Jump to content

mindseyemodels

Members
  • Posts

    194
  • Joined

  • Last visited

Everything posted by mindseyemodels

  1. Hopefully this periodic table image doesnt break. This should help with developing configs
  2. Ngl this also comes with a LOT of research for determining what certain atmospheres are made of BEFORE making firefly configs
  3. 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
  4. 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
  5. 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
  6. yeah i suppose. it was showing it's age anyways and was in dire need of an upgrade
  7. 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
  8. 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.
  9. are there near future expansions for this mod? or at least b9 aerospace expansions?
  10. 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
  11. Well then whats the point of even advertising volumetric plumes in the mod then?
  12. you would be surprised. Blackrack is a GOD at optimizing things like this.
  13. 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
  14. PLEASE tell me there are more VFX fixes and improvements for reentry soon
  15. Unironically we need more units of measurements in terms of speed and distance
  16. Are there going to be vfx improvements for reentry anytime soon? I hope the reentry vfx get improvements in the next few updates
  17. 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
  18. your effect looks really good, i really hope the devs implement soft edges like you did. one detail i especially like is that the reentry flames are visible in front of ship parts which is not the case for a lot of instances in-game. the flames ingame have to be VERY bright for them to be visible at all in front of ship parts
  19. personally my ONLY gripes with the reentry effect is that it is entirely too transparent when looking at ships through it. like instead of seeing half the ship obscured, you hardly see the effect at all in front of your ship, even at extremely high speeds the fireball doesn't obscure the ship
  20. i noticed @Aaron VFX had liked this post. what an honor. so what do you think? would this idea be feasible? it certainly is beautiful. and quite realistic considering it would bring reentry closer in line with pics like this
  21. @Dakota i know this community well enough to know that NOT showing these issues will NOT go well with the community and will just give them ammo to use against ksp2 and it's dev team
  22. eh not really. bowshock in reentry is like a plasma equivalent to the water frothing you see in front of a boat when it's moving fast and in this case a simple shader would do the job nicely. a slightly enlarged but MASSIVELY shortened version of the reentry effect but WAY brighter to cause bloom to give it that hazy glow of the supercompressed plasma right at the leading edges of the plasma trail
×
×
  • Create New...