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Everything posted by RuBisCO
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
No, it is a captured comet -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
Minmus should have an atmosphere it should be like a comet. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
So just to throw this out there: could you make 'particles' files selectable per layer in the configs? I have sort of been waiting on that, I tried modifying the .dll directly with *some* success, again very little programing experience here. It would be nice to have more then just 3 particle types and have different layers use different particles. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
About time! Did I mention I love you? -
I miss talking about this vision of Venus Cloud colonies, its a fun idea, anyone else interesting on expanding the 'vision'?
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Terraforming Venus, the hard (fun) way
RuBisCO replied to DerpenWolf's topic in Science & Spaceflight
This is why the terraforming threads need to be made stickies, because we are just going to get them over and over again. http://forum.kerbalspaceprogram.com/threads/68857-Terraforming-Venus http://forum.kerbalspaceprogram.com/threads/68857-Terraforming-Venus?p=970801&viewfull=1#post970801 Anyways Venus is going to require a lot of work, several orders of magnitude that of mars, it going to require importing several plutoid sized bodies in water for one. I calculated out the amount of mass and energy imparted via impacting or "dumping" that much water on venus from the Kepler belt, good news: more then enough energy to spin Venus up to what ever day length we want, bad news: the heat of impacts would exceed solar heating by order of magnitudes, in fact to match the energy input of the sun with impacts would mean spreading out the 10^22 kg of water delivered over 3 million years, any faster and we roast the planet MORE then it is! Even with a sun shade blocking out all sunlight to Venus we could easily melt the planets crust with enough impact events close enough together. Mars we could possibly terraform in 1000 years, assuming it has everything we need on it, Venus would take much, much longer. -
NASA LADEE Munor Mission challenge
RuBisCO replied to SRV Ron's topic in KSP1 Challenges & Mission ideas
I sort of did this back right after it launched, with a 5 stage solid rocket no less. I think I did it way back in version 0.21 or 0.22. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
I been experementing with second cloud layer on Kerbin, a 'cirrus' cloud layer far above (Alt = 12 km) the 'stratocumulus' layer of yours (rbray89) and maybe astronomer, using a diffrent wispy layer map and particles, and a very trasparent alpha=0.2 layer, I'll post pictures soonâ„¢, but I hope that you will implement diffrent cloud layers with diffrent morphologies and topographies in your future versions. What would really be neat is something like invisible bump mapping for the cloud layers, so that it will generate clouds of varying altitude-depth according to bump map value per pixel of the cloud layer map above or below. Then we can have clouds with 3D topographies, generate clouds like cumulus and huge cumulonimbus to fly around and gawk at, fly through vallays and towers of fluffy eye candy. -
[Megathread] The Female Kerbal Megathread
RuBisCO replied to Whirligig Girl's topic in KSP Fan Works
Kerbals should reproduce by dividing! Just imagine how funny it would be if you had a kerbal walking around and suddenly it splits into 2 kerbals. I guess that would make a great way to colonize: leave a Kerbal on Laythe long enough then you have two kerbals. But yeah sure female Kerbals would add varity... heck any variation on kerbal body plan really, I would love a Kerbal with a purple 'fro, that would be BA! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
I tried the multiple layer trick on Kerbin to try to give the clouds varying depth and topography and it works, sort of, you can see each layer's 2D mask though. Anyways now that rbray89 is officially working on solving the problem with some kind of adjustable cloud parameters by altitude 'thingy'... I'll wait for version 8, but do consider putting rolling sandstorms on Duna though in the next version -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
Yeah honestly I don't know crap about coding outside of Matlab and R, all I did was play with the scripts, script kiddy stuff, someone needs to actually change how the shader works to fixes some of these problems. As for multiple layers that was the only way I could get the clouds to change transparency per altitude, as is now the clouds have uniform fading about their layer, so to make the clouds become opaque very quickly at low altitudes and then fade off slowly for several thousand meters vertically will require someone to enhance the code in the plugin its self (and please provide the parameter in the config file for above and below layer cloud fading distance when you do make the enhancement ). Even with only one layer for the sand/dust storm it will still have the odd edge where it interfaces with the ground. The only way to prevent that now is to have the layer always above the terrain, and then there would be no dust storms. The problem is only visible in map view so it is not that big of an issue for immersion purposes. The fix I can imagine would be the have the layer fade as it approaches the ground, so then we would not see those hard edges. Oh thanks EdisonMaxwell for indirectly showing me how to make shadows, now I might be able to make things get much darker inside the dust storm... It would be really cool if dust storms cut down solar power, but again someone else whom is better then I will need to do that. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
Here what I got so far on Eve, see my cloud problem? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
Ok I'm having a heck of a time with Eve, if I make a purple cloud layer below a one or many white cloud layer it does not matter if the white layer has an alpha of 1, if the purple layer has an alpha at or near 1 the white layer is completely transparent and all I get is a featureless purple orb. What I want is white streaking clouds over featureless purple clouds. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
Here you go. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
One way of improving the detail textures is by placing two or more layers of clouds on top of each other with different velocities for the detail textures but the same velocity for the main texture. Anyways I been playing around with sandstorms on Duna, here what I got so far: http://www.filedropper.com/rollingduststormsonduna Just copy the zipped cloud folder on top of the one in BoulderCo folder. All I did was create a texture for the sand/dust storms, I made 4 layers with this texture having the same velocity, layers are at 125, 1325, 2525, 3725 meters and go from 0-75% transparency. So the higher you are the more transparent the sandstorm. Next up more complex clouds on Eve. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
A) Make the clouds higher in the configs Make a second cloud layer that is higher then the first, perhasp a volumeless wispy one, you need to make your own cloud layer .png. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
Do the clouds of Jool have any volume? They don't seem to. Also they are sort of very low consider the planets surface pressure and temperature, I moved them to 50 km, 40 km and 35 km, but they have no volume. -
There, take it. http://www.filedropper.com/hooliganlabssquidv141
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So you did not like the squided wheels?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
Can't wait for weather! I was thinking about sand storms on Duna, very low clouds simulate the "feel" well. What would be awesome would be a cloud layer that size is control by a randomly activated script such that it spends mot of the time under the planet but occasional comes upwards slowly eventually covering the whole planet in red fog then shrinking back down. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
How? To be clear blank .png of pure white (or any color) with no alpha channel don't seem any more opaque. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
So there is a limit to how opaque you can make a layer? I tried completely blank white layers with Eve and have had no success. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
I'm at work right now, presently crying over the fact I'm going to have to order a new D2 Lamp for our HPLC for like $600, anyways give me a few hours to try v8 and altering cloud speeds, I don't see how or why we can't make layers completely opaque though. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RuBisCO replied to rbray89's topic in KSP1 Mod Releases
No I mean Opaque, NOT transparent. See in the images how we can see all the layers of clouds on eve as well as some of the surface still when we fly high enough? I think you should make some of the cloud layers at least the bottom two (the really purple ones) completely opaque, so that we can't see through them at all, the upper cloud layers you should make non-uniform such that we can see streaking cause by seeing the darker opaque purpler layer below. This will make eve a much more intresting target when viewed from orbit as wells as make flying through its clouds even more visually exciting patched of white-ish clouds fly over slower moving solid purpple cloud layers.