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huangth

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Posts posted by huangth

  1. On 5/19/2015 at 6:56 AM, Why485 said:

    It's more that the lighting in the game isn't the same as in real life. I've been a shuttle night launch as well and it is so bright it's like watching a sunrise, but it doesn't actually light up the shuttle itself the same way the game lights the spacecraft with point lights. The shuttle is pretty evenly lit because all of the light on it is coming from reflections off the ground and diffused light from the exhaust.

    STS-88_launch.jpg

    I observe this photo, the shuttle is pretty evenly lit.

    I propose an approximation to create the lighting effect from exhaust.

    Another motivation is that current Engine Lighting mode is to add point light source per engine.

    When the number of engines is high, the frame rate is low.

     

    My proposed idea:

    1 Add only one light source for all engines, instead of one point light source per engine

      This can prevent lag by adding too many light sources when there are many engines

    2 This added light source should have a virtual position which can be attached below the center of thrust.

    And this added light source has both ambient light source and point light source properties.

    Entire scene, which includes ground and the rocket, is lit by the light source with decline according to distance square, like point light source.

    However, the lit pixels disregard the cosine effect between incident direction and surface normal direction, like an ambient light source.

  2. On 2017/7/11 at 3:29 AM, KerbolExplorer said:

    thoes the bug happens only in opm planets

    o and look if you have a connection with kerbin via kerbnet

    if you dont have the probe connected Kerbnet will not function

    I do have connection with Kerbin by relay networks, but the KerbNet is still broken.

    I go for SCANsat mod, and it is much more powerful than KerbNet.

     

    Despite the KerbNet problem, OPM is playable in KSP 1.3.

    And I highly recommend it.

  3. On 2017/7/5 at 5:34 PM, trias702 said:

    I'm also very keen to know how OPM is working in 1.3, using the latest 1.3 Kopernicus. Have you encountered any more oddities in your testing? Am very keen to make the jump to 1.3, and this is the only mod still holding me back.

    I just try to play OPM in KSP 1.3.

    And I think I encounter a problem or bug.

    The KerbNet is broken now, and it worked before I installed the OPM.

    Thus, I am sure it is caused by OPM.

     

    The error message on the KerbNet is:

    KerbNet is Offline.

    Please ensure that you are accessing KerbNet with a compatible scanning mode.

     

    On the other hand, Ore scanners are all ok.

    I think I missing some mod for biome map.

    Maybe I need to install SCANsat.

     

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