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Everything posted by ballisticfox0
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SOL: High Fidelity Graphics for KSRSS - Wen Release?!?
ballisticfox0 replied to G'th's topic in KSP1 Mod Development
About the scatterer thing, that’s due to broken configs, not scatterer itself -
Thanks to @HebaruSan, GU now has CKAN support!
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SOL: High Fidelity Graphics for KSRSS - Wen Release?!?
ballisticfox0 replied to G'th's topic in KSP1 Mod Development
I’m fairly certain there is at least some benefit as the textures a technically grayscale in game instead of full RGBA, and most clouds are white so you don’t really have to worry about that. And plus, if you need it to be colored, EVE has a covered for that. So not only are you saving on raw files sizes but you should be saving in game RAM too. (Of course you could just use a standard alpha map to the same effect) While would say that is true of planets like Earth and Mars, maintex res doesn’t matter, I would say that’s a bit different for gas giants. On earth you basically just use the maintex to place the detail tex, which is fine. But on gas giants the maintex is your full texture because it covers the whole body, there’s not really a way to make it more detailed from afar with the detail tex, hence why I used 16k textures on the gas giants. (I apologize for poorly wording this) That being said, 16k textures are probably overkill anyways and 8k would probably be fine. -
SOL: High Fidelity Graphics for KSRSS - Wen Release?!?
ballisticfox0 replied to G'th's topic in KSP1 Mod Development
Currently in GGE I'm 6 (I think maybe 5 now) 16k textures for Jupiter's bands, these have a substantial impact on frames and that's something you should keep in mind. Maybe you could use RGBA cubemaps to lower the amount of textures? For example, 4 16k (98304) textures turns into 6 4k (24576) textures since you can use the RGBA channels individually. Minor issue is you'll have to color them manually, but from what I've seen here that may end up better in the long run. Also highly suggest checking out my video on UV flow maps as I think it could help here if you're going for dynamics. As for detailtex idea, probably could work at a scale of 1 or so, you'll just lose what the band originally looks like (if that makes any sense). Anyways keep up the good work , lemme know if you want me clarify any of this in dm. -
SOL: High Fidelity Graphics for KSRSS - Wen Release?!?
ballisticfox0 replied to G'th's topic in KSP1 Mod Development
Looking at some of the work you've posted here, I'm really interested in seeing what you can bring to the table. -
Ballisticfox's Neutral TUFX Config
ballisticfox0 replied to ballisticfox0's topic in KSP1 Mod Releases
https://github.com/ballisticfox/FoxProfiles-TUFX If you want some of my more experimental TUFX profiles check out my github. -
Great mod! Noticed it the sepratron was overlooked . Anyways, great work!
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That’s a common issue and we’re still not sure why that’s happening. Just f5 + f9
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Please ensure that you are using the latest 0.08xxx version of scatterer Looking at the logs, it’s an issue with Alpha Centauri (Nova Kirbani), uninstall that system for the time being while I figure out a real fix.
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Gas Giants Enhanced | A visual mod for Real Solar System
ballisticfox0 replied to ballisticfox0's topic in KSP1 Mod Releases
GasGiantsEnhanced 0.6 | Juno and GGE-Moons v0.3.0 | Juno, are is out! https://github.com/ballisticfox/GasGiantsEnhanced/releases/tag/v0.6 -Removes uneeded band around Jupiter, doubling performance -Added a lite mode for those with lower end PCs -New 16k textures and heightmaps for Jupiter's Moons -New PQS mods -Rocks on all Galilean moons -Bug fixes- 45 replies
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Gas Giants Enhanced | A visual mod for Real Solar System
ballisticfox0 replied to ballisticfox0's topic in KSP1 Mod Releases
Thanks!- 45 replies
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Gas Giants Enhanced | A visual mod for Real Solar System
ballisticfox0 replied to ballisticfox0's topic in KSP1 Mod Releases
Well now that I'm back from holiday, I finished up Rhea! Not super happy with it as I couldn't create a good heightmap but oh well. That leaves Tethys, Dione and Titan left so I set up a new poll for you guys. I'm going to do Titan last for... reasons, so it's not in the poll.- 45 replies
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Gas Giants Enhanced | A visual mod for Real Solar System
ballisticfox0 replied to ballisticfox0's topic in KSP1 Mod Releases
Well... it's 50/50 how thrilling. I decided to go with Iapetus because, and no offense to the Rhea fanboys, it's just generally cooler. Textures are a little rough because, surprisingly there isn't actually a lot of good data out there. Next up will be Rhea then I'll do another poll for Tethys and Dione. And remember this is just the first of probably 3 texture "passes" I'm going to do so nothing here is final. That being said I do need suggestions on what you think is subpar.- 45 replies
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Gas Giants Enhanced | A visual mod for Real Solar System
ballisticfox0 replied to ballisticfox0's topic in KSP1 Mod Releases
Mimas is here too Also added a poll because I really don’t know where to revamp next.- 45 replies
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Gas Giants Enhanced | A visual mod for Real Solar System
ballisticfox0 replied to ballisticfox0's topic in KSP1 Mod Releases
Back from my Hiatus- 45 replies
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I checked the mod, all appropriate credits are there no need to worry about that. As for you second question, yeah I made ballisticfox’s x tufx profile and Luna64k.
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Hey! Just wanted to say give me a ping before you use my textures . It technically doesn't matter but I just like to know what is where. Also if you are interested there is a fix for the desynced 3d clouds in EVO's github issues. Another issue I spotted is you didn't properly set up the gas giants atmosphere, as of now they are just editing configs which don't exist. My suggestion would be to take RSSVE or EVO's config and then change the numbers to what gge is changing them to. (sorry if that didn't make much sense).
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