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KSP2 Release Notes
Everything posted by Zorg
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A dedicated Atlas Centaur fairing using the same assets as the upper part of this but with the correct (white and shorter) lower section is planned. Making a version of this with no lower section is tricky, I can't remove the fixtures near the bottom of the white section as they have baked AO (shadows) on the texture.
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I dont remember exactly, I think it was the upper tank in the EELT (longest stretch) configuration with an additional short extension tank. There are some length issues with the extra stretched thor tanks so dont take what I did there as canonical, I just eyeballed it and grabbed what first looked right for a quick screenshot, I didnt compare with an orthographic diagram or anything. Friznit will update the wiki with the new Delta III official build once Cobalt has fixed the tank lengths.
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Looks like the USI life support patch created new parts using existing models in the game (these are user submissions not written by the mod authors). The location of the Gemini and MOL space station parts recently changed and the patches weren't updated. I'll fix the file paths. If you load a save from when things were working with the updated dev build once its up, you shouldnt lose any craft. Edit: should be fixed now.
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The Delta Green has been updated from the Redstone derived colour to be more similar to a Delta K primer. Every image of this seems wildly different in colour balance but the more neutral looking versions suggest this is in the right area Also the CT3 fairing is now available on the DeltaIII/ 2.5m standard base. Will also add the Atlas 400 to that one soon.
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Well I'll leave that up to Cobalt to consider. The best method (and this goes for the old Delta II build as well) is to use the wonderful Editor Extensions mod to place them all nice and even with straight up 9x symmetry, and then remove 3 decouplers and srms from symmetry. Works well, quickly and guranteed to be even in height and spacing.
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Im just on KSP 1.8.1, everything except HDR rendering seems fine with TUFX.
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[1.10.x] Provenance Aerospace - Stockalike New Glenn Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Releases
It lives again! Fantastic stuff.- 139 replies
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- new glenn
- blue origin
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
if you don't have a config cache that is likely the result of module manager warnings or errors. the cache will not be built in that that case. please provide your ModuleManager.log (Kerbal Space Program/Logs/ModuleManager ) ksp log (see how to get it for your game version and OS - (https://forum.kerbalspaceprogram.com/index.php?/topic/163863-how-to-get-support/ ) and a screenshot of your gamedata folder, so i can see all the mods installed -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Please post your moduleManager.configcache file. Its in the gamedata folder. I'll take a look tomorrow. -
Hmm? There was never a v 1.2.1 of SAF as far as I know, there was a v1.2.0 in 2018.. The current version is v 1.10.1 and the BDB fairings ALSO requires B9 part switch v2.16.0 (these are officially for KSP 1.9 but they work fine on 1.8). As Cobalt mentioned, the most current versions are included with the BDB dev branch in the repo as well.
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I've posted them here now, Imo the main colour profile can be a bit dark on the night side (pitch black really), you probably need to tweak your ambient light and or planetshine settings until you can just about see enough to click on things. I'm not using eye adaptation on the main colour profile as I cant seem to consistently create the look I want. Its actually quite basic, just AA, a small amount of bloom and some tone mapping stuff. I will be working on some vintage colour film inspired profiles at some point and will post it up there when I do.
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Updated post with new neutral colour and 2 black and white profiles for the TUFX post processing mod, which replaces KS3P.
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@Shadowmage Been using TUFX for a little while and just wanted to drop in to say how impressed I've been. TUFX has lived up to all of the promise KS3P teased at. If I might ask for small quality of life feature, a configurable hotkey to bring up the GUI might be a nice option to have, would enable much quicker profile switching on the fly in the midst of flight. No big deal but worth considering? Signing off with some screenshots featuring WIP profiles I've been using in KSP 1.8.1
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So if you install Kerbal Konstructs and Omegas Stockalike Structures No Textures Required (OSSNTR), you should get a bunch of alternate launch sites provided by the JNSQ devs. In addition if you install KSC Extended with its dependency Tundra Space Center, you will get an expansion to the main KSC with historical pads. Some of the smaller ones are off at an alternate location. The one pictured in the video is LC-05 In my case I wrote some custom configs to place extra KSC extended configs at a location of my choosing (which is the base seen in the video) and to expand the CMcAuliffe space center provided with JNSQ, but Im not sharing these configs yet publicly because they are quite rough and have some issues. But if you just install the mods above you will have all these fantastic pads in their usual locations. Also just to add to that while the background towers come from KSC Extended/Tundra, the launch clamp/towers are from Modular Launch Pads. If you get Tundra, you might as well get Modular Launch Pads for the complete look A lot of the Modular Launch Pads stuff, certainly most of the none shuttle american stuff was also specifically made with BDB first in mind too.
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
You can open the smokescreen menu either using alt+P (on windows at least, probably option +P on mac) or using the smokescreen button on the toolbar mod. When the UI is open you can change the figure for maximumActiveParticles. Making it lower will improve performance. However setting it too low will make plumes look ugly. its up to you to find a good balance that works for you. -
Titan IV-B is quite a capable LKO lifter with no Centaur. With the Centaur a lot of DV will be wasted due to a heavily lofted trajectory due to the low TWR if trying to max out at LKO so its not ideal. I think the confusion is that in the chart the vehicles optmised for higher orbits with high efficiency low thrust uppers have been depicted launching their payloads with into LKO with a mostly still full upper stage. But the mass of the upper stage is unaccounted for.