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Everything posted by InfoTheGamer
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The first systematic approach at solar system expansion using KSP as a simulator. projekt inspiRE will release soon™; featuring soundbites from Isaac Arthur, nuclear expansion and tension, and advanced propulsion concepts/technologies. Featuring Artemis III (2022 version) and other NASA concepts; from the return to the moon to the settling of post-humans on Proxima Centauri b. Beginning in the summer of 2020, this project was conceptualized, and since then, has gone through 5 major revisions. Throughout those revisions, realism has been added and the goals of the project have been refined: this project features full RSS/RO (Real Solar System and Realism Overhaul). Not only are future propulsion concepts realized, but also future power sources and the ways to manage their heat are explored in depth. Thanks to publicly available NASA presentations and the Atomic Rockets website by Winchell Chung, nearly two years of research was compiled into the project. Obviously, presenting all this research only scratches the surface of what I’ve covered, so I encourage you to explore the websites below. Atomic Rockets - http://www.projectrho.com/public_html/rocket/ NASA Artemis - https://www.nasa.gov/artemisprogram As of November 28, 2022, the project is still in development as I wait for an update to the EVE volumetrics and as finals comes crunching down. I plan on using this thread to talk a little about the research I've been doing in the past year and why I am doing this project instead of being 100% sane (lol). The amount of work I have put into this project shows when some of the scenes blur the lines between reality and simulation; the storyboard Word doc has over 8,000 words and I'm not finished. I'm using this thread to both 1.) make myself accountable and finish the thing already, and 2.) showcase what I have already made to the community without spoiling the project. Trailer has already dropped:
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
InfoTheGamer replied to Halban's topic in KSP Fan Works
Gasdynamic Mirror Fusion Propulsion to Callisto. It contains snippets from my upcoming project which I'll link as well below. projekt inspiRE trailer, release May 2022 -
I've been having some trouble adding City Lights to other planets like Mars and the Moon for a future-type scenario. Mapping EarthCities alphamap onto Mars or Luna yields no results, and I need some help using the EarthCities file to add cities to other planets.
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I don't know if this is a Kopernicus or EVE or RSS thing, but it has to do with all three. How could I put city lights on the moon, or Mars? Since RSS scales the stock system, would this change anything about how EVE generates city lights? If this has been done before, how is it possible?
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[1.12.x] Far Future Technologies - October 9
InfoTheGamer replied to Nertea's topic in KSP1 Mod Releases
@NerteaI'm writing a little RSS/RO patch and I'm having trouble changing the pulse rate of the Inertial Confinement Fusion Engine. It seems that it is controlled by the module ModulePulseEngineAnimator and changing PulseDuration = 1.5 to something smaller increases thrust but does not show plume effects. If I were to make it more realistic like the design in Luke Campbell's Blade Shields (50 Hz, Ve = 2650 km/s), how do I change the laser (and Waterfall FX) pulse rate? http://www.projectrho.com/public_html/rocket/torchships.php#bladeshields -
[1.12.x] KaioSpace-KSP - Starship 2021
InfoTheGamer replied to EritoKaio's topic in KSP1 Mod Releases
I've done some work and used EDB's Starship as a template, and I have a makeshift RSS/RO config. Close to real performance numbers, with the fuel ratio adjusted for SN20. https://github.com/InfoTheGamer/Starship-RSS-RO-config -
@LisiasHere is the log. https://drive.google.com/file/d/17DW0IAI6KjXtL746G9fWzEzZpmNux6FC/view?usp=sharing
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I can follow up with log files as necessary; I get a "there is more than one copy of 999_Scale_Redist.dll on this install" error, but when I go search the entire GameData directory, there is only one copy (the one in GameData root). This error occurs on TweakScale 2.4.5.1, and in KSP version 1.11.1. When I update to a more recent version of TweakScale, I get the same error, but the game never loads and the log file has plenty of null exception errors. What could be causing this error?
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KSP Ver: 1.11.1 Problem: Okay, a small issue with the newest version of scatterer which includes the new depth buffer. The Astroniki Sunflare for RSS (https://spacedock.info/mod/2460/Vaughn's Astroniki Sunflare for RSS#changelog) does not work in scatterer 0.0772, when it previously worked in v0.0723. No sunflare is visible when ASF is installed as directed. Mods Installed: RSS /RO Suite (Most Recent versions) Scatterer 0.0772 EVE / RSSVE (Most recent versions) Parallax (Most recent version) Reproduction Steps: Switch between earlier versions of scatterer and the most recent. This is where the issue lies; the most recent versions break the sunflare, causing no effects to show and no effects load in the Alt+F11 menu. Older versions show the sunflare. Log: https://drive.google.com/file/d/1Nlv-qJJcW6ejv-qIlZZ9ZmBroNRcHgQc/view?usp=sharing
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
InfoTheGamer replied to Gameslinx's topic in KSP1 Mod Releases
There seems to still be an issue with z-fighting with RSS cities, when RSSVE, EVE, the newest version of scatterer, and Parallax are installed. This only occurs where the city textures are overlaid, and the issue brought up on the Git hasn't been recognized yet. (https://github.com/Gameslinx/Tessellation/issues/62). Below is what the issue looks like. What is the most probable solution, given that the useDepthBufferMode = True condition is met already in scatterer?- 3,156 replies
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
InfoTheGamer replied to Nertea's topic in KSP1 Mod Releases
Nertea, I love the mod and respect the work that has been done on it. I have one question: is it possible to cut and isolate parts and make new part files from the parts in your mod? I'm trying to make a ship like the Edward Israel from The Expanse, and it would be oh so sweet if there was a way to just have the habitation centrifuge module from the "Mercury" Extendable centrifuge from SSPX. The pictures below show what part I would like to isolate. Could I "cut," in any way, this part away from the complete centrifuge part? -
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
InfoTheGamer replied to tony48's topic in KSP1 Mod Releases
I'm having some issues with Martian terrain (without parallax installed). There seems to be regions where the terrain disappears below 1m, and the shaded regions have no visible terrain under normal zoom levels. I have medium confidence that this is not a Kopernicus bleeding edge issue because a version update does not fix these terrain issues. Zoomed out Normal Zoom (Terrain missing and negative altimeter) Other shaded areas that have the same issues- 1,958 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
InfoTheGamer replied to tony48's topic in KSP1 Mod Releases
Is there an official timeline or rollout for 0.8? 0.7 works fine except for significant lag at the KSC and on Earth, along with those pesky parallax issues.- 1,958 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
InfoTheGamer replied to tony48's topic in KSP1 Mod Releases
I am having similar issues with Ganymede, but the only issue that I can comment on that will help the devs out is the parallax terrain height not the same as actual terrain height. There is an offset of about 2m and the physical terrain is below the parallax terrain by that amount.- 1,958 replies
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I've personally tested Spectra with GU and it is not compatible (not surprising as it IS stated on page 1). I personally favor Spectra over the stock system configs, and I'm yelling into the wind to see if anyone has experience merging configs or messing with Spectra.
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Oh thank goodness, this mod is one of the last puzzle pieces to my upcoming project video. I think that calculus homework can wait, I'm taking an antimatter torch drive to Proxima Centauri . Quick question, but are the star systems on a 3D grid instead of a 2D one? (e.g. Proxima Centauri is "below" the sun on the galactic plane, in the ingame -binormal direction)
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@Maple KermanThanks for your recommendations, I very much love REX and I'm going to try Extrasolar soon. I am running into some issues with REX, where the planet has no discernable surface (I'm certain it's rocky, like Trappist-1 f), and I somehow glitch into the terrain and am lost to the Kraken. Also, if I install SVE for REX, like it says in the readme, would it mess with my Spectra configs for the Kerbol System?
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
InfoTheGamer replied to girka2k's topic in KSP1 Mod Releases
@LisiasYour work reminds me of this, sort of. Thanks for your work in the KSP community! Software devs are like gods to normal people -
That's okay, since I only really need the atmospheric effects for a cinematic I am producing. I will recreate the Avatar I.S.V. Venture Star arrival to Pandora, and it's gonna look mind-blowing when I'm finished with it. Do you have any recommendations for planet packs, maybe some with Alpha Centauri A,B, or C (Prox. Ceti.)?
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How are you able to do this? I can see EVE and its configs but I have no clue how to individually configure it. Would this mean I could keep Spectra on the main planets of Kerbol, and have the Kolyphemus system use its own visuals simultaneously?
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I have the mod working functionally, but the EVE integration is questionable. I have dug into the files for about three hours now, and I cannot get Kolyphemus working with EVE, scatterer, and Spectra. EVE's config says that the Kolyphemous system's visual files do not load nor exist, when I fully know they exist in the Visuals folder. I don't know why I'm having such a headache trying to get Spectra working with the already existing cloud effects in the mod.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
InfoTheGamer replied to girka2k's topic in KSP1 Mod Releases
I'm wishing you the best of luck. Part welding is the last major hurdle of my I.S.V. project, and I know that patience is a virtue. When it is fixed, will the port to 1.10.1 be fairly seamless, or are you focusing entirely on KSP 1.9 compatibility at the moment? -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
InfoTheGamer replied to girka2k's topic in KSP1 Mod Releases
Sorry for the long post; thank you for the help in advance. I got the continued welding mod from Lisias, with the patched MM 4.1.4.1 and correct dependencies, working correctly on 1.10.1. It achieves its original purpose, and after reloading the game after a weldment, the part is correctly created. However, I have a question; when is support expected for variants? I am building a full-scale model of the I.S.V. Venture Star, and some parts default to strange variants that are out of my control. I understand that this is a tedious process, and I have some input for you. This truss section has been keeping me up some nights. Without welding, I get a 300 part Kraken nightmare that Unity crashes my game back into 1999. However, I cannot weld the internal longitudinal truss because it has variants. Having a non-noodle 1km pole would be awesome. I'm not really too worried about welding the habs, but the storage part behind it worries me. It has around 60 storage containers, and the truss sections to connect all of it add up to about 300 parts. Again, I don't know if this is possible due to the incompatibility with variants. Bottom line, I'm worried about the long truss sections and the unfortunate fact that they are either SSPX or Near-future construction, whose variants are the base of what is good in those mods. Is it possible to weld this monstrosity, and are variants going to get a much-appreciated compatibility for the part welder? -
[1.9.x] Hangar Extender Extended
InfoTheGamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It works! Thank you for pointing out the settings file options that were linked to the difficulty settings!!! I might be able to stretch it to 1.6km now.