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mindseyemodels

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Everything posted by mindseyemodels

  1. funny thing is it doesn't even NEED new audio cause the in game sound is more or less how reentry ACTUALLY sounds. take a look at this Apollo 11 reentry footage to see how it sounds
  2. did TURD or Lazy Painter get updated recently to cause this problem? cause i CAN use lazy painter also i DO have the bob ross paints versions selected and as it turns out i need to click the engine, shroud, and pistons separately. which is absolute CRAP cause they all used to be lumped into the same thing which was far quicker and i never used to need to select the engine variants i could just click and paint before all as one part edit: i'm stupid... now i have to double click... but WHY do i need to select bob ross paints with JUST these parts?
  3. here's an updated periodic table ref with EVEN MORE info and ALL the elements. it's a 4k image so probably download it
  4. did something change with the mod recently or textures unlimited? cause now it does not work with rockomax parts... and SPECIFICALLY the fuel tanks and engines... except for the skipper and mainsail
  5. ok to clarify some things. Mirage and i simplified things a bit to make them easier to code as well as more consistent. we separated the colors by element using the 3 most common elements as sources of colors instead of using the sum of the whole. doing the latter would have given a very BLAND single color which would defeat the entire purpose of the color by atmospheric composition thing. what we did is not only easier to code than adding up the emission spectra of ALL the elements based on altitude, speed and pressure... but also way prettier and more interesting. and another thing, i couldn't find much info beyond discharge tubes when it came to plasma colors so that's what we used because otherwise it is EXTREMELY specific information that people don't really bother putting on google or Wikipedia because "element plasma colors in atmospheric reentry" is not really a commonly studied field. after all space programs JUST RECENTLY started putting GOOD cameras aboard spacecrafts specifically to capture reentry footage so we were working with mostly unknowns here edit: MODS do not delete this as i requested earlier, the edit button just now showed up and i got the merged posts rectified
  6. Hopefully this periodic table image doesnt break. This should help with developing configs
  7. Ngl this also comes with a LOT of research for determining what certain atmospheres are made of BEFORE making firefly configs
  8. a bit of documentation planet pack creators should be aware of that i literally JUST made to help planet pack modders. also planet pack modders NEED to pay attention to the COMPOSITION of their atmospheres. if its COLOR can be REASONABLY explained by a combination of elements in terms of scattering and absorption spectra, then refer to this diagram for plasma colors that match... granted some of these (lithium, sodium, sulfur, and potassium) are solids at earth temperatures and would indicate HELLISH atmospheres and planetary conditions. but i made squares for each one with reasonably low vaporization points
  9. Working on a periodic table edit for plasma colors by element...granted the scattering for some planets may not match known elements or combinations of elements
  10. They will probably have to take atmosphere composition into account... honestly MirageDev and i need to release a periodic table of sorts of all thr plasma colors we accounted for in stock snd RSS
  11. yeah i suppose. it was showing it's age anyways and was in dire need of an upgrade
  12. so do i just drag and drop the initial folder in the zip into the game data? edit: did that and nothing changed edit 2, finally got it to work
  13. for some reason all the near future recolors are just red. any way to fix this? i was hoping to get the recolor patterns from the images on github. i just don't understand what i did wrong.
  14. are there near future expansions for this mod? or at least b9 aerospace expansions?
  15. i need a bit of info regarding the color types in this mod. are they rendered in HDR or SDR? asking because MirageDev is making a reentry VFX mod and it is built for HDR. i'm just needing to know if his mod needs to be completely rebuilt or not
  16. Well then whats the point of even advertising volumetric plumes in the mod then?
  17. you would be surprised. Blackrack is a GOD at optimizing things like this.
  18. Clouds is just blackrack working his magic... the rest of the team is working on colonies and bugfixes as well as visual improvements and heat management @Nerdy_Mike since you guys are doing that awesome work on exhaust plumes, are we gonna get more reentry improvements this next couple updates? Please let there be sparks at least. I imagine the VFX team is working to blend the current style with what we saw in the SpaceX and artemis 1 reentry videos
  19. PLEASE tell me there are more VFX fixes and improvements for reentry soon
  20. Unironically we need more units of measurements in terms of speed and distance
  21. Are there going to be vfx improvements for reentry anytime soon? I hope the reentry vfx get improvements in the next few updates
  22. here is one of my screenshots of reentry. note the heat shield not being illuminated the way the science jr jr is. and again the transparency issue i mention so much as the effect is almost completely invisible in front of ship parts and below is my improvements to the above image made in Krita. note how the heat shield is now illuminated and the bright white ring goes all the way around the heat shield. and also blurs the edges of the science jr jr. also the sparks added are a much welcome improvement. makes it far more dynamic looking... basically these improvements not only make the reentry look better, they make it look hotter and more dangerous as well. as for performance, from my experience in other games sprite based particles like this have next to no performance impact. and once part occlusion for reentry is fleshed out more (having sparks and plasma only come from exposed parts) it will be far more performant as the number of spark particle emitters would be culled drastically of course i must ask @Nate Simpson for his feedback about this and also feedback from the current technical artists... whoever it is that works with vfx like reentry and things of the sort
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