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KSP2 Release Notes
Everything posted by Kerbin Launch Coalition
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The only mod I've ever seen where this absolutely doesn't appear to happen is JNSQ. Minmus looks unbelievable in that mod, and comparatively terrible in stock game.
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
Kerbin Launch Coalition replied to Galileo's topic in KSP1 Mod Releases
It works surprisingly well to be honest. The only real issue I've noticed is the swarms of icebergs all over the place. The undersea features aren't something I've even looked for as of yet. The scatter and the rather wonderful JNSQ Mun look like they were made to work together it's that good. -
Hold on a second, Tantares is still being developed/updated?
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- totm march 2020
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I'm sure that's gonna be epic. I've just started a new career mode with Kerbalism and Oh! Scrap (which seems brutal might I add, the engine failures are real!) and I've got first unmanned missions to the Mun and Minmus parked in Kerbin Orbit.
- 3,126 replies
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Incredible mod sir, the Orion Capsule is perhaps the most detailed thing I've ever seen in KSP.
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Must confess @Gameslinx you'll be pleased to know that 2.0.1 has significantly improved performance. I'm not sure what's changed on the code side but I'd argue it now runs as good as, or even better than the previous versions of Parallax. Also, fantastic choice lowering the grass height, it feels much more natural now. Still, blown away how good this is, this and @blackrack next EVE is gonna make humble little spaceflight sim look stunning. It's insane to be touching down near the Kerbin Midlands and such, and land in a forest full of grass, and flowers.
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I must admit though, after using this since release this is seriously, seriously impressive stuff @Gameslinx, like genuine developer quality stuff. Thank you for investing your own personal time to make this, if I were running the development of KSP2 I'd honestly be looking to hit you up regarding a job.
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Got a rather odd question that may, or may not be related to Parallax. Anyone ever encountered a situation where the KSC appears 'sunken' into the ground?
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Regarding surface effects on the Outer Planets, I'm not sure as I haven't visited any of them as of yet. It's gonna take quite a while to get that far out with 2.7 rescale.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Kerbin Launch Coalition replied to tony48's topic in KSP1 Mod Releases
In what manner though? Do all of the Scatters work on their corrosponding planet, so Duna stuff on Mars, et cetera?- 1,942 replies
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- totm mar 2022
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So as far as the game is concerned, Rhode is still Kerbin?
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With regards to Parallax 2.0 support, wouldn't changing Rhode's name to Kerbin allow Scatterer spawning on Rhode? As far as I understood with what Linx said, as long as the planets have their stock names, Parallax works. That's how it still works with zero patching in JNSQ, as that is just the stock system, revamped.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Kerbin Launch Coalition replied to tony48's topic in KSP1 Mod Releases
So does KSRSS now work with Parallax 2.0?- 1,942 replies
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- totm mar 2022
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Yeah it works fine, I've tried that and it seems to cause no issues. This is while 'in-flight' or in the Space Centre screen? Because I don't think it appears in that screen, you have to put a vehicle on the pad or runway for the grass and such to begin 'spawning' I believe.
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Pretty sure it's the square of the rescale value. So for a 2.5x rescale it's 2.5 squared, or 6.25. Never tried it with 10x rescale but I can imagine the same will be true.
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I can infact confirm that anti-aliasing with NVIDIA card and this don't play well together. Was having serious performance issues with Parallax 2.0 (with collisions enabled), reduced anti-aliasing value to 4x and the performance difference is night and day. This is with latest NVIDIA drivers and RTX 3070 (Laptop). It's worth it though cause the collisions are a step above, nowt better than a lander tipping over due a Parallax generated rock!
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Gotta ask, does anyone understand how the clouds in Beyond Home look so natural compared to other planet packs? The clouds on Rhode are the best I've ever seen in KSP as they don't appear to just be one or two distinct layers of clouds, but rather an actual volumetric affair where the clouds have depth. What is this witchcraft?
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Same. I can only *assume* it's with regards to the Parallax generated objects reflections in things like Kerbal visors and such. That's my best guess. I'm interested to know if one of these config variables is responsible for the range at which the objects are generated, one of them 'seems' like it might. I've came across this a few times, I don't think it's an issue with Parallax so much as some sort of rendering glitch with the game. For me it first happened in stock system with Astronomers Visual Pack. The rocks on the Mun would be floating a good kilometre or so off above the surface, same with trees on Kerbin BUT it wasn't the entire surface, it was just specific parts of the surface. Not sure if that helps at all.
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[DEFUNCT] AD ASTRA --- Check the latest post and update!
Kerbin Launch Coalition replied to G'th's topic in KSP1 Mod Releases
To be fair, I keep trying different planet packs every now and again but I keep coming back to JNSQ and Ad Astra. Might be worth hitting up OhioBob (I *think* he's one of the people who made it) and G'th (for Ad Astra) to see whether there's a straightforward method of removing the green hue. Doesn't bother me too much personally as it's just something that appears when the Sun is setting or rising. I'd love to think it's a chemistry thing to be fair, but not sure Kerbal Space Program has such factors. Because here on Earth sunsets and sunrises have a reddish hue down to the chemical composition of our atmosphere, on Mars the Carbon Dioxide atmosphere gives a blue hue rather than reddish. Might I suggest giving Gameslinx' Beyond Home a look, it's hands down the most beautiful 'stock system' I've came across. The main reason I'm back to JNSQ is for Parallax 2.0, because the planets all have the same names still it works without issue. -
[DEFUNCT] AD ASTRA --- Check the latest post and update!
Kerbin Launch Coalition replied to G'th's topic in KSP1 Mod Releases
JNSQ has always had that green hue, not sure if it was intentional or just the result of something else. I don't believe Ad Astra fixes this. On the topic of JNSQ and Ad Astra, and which Scatterer version to use. JNSQ needs Scatterer 0.7** but Ad Astra works with 0.8** without issue, infact without the latest Scatterer Jool, Lindor just appear as shaded orbs. If using Ad Astra, don't forget to go into the config 'LindorNew' and alter the value of the setting entitled 'thickness'. Change it from 100 to 0, otherwise Lindor has a white donut for a ring instead of the intended rings. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
Kerbin Launch Coalition replied to Galileo's topic in KSP1 Mod Releases
Hey there Socowicz, whilst JNSQ requires Scatterer 0.772 the mod *does* work with Scatterer 0.8** but it requires adding 'Ad Astra' graphics mod. But, if adding Ad Astra I'd strongly recommend changing two things: Replace the Sunflares in Ad Astra with the ones found in JNSQ, but do NOT replace the 'ghost' ones. I don't know what the deal with Ad Astra's Sunflare but it's odd, and appears as just a static 'image' rather than the quite dynamic looking JNSQ one. Second, find the config file entitled LindorNew, find the line 'Thickness' and change the value from 100 to 0. Otherwise the ring appears as a non-descript white donut. But other than that, it all works fine with Scatterer 0.8** and it also works with Parallax 2.0 without issue. -
Bit of an update for anyone interested, JNSQ with Ad Astra work fine with this, looks beautiful too. Don't forget to add the colour fix to JNSQ though, as installing Ad Astra always makes everything really really green.
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