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Posts posted by infinite_monkey
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On 8/18/2023 at 7:12 PM, Stolas said:
Gorgeous! Whenever I try to build larger space stations though, after a while (many launches for building it, and than many supply missions), they are all messed up, every part is shifted in some direction. Does that happen to anyone else? Is Kerbal Joint Reinforcements or some other mod to blame, or is this just KSP?
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Technical question: where do huge textures go? VRAM or RAM?
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On 11/14/2022 at 8:20 AM, The Blazer said:
Hello! Is there any mod compatible with Kerbal Konstructs that adds helipads?
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Yeah, I have no idea what I'm doing here...
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10 minutes ago, RKunze said:
I won't do it before it is out (would be a bit difficult to write a mod for an unknown target).
But I will do it once KSP2 is in EA, because then I have a scripting engine when career mode (or whatever replaces it in KSP2) comes out and I'll start playing (I don't like pure sandbox).
As for a builtin scripting engine: If there is one, great. But it hasn't been mentioned anywhere, it's kind of niche even among the hardcore fans here, so it's a good bet it won't be in the official game.
And it is kind of low hanging fruit for a mod (at least for me - I can code because that what I do for a living, but I'm abysmal at art and modelling, so you won't see me do any part mods or planet packs)
I see. Do you plan something compatible with the kOS language? Or your own, or an existing one, like Lua?
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On 10/23/2022 at 8:15 PM, RKunze said:
Hello kOS team (especially @Dunbaratu),
first off, let me thank you for a most excellent mod - I can't image playing KSP without it anymore.
And on that note, now that the KSP2 release date has been announced: Do you have any plans to carry kOS over to KSP2?
The reason I am asking ist that I have an idea for a kOS-like mod for KSP2 that I want to implement (because I can't imagine playing KSP2 without something similar either, nothing like it seems to be on the official roadmap, and I need something to tide me over the sandbox only phase of early access - and what could be better to pass that time than writing a mod?), but don't want to step on anyones toes by implementing a "competing" mod.
Why would you do that before KSP 2 is out? Maybe there is a built-in scripting engine?
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On 10/17/2022 at 4:54 PM, stk2008 said:
any ideas on the other issue which is when I install KK with JNSQ,GEP and GPP and its dependancy it never loads.Linux did mention it a few pages back.
With out KK all the planet packs run fine I followed a post by ohiobob
it just hangs at loading screen and eats all the ram till it crashes
Did you try to restart the game without installing/uninstalling anything? I had a similar problem, not sure if it was KK or something else, but it's broken after installing and fixes itself with the second launch.
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On 10/17/2022 at 10:48 PM, blackrack said:
Not hard at all, maybe after the first release though. Could also have the particles being "lightable" by sun and/or craft lights for added immersion.
And rainbows?
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Are there any comparison screenshots between KSRSS reborn and this mod?
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Wait, is the size 2.7 (as everybody in the recent posts says) or 2.5 (as the dV map in the first post says)?
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Please someone make real Mars look like this
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13 hours ago, Cruesoe said:
Just scroll up to find the answer.
It always pays to read the last few thread pages before you post!
But why is a problem everyone has not on the first page? Why isn't the patch included in the download?
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Unfortunately, Strategia is very broken, especially (but not exclusively) for Kerbalism. And it seems the author is not actively developing it anymore.
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Are the city lights based on real images, city maps or just made up?
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@cmet24 What is the time resolution for the climate weather data? I suppose half resolution means double the overall time for the same amount of data? Or maybe there's a possibility for compression, when data doesn't change very much? I.e. instead of 5 entries with wind speeds between 10.5 and 11.5 m/s, just make 1 entry for 11 m/s and specify a start and end time?
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22 minutes ago, G'th said:
Its also just sad that I'm only able to figure this all out now, as I'm basically faking the 3D effect that real volumetric clouds would impart.
But this is needed for map view anyway, isn't it?
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On 9/20/2022 at 11:26 PM, G'th said:
Most likely the coast line if I understand what you're referring to. Shallower waters means you actually see some of the ocean floor, hence, the water is more brightly colored than where its deeper and the sun doesn't penetrate. You can see the same affect all over the Caribbean and in some other places on the planet. You can even see what it looks like for Australia in that real sat photo from Himawari 8.
I know what it is in real life, I just haven't seen it in KSP in any mod, and didn't think it was possible. Looks fantastic!
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56 minutes ago, blackrack said:
You have data like this in the format of images or video in high resolution?
I don't about the internals of KWP and what the resolution is, I'm talking about this (screenshot from the original thread) - "total cloud cover" is some 36%:
We probably don't need 1 or 5 years of weather data. For the clouds, it just needs to nicely wrap around, and should not be in resonance with launch windows, so we still have different weather (and clouds) for every launch. Maybe 7 days, or 29, or whatever.
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On 9/19/2022 at 4:00 AM, G'th said:
The classical volumetrics most likely not, as I'm banking on the new volumetrics to be out before I feel like this is finished enough to try releasing again, and if that ends up being the case then this whole thing could end up being redone again as I start to break and tweak and intuit and inspire myself with the new system.
BUT, if its still in development by that point, then I will at least turn on the classical volumetrics and get them looking as well as they can, which is pretty easy compared to the endless tweaking for everything else as I already figured the limits of that system years ago.
And as for Australia! IDK! I like to think its because the way the Outback looks it just provides a nice contrast with the surrounding ocean and clouds, even in the dullest of textures. And that effect only gets more so when we hop over to the Vibrance version, which if it wasn't mentioned earlier is based on live-ish imagery from the Himawari 8 satellite.
OH, and on that note, here's the 13094813048th version of Vibrance Earth, which has now been, I think, perfectly color matched to that of the Himawari 8 Satellite, as you can see in this neat comparison (Do note my Earth is considerably brighter. Given that Australia is not actually this virulently red IRL, I'm chalking up the difference to the post processing on the Himawari imagery, and thus I go for the idea rather than a one-to-one recreation. This is also apparent because of how decidedly un-visible all the other landmasses are when they shouldn't be that dark compared to the surrounding oceans. Its probable that when I start looking at TUFX again we might be able to go for the 1:1 as an option):Wait, what's that greenish/turquoise hue around Australia? Variations in how the ocean looks? Maybe a special biome? Does it look this way just from space or even when splashing down/diving?
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On 9/19/2022 at 8:16 AM, blackrack said:
Could work with dynamic maps but there's no such thing in kwp at the moment, see here
There is only some data around launch sites.
I see. I thought the data seen by satellites could be used. I'd be certainly willing to sacrifice 633 MB of disk space for clouds
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9 hours ago, thunder175 said:
I'm getting excellent results running the current version of Parallax and even with Sigma Dimensions rescaling to 6.4x.
Doesn't Parallax need a dedicated config for JNSQ?
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16 hours ago, blackrack said:
You still need a certain resolution map for best results, and although a single 4096 texture is enough for stock sized planets, RSS-scale will probably need higher res maps.
Though even with very low res maps you won't see pixelated clouds, instead the distribution will look somewhat uniform.
Do you need a fixed texture or just a map with values that can change over time? Could it work with data from Kerbal Weather Project?
16 hours ago, blackrack said:You still need textures for map view but those don't have to be 64k
Yeah, I just installed Ad Astra with 8k textures, and while it looks meh in vessel view from LKO, it looks wonderful in map view. Anyway, I guess that one needs to be a fixed texture?
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4 hours ago, blackrack said:
They are based on texture maps and configs. It can't do contrails but I plan to test making volumetric smoke/plumes with the system at some point, may try it then.
So the texture map just tells you WHERE to create the clouds, but the texture itself is not needed? So no need for either 64k texture maps or pixelated cloud layers?
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When I set ship:control:mainthrottle, nothing happens. set throttle works, though. What am I doing wrong?
Logspam when in VAB
in KSP1 Technical Support (PC, modded installs)
Posted
Nope, but I didn't play KSP in almost a year... Did you check out the mod list I provided? Let's see what we both have installed