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Posts posted by DunaManiac

  1. 2 hours ago, JcoolTheShipbuilder said:

    Hmm... I just looked up how luminous a star that is 0.96 mass of the sun (or kerbol), and found the luminosity to be around 75% that of the sun, putting Oyst just inside the habitable zone, which makes it more than possible for ice lakes on Paxt to exist at the poles I think...

    Is a star that is only 4% less massive than the sun actually about 25% dimmer?

    I'm not very knowledgeable about star luminosity, but I thought that using the L = M^3.5 equation that would put Luminosity at roughly 86%? Not as much as 75% but still substantial. If someone knows a little more about the subject correct me please.

  2. 1 hour ago, JcoolTheShipbuilder said:

    hmm.. I’ll try that for the gas giants. Would this add a slight variation to the lighting? Or just make it look better

    I think what it does is to make the gas Giants have less of a bright spot, and lowers specularity, because I've seen planets have a bright spot artifact like that without a normal.

    I don't believe that the stars not having intensity curves has anything to do with it, as I am working on something different, my star doesn't have an intensity curve and it doesn't have specularity.

    Also, just a question, are the terminators misaligned on your gas Giants? By 90 degrees?

  3. Looks like this has a lot of potential so far, I particularly like Avon and Xaxt, but I have a few suggestions:

    In case you're on Windows or Linux, I recommend using Gaseous-Giganticus for making gas giant textures. If you're not, one thing that would go a long way would be to get rid of the specularity (the white spot facing the sun) on the gas giant. The specularity makes it look more like a glass marble than an actual gas giant, which I had several problems with when doing my own planet pack.

    Secondly, Correlate looks strange to me. I don't know if it has oceans, but if it does it's oceans look more like flat rock than an ocean. If you have an ocean, you should have the ocean as a separate map, with transparency for land. You should put that map in ScaledVersion, and the regular map for the land in the VertexColorMap section of PQS. Doing so causes specularity to only be on the ocean and ignore the land, making the oceans look more like oceans rather than flat rock. The color palette of Correlate also doesn't agree with me. As a general rule, vibrant colors always look bad on planets, so I think you should cut saturation in half and readjust the color palette to make it look a little better.

    Third, Paxt looks to me what's called a "noiseball." A noiseball is a planet where it's only terrain is rolling hills. I have made a few of those, if you want to see them look at the older versions of the planets in my Japris Stellar Neighborhood. Now they all look much better, of course. Adding craters to Paxt's heightmap would go a long, long way in making the moon nicer.  OystD also suffers from this problem.

    Finally, it looks like your gas giants need a normal map. Simply make a normal map using any normal map plugin out of a grayscaled version of your texture, and save that as your normal map in your config.

    Also, is adding alien structures floating in the atmosphere possible? It is possible to add easter eggs, but I don't know if it's possible to add one floating in the atmosphere. Even if you did add one, it would be exceedingly hard to pinpoint one of these, assuming your alien structure is 1 km in size, and your planet is 8,000 km in radius, then the surface area of your planet would be 8.04*10^8 km, or your alien structure would take up 1/804000000  of your planet's surface area. I'm going to assume here because I don't know the maximum distance an easter egg is visible, but let's put that at 100 km.  The volume of a sphere with a radius of 100 km is 4.9*10^6 km, or 4190000 km. This sphere is roughly 0.5% of the planet's surface area. So that means that at any given time, you will be able to just barely see one of these 0.5% of the time, if , there are 10, that adds up to a poultry 5% of the time picking at random you will end up in at least one of these spheres. It is possible to randomly find these but the fact that most people just drop probes in the gas giant and do nothing else it's unlikely anyone will find it without seriously searching. What compounds the problem is that there is no easy way to go searching, especially since there is no surface to refuel at and no oxygenated atmosphere.

  4. 30 minutes ago, Fletch4 said:

    see, gassy bois are large but useless. you can't gain surface data from jool, can you? mabye at kill sphere, i dunno.

    There are science reports for Jool, but I'm pretty sure it's not possible to collect.

    Gas Giants aren't entirely useless. Gas Giants usually have a lot of moons, you could have 5 world's for the price of one, figuratively speaking.

  5. No, and it's been said many times no in different threads.

    Realism Overhaul is extremely complex, making KSP look simple in comparison. I played it for several months and I could hardly reach the Moon - even after playing stock KSP for several years up until then!

    For that reason, Realism Overhaul is considered very niche among this forum.

    Forcing it upon EVERYONE is simply benefiting the niche at the expense of the vast majority of the community, and new players.

    It definitely should remain as a mod.

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