Jump to content

Vovical

Members
  • Posts

    48
  • Joined

  • Last visited

Posts posted by Vovical

  1. This may be a little strange but I’m excited for the new terrain generation. From show and tell clips and such it seems to provide much more varied canyons and steep slopes unlike KSP1 which was just mild hills. Will make more interesting gameplay.

  2. On 10/20/2022 at 5:18 AM, G'th said:

    Behold, what I did instead of sleep, something I should hope will be extremely apparent in the jump in quality from my first draft:

    screenshot34.png

    screenshot35.png

    screenshot36.png

    This was quite the process. After getting the 64k data I had to go through the task of extrapolating for the missing data, which was tedious as all get out, but was well worth it in the end. Thankfully, once that was done and in-game, it was pretty easy to mock up the initial cloud set (which I promise is actually really awesome when it isn't washed out like it is in real life):

    screenshot37.png

    screenshot38.png

    The general idea for Venus, as you're unlikely to plunge anything down to its surface, is going to be to aim for something akin to this:

    A Colony on Venus. It's not as far-fetched as you might… | by Brandon  Weigel | Our Space | Medium

    Already done is the simple idea of there being a sort of "sandwich" region in the atmosphere where you could have a thick cloud deck below and a more earth-like cloudy sky above. I'm not 100% certain if that is true to life, but even if it ultimately isn't, I'm going to permit True Sight some artistic liberty because this is just too good to pass up. As such, I'm also going to introduce dynamics to that lower cloud deck. Now that cyclonic storms are in fact a possibility, one could arguably recreate this exact picture. (even more so once we get the new Volumetrics). 

    For Vibrance, it will be a pretty simple take, and Venus will be going blueish, mimicking the Ultraviolet false color imagery of Venus.  For the surface, though, I'm thinking of going in a different direction and introducing a sort of "hybrid", between my more accurate to life colors and the bog standard Cheetoh landscape. What that means? If you're familiar with gemstones, think Gold and Blue Sandstone ;)

    Now, I'm still learning about Venus, so additional features for the planet are pretty scant atm. I do know I want to recreate the S-shaped polar vortices, and I plan on introducing the theorized aurora formation to the planet as well (which is similar to Mars in that they supposedly could appear anywhere, but are much more dispersed and "loosely" structured than even Martian auroras are).  

    As I learn about Venus, I'll look into providing more little things.  

    Down the line I do want to go ahead and do lava flows on the surface; that along with pretty much everything else to do with the surfaces of these worlds will come in time. 

    Your work looks great in this thread. Please don’t let people goad you into deleting your hard work. Then it was all for nothing and you let the bullies win. Block them and move on. I will look forward to whatever you release in the future!

  3. 12 hours ago, DeadJohn said:

    I think this used to be the dev thread for something called SOL, new visuals for KSRSS. #RageQuit due to debates, discussions, diatribes, and dissensions that happened outside this forum.

     

    that's a shame, it looked interesting when I saw it in the past.

  4. On 7/18/2022 at 7:54 PM, Kerbin Launch Coalition said:

    I literally came to this thread looking for this. I reinstalled JNSQ because it's without doubt the best planet pack available (even more so with Ad Astra) but the ground around the KSC was like luminous green, like almost glowing. I'll give this patch a shot when I'm next on the game. 

    I am also having this issue.

    https://imgur.com/a/PNehoKs

    Will report back if patch works.

  5. 5 hours ago, SpaceFace545 said:

    That’s a known issue. The small one is sorta working but colliders are still being worked on

    Alright this thing is gonna be really cool once it's up and running tho, haven't seen anything like a mass driver in KSP so far

  6. On 4/22/2022 at 10:25 PM, RB101 said:

    I'm getting weird behaviour when trying to use airpark on a vehicle that has a hooligan airships envelope on it,

    Firstly the vessels doesn't stop moving,

    Secondly, when i press airpark again the vessel is pushed by a phantom force that increases it's speed significantly (I can reach 3000m/s at sea level sometimes)

    Yep, happens to me too at anything beyond 140m above sea level

  7. On 5/17/2022 at 7:22 PM, G'th said:

    Okeedoke, we are in buckos. Apparently I lied and there was a further peak I could reach with city lights. I just had to meticulously paint them. By hand. For four hours. 

    But, Earth's basic visuals are more or less in a good finalized state, so I'll be moving on the "Spiffy" stuff, which will be comparatively much more fun. 

    6CPR3rP.png.

    BPov4EJ.png

    QW45gcH.png

    HDeFGQq.png

    N80clBz.png

    6oxw3jA.png

     

    Very cool, excited for dev release

  8. 12 hours ago, Pehvbot said:

    Yes, but doing this will also break your craft builds and it’s completely untested and means editing the rescale.cfg file.  I think there’s a description up thread on some pointers to how to do this  

    A good option might be to use KSRSS, the Kerbal Sized Real Solar System mod instead of RSS. Existing craft should work just fine and LRTR is fully balanced for it. 

    Yeah I opted to just use KSRSS instead. I prefer the scale of RSS but oh well.

    May I ask, what is the purpose of LRTR on KSRSS? Since the parts are already balanced for KSRSS/2.5xKSRSS. Is it for RP-1 features?

  9. On 4/30/2022 at 11:46 PM, Maxoo said:

    Same thing happening to me on 1.10.1. I tried all fixes proposed by other members, however, nothing seems to help. When I load into the game, the terrain loads for a split second but then vanishes and the water appears... any other ideas? I've been trying for the past two days getting canaveral to work... I would really love to use it but it's a shame it doesn't work. :(

    Appreciate all recommendations!

     

    Edit 1: I messed around a bit and when I delete sigma dimensions the ground textures appear. When I throw SD back in and thus rescale to 2.5x, I get the ocean...

     

    Edit 2: Works like a charm with following versioning:

    • KSP v1.11.1
    • KCC v1.2.2
    • Sigma Dimensions v0.10.8
    • KK v1.8.3.0

    Edit 3: It's happening again :sob:

    I could never get it to consistently appear, it was seemingly at random. Sorry

  10. On 7/10/2021 at 6:57 AM, SirBlob said:

    First of some good news, the config is nearly done, but some tweeks are still needed.

    Also I have encountered this problem and I dont know how to fix it. Not gonna release it yet.

    Also the new textures for pol and so on look really good, but the old pol textures [with collisions] looked way better on huygen I might reuse the old textures on huygen, if I get permission ofcourse.

     

    Also just some general information my exams are done but I am currently in the process of getting my drivers license which takes up a lot of my time and  also working, so dont expect a lot of updates but I am trying my best to get this config to work in 1.12.

     

    Nice! IIRC anyone making cfgs has permission to use them but best to  ask Linx

×
×
  • Create New...