans" do is simulate heat being radiated from the surface or ocean, eventually leading to an explosion or a puff of smoke where a kerbal once stood. What Im hoping to achieve is simple: Upgrade the Astronaut Complex to level 2 and it increases the maxTemp of a kerbal by 400. Upgrade the complex to level three and it will increase the maxTemp by another 400. Anything over 1600 is a bit overkill and unrealistic i feel. Retreating to the vessel to cool down should be required at some point. I was hoping this could be possible with Custom Barn Kit or KRnD but I'm afraid it's not at the moment. @sarbian maybe is this something that could work in Custom Barn Kit?
  5. I know, I was the first to comment on it. SVE doesn't need an update for it. also, clouds still don't show up with kopernicus installed so Im unsure what he fixes there. They always showed up on the main menu for me without kopernicus
  6. New update works fine. The shadows now seem darker, but thats easily edited in the cfgs. Also the fix you implemented, It doesn't touch trees from Kerbal Konstructs, which is fine. These are low poly tree meshes and i don't think there is anything you can do regarding them. The transparent areas are just part of the quad mesh. This is an example of what i was talking about earlier. Although this is ugly as sin, not having shadows on these trees make them stand out like a sore thumb. the color just isn't right without the shadows
  7. I have an idea but it will require some time and testing
  8. Looking forward to testing out the new stuff
  9. What I'm afraid of with that approach is something being excluded that didn't need to be. I only say this because some meshes look very bright and out of place without shadows being cast on them like trees and grass.
  10. It was probably just window shine. I use TR religiously and zero problems
  11. All you have to do is read a page back in the thread. that will allow you to lessen the cloud shadows
  12. For that he would need to exclude materials from Kerbal Konstructs/Lacks/KSC++ and probably kerbinside.. you realize how much work that is right? If you just want to decrease them, read my comments a few posts up
  13. If you use distant objects enhancement mod, you can see all bodies at night and in orbit. It just creates little colored dots in the sky. They blend in very nicely with the skyboxes so typically they are hard to see unless you are really looking for them.
  14. They would work but you would need to rename every texture to match my directory or vice versa.
  15. I hope you included the water tower light near the launch pad lol
  16. Because I don't deal with CKAN. Go ask the CKAN guys.
  17. There was a link on the SVE thread OP but I removed it because I haven't updated the cfgs for the no shadows yet. That cfg you found will not work anymore. The directory has changed a lot in SVE in the latest updates. I haven't had time to make a new one in the last few days. Feel free to do it yourself, as it's very easy and I don't have the time right now. The only fix would be for Squad and the mod makers to completely remake their models so don't expect a fix besides disabling the cloud shadows.
  18. They are due to cloud shadows in EVE. Delete all shadow material nodes from the cfgs to remove the artifacts. But you won't get the nice cloud shadows anymore.
  19. Not until blackrack fixes scatterer. Eve integration breaks any cloud texture that isn't 255,255,255,255 if there is any color in the cloud texture it messes up. This is why the gas giants don't look right. he is aware of the issues and is working on them. No ETA on a release. Just keep the setting disabled until then.
  20. Nothing you can do about it. It's a Unity thing. Doesn't happen all the time. It happens most when using hyper edit to get to the surface
  21. Try turning the shadow bias stuff down to 0 in the scatterer window on the main menu. See if that helps
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