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KSP2 Release Notes
Everything posted by Benzo Kerman
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Hey all, I have been very busy for a few weeks, and have had about a singular day to work on the update. Last time I worked on it, I did some messing around with the new Scatterer features. This includes secondary sun support, which I used to create a bit of planetshine on Laythe. @HafCoJoe said he would be alright with some of the new Scatterer features being built in as long as they don't have too much of a performance hit. I think I'll be able to get these in on release. Anyways, what you are all here for, the screenshots: You can probably expect a release in the next few weeks as once I am done being busy I should be able to finish work on the update quickly. Also let me know what you think of these new features and stay tuned for possibly more!
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I mean, we already have seen true volumetric clouds in KSP 2 feature videos, and personally, I'm just happy with that. I mean, think of all the things you can do with just clouds- anything from obscuring vision for a landing, to having beautiful formations for people to fly through. All of which can add to a planet's unique identity. I don't mean to sound to harsh saying this, but the thing about KSP 2, when compared to some of the videos that have been shown off, is that in a game like KSP, these things are much more ambitious and difficult to pull off. And this all comes do to the simple nature of the game, being that there has to be seamless transitions between being on the surface of planets, to being in orbit of said planet, to being around a completely different planet. Many of the things shown off here are simple scenes with most likely not even props behind the camera, or games that take place on a flat world with a good looking skybox. As it is, these were probably quite difficult to pull off, now imagine trying to do that across many solar systems without making any significant performance hit, have it perform well with an advanced physics system, and have it be all seamless. My point: don't let your expectations of people's good looking weather assets ruin KSP 2 for you. That being said, I'm sure the very talented devs of KSP 2 will make something very impressive.
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There is nothing wrong with it, per say, this is just the way it is implimented. I agree with you on the fact that it doesn't look the best, but you can change in. I found the best way is to just mess around with the Scatterer sunflare settings, like I see you have open. The simplest way to go about this is just to over saturate the flare. Simply multiply the color setting evenly across RGB to your liking. You can mess around with some of the other settings too, but just remember you have to write the settings in the sun.cfg inside Scatterer, it won't save automatically. Hope this helps!
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I think procedural parts that have common uses, like wings or radiators, are cool- but engines should be unique. They should each have their own uses, and be needed in different scenarios. Also progression with procedural engines might be a little wierd- 'cause there might be a really late game planet with a very thick atmosphere or something like that, and if you could just make the nozzle really small on a normal sea level engine and get away with it (albeit at a low efficiency) it would just be a bit wierd. This of course, is as apose to having to spend more rescources on a more advanced engine capable of operating efficiently in such environments. I could however see some hilarious bugs coming from disproportionately sized engine bells...
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GPU confusion
Benzo Kerman replied to Pandor1on's topic in KSP1 Technical Support (PC, modded installs)
Great! Glad I could help! -
GPU confusion
Benzo Kerman replied to Pandor1on's topic in KSP1 Technical Support (PC, modded installs)
Do you have your game graphics at max? If you do, turning down both reflection sliders to the second highest will massively increase performance with no visual loss. Hope this helps. -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Benzo Kerman replied to Gameslinx's topic in KSP1 Mod Releases
Do you have Modular Flight integrator (found in Kopernicus download), the Parallax base, and the Parallax Stock Textures?- 3,137 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Benzo Kerman replied to Gameslinx's topic in KSP1 Mod Releases
This mod works fine in the current version. Go ahead and give it a try, it's pretty cool!- 3,137 replies
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me and the boys riding ontop of an inertial confinement fusion engine to another star Also: that music sounds great- maybe a bit Outer Wilds-esk
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- kerbal space program 2
- ksp 2
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April Fool's - KSP 2 Update: Dres
Benzo Kerman replied to StarSlay3r's topic in Prelaunch KSP2 Discussion
I thought they said they wouldn't make any changes to the Kerbol system- it's good that they decided to get rid of this Dres thing then... -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Benzo Kerman replied to Gameslinx's topic in KSP1 Mod Releases
Are you running it with the KSP graphics turned all the way up? If so, turn both of the reflection settings to the second highest, there will be no noticeable difference in visuals, but performance will increase massively. (Like almost double sometimes!)- 3,137 replies
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One question- would this still work with waterfall? This looks really sick though!
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- sound replacement
- plugin
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As for the quality- that might have just been an oversight on my part. I think I may have worded my post about it not being applied at launch badly- I meant that the TAA was not being applied directly at the launch of a craft, even if it was enabled, and working fine, in the space center view. This would happen every time I luanched a craft and I would then have to go back to space center view, and then back to my craft. After doing this the TAA would work- but only for this flight, if I wanted to launch a different mission, I would have to go through the process again. It really doesn't make much sense- it's almost as if the first scene change removes the MSAA, as it should, but doesn't add the TAA. It needs a second scene change for it to be applied. I guess it's good that you did a test branch release before a public release, I really don't mind helping iron out the kinks!