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Galileo

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Everything posted by Galileo

  1. i mean, is there solid proof things were deleted? Im seriously asking because i dont know or havent seen it. Or has it been all just been something someone said?
  2. I am kind of excited about that possibility. finally wont have to play catch up with mods anymore.
  3. There are a lot of mods that cannot be updated since module manager isn't updated
  4. for those who wanted to take your helmets off on Gael and Tellumo, here is the Texture Replacer cfg Texture Replacer cfg
  5. I figured that was the case a while back. Its great as a mod though.
  6. If it came down to it, I could deal with the upkeep of RSS.
  7. Exactly..... Squad, I'm available yo no hablo Espanola though. Not fluently anyway.
  8. Maybe 1.2 is the end product ( a few patches and fixes here and there after it releases) but maybe it's really just done? It's sad but I understand money doesn't grow on trees. Just blind speculation
  9. I don't know. A bit of info would be good. Add your logs and maybe a screenshot of your gamedata folder. @Thomas P. Don't play with out the logs though.
  10. SVE has the blue layer at 50k and a few below for the scatterer like effect as well. It's subtle but it's there. There is snow in SVE but just on the ground texture. Not actual falling snow like I think he means.
  11. @Johnion it works in 1.1.3 and there is no need to "update" to it when its about to be obsolete..... as for 1.2, its not released yet so let it, and its dependencies get updated before you start asking this question. Kopernicus and Module Manager must be updated first.
  12. It might be because of renaming the sun i dunno. its not a big deal ill just ship scatterer with them off. As for the performance, i raised the fourier gridsize back up to 128. the performance is still better than before. so who knows really. In SSRSS i set the fourier to 64 and not a single person complain about quality so i am in full agreement. its terribly hard to notice the difference.
  13. It is possible but every attempt I have seen done just obliterates performance. I'm no expert though but I'm sure it can be done with better performance.
  14. If that fancies your tickle, don't let me discourage you! I have seen a few discussions elsewhere that discuss how to do it but it has been a while since I looked around
  15. Oh btw @blackrack I went ahead and used the latest scatterer in my planet pack and it looks great. Turning off God rays fixes that bug I posted earlier. I did notice a few small bugs. KSC still floods every so often and the post processing looks like it sinks into the ground. I have pics just not at my computer at the moment. Restarting the game fixed the issues but they creep in here and there. I wouldn't worry about fixing it though because 1.1.3 will be obsolete soon. I haven't tried 1.2 yet so I don't know if the issues are there as well. Besides that it's perfect and performance feels better. Maybe it's just me.
  16. Oh I agree but I think that may be the only time anybody would really appreciate it
  17. It would be cool but it happens sooo slow IRL that you wouldn't really be able to see it unless you time warp. It would be cool though to be away from kerbin for a while and return to all new cloud formations. I just think it would be one of those things that wouldn't be THAT noticeable. More of a novelty imo.
  18. Oh! I see what I did. I did add names but I used the template name for the planets instead of the actual planet names. I always figured the helmet removal was hard coded to work with only stock planets. I don't know why I thought that. Thanks knocking the sense into me
  19. Yeah all that was set correctly. Are you using stock planets though? This what I'm using. It's a rather large dl so I don't expect you download it just for this
  20. I did that but maybe I messed up something. I'll double check
  21. @RangeMachine I noticed with my planet pack that I am not able to take my helmets off even though there is oxygen present. I've done everything I can think of but I can't seem to get it to work
  22. So yesterday I worked on performance. I tweaked the scatter objects quite a bit because they where the most performance hungry. Especially on Tellumo and Gael. I will no longer be using my custom textures for the scatter objects either besides the rocks. The game runs so much smoother when it pulls from its pool of built in textures. Still looks great though Vis Per Mare! I walk a fine line between addicted and hard working. 1.2 should be an easy port once module manager and Kopernicus update. EVE and Scatterer have already been brought up to speed so barring any syntax changes in Kopernicus, we should be good to go.
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