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wpetula

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  • About me
    Planet Engineer
  • Location
    Searching for new worlds
  • Interests
    Combining science with art to create something beautiful

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  1. This, tragically, is a Kopernicus problem (to my knowledge). The Parallax Update might fix this if I can't get the stock scatter system fixed. This is likely the problem. Start with only the listed dependencies, and if that works fine, then add your other mods one-by-one until something breaks.
  2. The Real-World Benefits of Working on KSP Just a little something about the real-world impacts of working on Kerbal Space Program... I recently got an internship at Ansys for C++ programming. I am not a competitive programmer: I haven't learned C++, taken an official Data Structures and Algorithms class, or mastered Leetcode. So, how did I impress my interviewers? I contribute my success to my countless personal projects -- particularly KSP modding. Ansys loves KSP, and my interviewers were thrilled to hear about my work as a modder. Your work on this niche, occasionally weird game is a professional tool. Don't let anyone tell you otherwise. Put your mod on your LinkedIn. Mention it on your resume, if relevant. There's nothing quite as impressive and alluring as seeing "Planet Engineer" on a CV. To the average person, someone who simulates rocket ships and builds life-sized planets is indistinguishable from a wizard. KSP isn't the end-all-be-all of resumes, of course. I'm learning C and Data Structures & Algorithms this semester. I'm also slowly progressing through Leetcode. However, I'm almost certain that without KSP, I wouldn't have gotten my internship with Ansys. A little note about CS internships... KSP lets me exercise an increasingly necessary trait among computer science students: creativity. Getting an internship in computer science today is hard. Memorizing the syntax of most modern programming languages is no longer a desirable skill now that our AI overlords ChatGPT and CoPilot have taken over. The number of tech jobs has been trending down while interest in computer science continues to rise. As a result, many internships have ludicrous entry requirements or are ridiculously competitive. How can you stand out in this mess? Ask yourself: what can I do that AI can't? AI is superhuman at making certain kinds of applications. Ask AI to create and simulate a life-sized, fully explorable celestial body, and the idea that computer science is a dead field loses its footing. The same goes for other art-infused extensions of software development. Note to the Moderators: could this post be pinned somewhere? I want others to be able to read it without it getting buried.
  3. The New Year's Update is OUT NOW on GitHub! https://github.com/WyattPetula/Precursors/releases/tag/v1.8.0 CHANGELOG: Revamped Silence with 8K world textures Changed Silence's atmosphere color Revamped Serenity with 8K world and cloud textures Revamped Tranquility with 8K world and cloud textures Revamped Rage with 8K world and cloud textures Enhanced Odyssey Enhanced Fracture and reduced its Scatterer atmosphere height Enhance Echo Enhanced Solus Removed Maar because of quality issues Fixed the absurdly bright surface of Char Reduced the surface detail of Char to improve framerates Changed Abyss’s oceanic surface scatter heights to work with the latest Kopernicus Reduced Abyss surface scatter number to improve framerates Updated Scatterer configs to work with the latest version Added Scatterer eclipses Updated EVE Redux configs to work with the latest version Added Duckweed's emissive PQS as a dependency and gameplay enhancer New loading screens Revised and new loading tips NOTE: The Parallax Update is still a WIP but coming soon! This update was originally part of it, but I decided to make it a standalone thing due to its size.
  4. Some differences: (1. We modders work for free (2. Modding KSP 1 is an often frustrating and tedious experience (3. Ballistic and I are students with multiple projects, not a dedicated development team I share your disappointment that this mod is unlikely to evolve; however, likening it to KSP 2's development cycle is a little much. Also, remember: this is a community project! Ballistic and I aren't the sole developers; if you have something you would like to contribute, go for it.
  5. Parallax surface scatters are loading in Precursors! Let the games begin...
  6. I'm currently just trying to get stock Parallax content to load. As you can see, Vall's Parallax scatters are a no-show. If anyone knows how to fix this, please tell me; it'll accelerate development!
  7. This is me just booting up Parallax and loading stock Kerbin. Me booting up Parallax, however, should give you some hint of my current plans.
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