mcbmaestro
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Everything posted by mcbmaestro
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Astronomer's Visual pack V3 BETA is out and it looks great!
mcbmaestro replied to Majorjim!'s topic in KSP1 Mods Discussions
Or you could always go into the configuration file and scroll down to the haze layers you don't like and where it says R,G,B,A.. change the A (alpha brightness) to 0, which should make them invisible, or you could just delete the cloud layer in the cfg, just becareful not to mess up the brackets and stuf. -
Astronomer's Visual pack V3 BETA is out and it looks great!
mcbmaestro replied to Majorjim!'s topic in KSP1 Mods Discussions
This is meant for Astronomer. The thing is I did a variation of your pack and EvE to make it more to my liking. I had some goals, reduce the cloud layer to just one, to reduce fps lag and memory use, keep only the main cloud layer. Then jack up the shadows as much as possible to enhance that 3 dimensional shadow effect. Also changed some speeds so the clouds move more naturally especially at 4x time accel. Finally, I added 2 more layers of atmospheric haze. One at 9000m and one at 45,000m to give a more realistic, gradual effect of the air becoming more dense. I actually don't plan to make a add on pack of it.. just wondering if something like this could be possible for future updates to your mod, maybe as a alternate option? PS- The double planet effect turned out on accident, lol. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mcbmaestro replied to rbray89's topic in KSP1 Mod Releases
I just wanted to mention a issue I have with the author. It may be something you know about already but just incase, here: The city lights were starting to appear right over the space center and on into the ocean later in a career game. At first I wasn't sure what could be causing this, but now I'm fairly certain the city lights must be shifting, albeit extremely slowly, in the 90 degree direction. Just a heads up. I have a few other visual mods installed so it's possible they are part of the cause. -
Cool thanks a lot. I didn't realize IVA's took up so much resources. Not an easy thing to part with tho, they are pretty awesome. I've decided to have my resource manager running lately to monitor how much KSP is using, to avoid hitting that 3gig crash mark. So far it seems to hover around the 2gig mark with vanilla KSP + City lights and Clouds mod. Does the game crash at 3 or below that on 32bit Unity?
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I've been wrestling with running out of memory, so I've been trying to reduce the memory the mods I'm using by reducing textures etc. That's all well and good but the real gorilla in the room now is the 750mb of the Squad folder plus the extra 60 or so mb of the ARM pack. I was just wondering if anyone knows if it's possible or even ok to try to get those folders down in size a bit maybe by reducing the default textures (like they did with the low res B9 pack) or even removing some default parts I may never use so as to cut way down on all memory usage, not just what mods use. Think KSP Lite. A mod friendly version. There are definitely some Squad parts I never use and wouldn't miss. I'm not to keen on messing with the default content tho- Just wondering if anyone knows if this has been tried or is even a sound idea to free up memory and avoid memory crashes until we all have 64bit memory support and don't have to worry about it anymore.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mcbmaestro replied to rbray89's topic in KSP1 Mod Releases
Thanks for replies as I was saying I finally got them working. Thanks again and good luck with future work, I know it's not easy, I've tried modding the stable version myself and made it unstable very quickly, lol. BTW- I've fixed all the problems/glitches. Just a matter of fresh install/full folder deletion and restarting the game a few times. Overhaul looks perfect now! That light effect on the ocean is sooo nice. Shoulda turned AA on but having it off lets me see problems better. What I like best about this mod is how the color scheme and everything adds new graphical fidelity but also stays consistent to the look of the original game. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mcbmaestro replied to rbray89's topic in KSP1 Mod Releases
Well I got them finally showing up by just using the pre-release, not the two combined. Maybe the that was the problem. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mcbmaestro replied to rbray89's topic in KSP1 Mod Releases
Ya I know what a pre-release means, I was just asking if someone had a fix for it because not everyone is having that issue with it. Nope.. and still nothing no change. Using the pre-release link you gave me. Night lights but no daytime city textures... at least I don't have missing terrain glitch anymore. Time to pull out that first tooth now unless I find out why the daytime textures will not draw in. Nothing left to try again but uninstall KSP and delete it entirely then rebuild with just EVE + Overhaul8 and go from there. Sigh.. if ANYONE knows why daytime cities aren't showing plz let me know thanks. PS- Am I supposed to install EVE first then Overhaul 8, in that order or just Overhaul 8? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mcbmaestro replied to rbray89's topic in KSP1 Mod Releases
But the pre-release causes huge visual glitch of missing ground all over Kerbin last time I tried it. I'll try it again.. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mcbmaestro replied to rbray89's topic in KSP1 Mod Releases
So how do I get them? What mod are they for? There's like 100+ screenshots of daytime cities in this thread alone... -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mcbmaestro replied to rbray89's topic in KSP1 Mod Releases
Can someone please help me on this??? After 3 weeks of it I'm ready to start pulling teeth out.... The ONLY thing not working for me in EVE is the daytime city textures... everything else works fine.. I've installed, reinstalled tried absolutely everything I can.. I'm using EVE 7.3 Do I need something else for daytime cities to show!?! Like I say, the volumetric stuff, the night time city lights Everything else works fine but for the life of me I can't find anything in the files or folders other than .dll files that could be telling the daytime cities not to show up, even tho it all looks correctly installed. Also, I see there's this GUI panel for doing realtime adjustments to EVE, how do I access that? Lastly, despite using EVE for a few months now, I just discovered this RSS thing today... Do i need THAT for the daytime cities to show up? Do I want RSS in general to improve the look of the game?? I must admit I'm having a hard time keeping track of EVE lately with all the other mods using it(astronermers pack etc) and now we got another, the better atmospheres mod. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mcbmaestro replied to rbray89's topic in KSP1 Mod Releases
I'm not sure if this just because the latest build is experimental(Overhaul-3) and you're aware of this but if not I wanted to mention there was some big bright squares. It's almost like big blocks of Kerbin were dissapearing. Otherwise looks great and seems to run smoother overall. http://steamcommunity.com/sharedfiles/filedetails/?id=260205184 Few things I'd like to mention that I just think about sometimes: -Would be cool to add an effect that makes the horizon no longer visible at a certain height due to air density. -The way chunks of volumetric clouds draws in should be fixed so they fade in instead of appearing as large chunks at once. -It would be so cool if there was a way to make clouds cause turbulence, basically have the density of clouds determine how much to shake a plane up to simulate turbulence in clouds. I was also thinking things like sand storms on Duna could shake stuff up a little too. It would just be a very cool way to make them interactive and would give good reason to launch under clear skies. Maybe as a separate side mod. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
mcbmaestro replied to rbray89's topic in KSP1 Mod Releases
Rbray you are amazing and so it this mod. I can't believe the progress you made on it from flat clouds (which were great for the time) to well.. the AMAZING look of the latest build. You really should update the screenshots on this thread and update them on the download sites (spaceport/curse) too so people realize just how amazing this is now. Duna dust storms http://steamcommunity.com/sharedfiles/filedetails/?id=258657001 The magic kingdom of Eve http://steamcommunity.com/sharedfiles/filedetails/?id=258098240 -
1)Jool's shadow. Jool is huge so it really needs to hit a moon with darkness when it eclipses the sun. The sun shouldn't still shine and give you power when in Jool's shadow. Reminds me of Pitch Black lol but its actually a very similar situation. Actually all planetary bodies needs shadows. Past time for that. 2)On that note, I was trying to look straight up on Leythe and couldn't. You need to be able to look straight up. You can look up sorta high, but not straight up. Should be able to tell noon by seeing it. 3)Water effects. The water right now is too wobbly and shifty looking and obviously so simple looking it has to be placeholder graphics. It's hard to even tell if you're steady right above it or not. It's badly in need of updating and needs to stay in place so we can reference it better when landing on it. Keep it still, but keep it interesting. Toss in some whitecaps, or even 3d waves if you dare. I'm actually assuming by the time of final release the water will look 100x better, or atleast 10x It makes total sense to me, moon mission is probably the biggest aspect of the game and water landings are a key aspect that needs drastic refinement. From a visual stand point think you just landed in the ocean, click Recover Vessel, compared to Apollo 13 omfg we made it home. Some capsules flooded and sank, how about simulating that?
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Heat distortion effects.
mcbmaestro replied to mcbmaestro's topic in KSP1 Suggestions & Development Discussion
Thanks for that image OhTehNoes, that does a much better job. And thanks for the responses everyone. -
Sorry I've it's been suggested, I've searched and reread the planned features list and didn't see anything about this. Was just thinking heat distortion effects would be really great. I'll leave it at that since we all know what heat distortion is. This is just a quick rendition of what I thought it could look like, crude as it is.
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[Career Mode] Contract Proposals
mcbmaestro replied to a topic in KSP1 Suggestions & Development Discussion
My personal thoughts are very much the same as yours, KASASpace. First, I'd like them to keep things simple, there shouldn't be facility upgrades or monthly operation costs, who wants to deal with that tedious stuff. So basically, I would think generated missions could be cool if they worked right. The game could analyze what science you already have, then say you missed a crater on the Mun, the game could offer it up as a contract mission to get the missing science. When all the science on a planetary body is finished or negligable, the mission generator would see that and pick a fresh one. Mission specific parts category. This would be parts that could be unlocked in career mode by accepting missions. They would be things that would be a burden, like a heavy satellite that does nothing but sucks up power, or maybe your required to deliver rover. I think these parts could be interesting for forcing you to be creative with how to get mission parts into your designs, but the reward would be money and science. -
Just wondering if other people have created ships that are designed to de-orbit failed space junk like this one. De-orbiter ship, deorbiting a doomed shuttle. The crew was obviously evacuated to a station before this. XD
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Component Space Shuttle V 5.0.1 (July 14, 2013)
mcbmaestro replied to Cepheus's topic in KSP1 Mod Releases
F9 Quickload makes all the shuttle parts break apart.. I can almost do missions well with this mod except quickload is instant death. Anyone know the part parameters that might help fix this? The SAS on the shuttle feels really strong, wondering if it might be related to loading with it turned on. -
Parts wearing out
mcbmaestro replied to MatzahMan's topic in KSP1 Suggestions & Development Discussion
Well it says they plan on "random failures/malfunctions". I'm glad they are going that route as then not every single part of everything will need repairing. I'd love to see engine fires, etc. -
I just wanna say I love this mod! When you get a working shuttle up and running, they are really great, tons of extra fuel, nice big payload size, glides down to nice easy landings. I've done about 20 shuttle missions now, putting stuff in orbit all over kerbin, and there hasn't been a single fatality. XD I'd add the only minor issues I'm having is sudden intense spinning at high altitudes with the main tank still attached and when I try to put anything 2.5m in size in the cargo bay, it tends to break.
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Just wanted to share this Duna space tourism plane I made as it's by far my best technical achievement in the game, a space plane that carried a respectable 6 Kerbals, can actually land on Duna, fly back to Kerbin and land on the runway. Stage one, almost 80,000 fuel, this is perhaps the scariest part as it's just huge and a bit unstable. Stage two, basically a smaller version of the first stage to take me to orbit. Stage 3, the main ship stage. With around 8000 fuel and 7 atomic thrusters, I could theoretically go further than Duna, but I like to play it safe with fuel. 7 landing struts allowed my first Duna shuttle to land on Ike as fuel use was higher than expected and Ike was a good test landing spot. With about 2300 fuel left, the ship left Ike and headed home. In order to get maximum efficiency, the remaining fuel in the 7 side tanks was pumped to the central tanks and the side tanks were jettisoned. Finally upon nearing the space port, the last rocket engine jettisons leaving a twin engine jet with 300 fuel. There was one nasty accident on it's first flight but all landings have been successful ever since. btw, the parts are all stock. The only add-on was the beacon lights, this is a tourist thing after all.
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I've been bolstered by my recent successes using only stock parts and mechjeb to get to planets. The problem I'm having now is, how do I land on then have enough delta-v to return to orbit on Laythe? Since Laythe is sort of like a mini Kerbin, it seems to make sense to test landers on Kerbin, but I can't get anything even close to a lander that can land on Kerbin then make it back to orbit. I know Laythe would require less but I'm not comfortable going there with a lander that can only land on Kerbin then make it about 10,000 meters up before running out of fuel. I've tried so many combinations of parachutes and rockets and radial couplers, even tried making the lander detach into literally just a seat strapped to a fuel tank and some thrusters and nothing is even close to anything I'd attempt. Anyone got some tips on how I get off of laythe without having to build a whole dang rocket on Laythe to do it? I haven't messed with jet engines and wings yet, they only cause massive headaches when you are trying to take off of Kerbin and transition to vacuum, and can't imagine the headache of trying to use them to exit Laythe and have something go wrong that requires restarting the entire journey from scratch.
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Here's a few pics of my latest, and most advanced stock ship, with mechjeb of course, lol. Here's the 30 ion drives, combined with the single atomic engine. It's still pretty slow, but the atomic engine makes the 30 ion engines good enough acceleration to be tolerable with long range in mind. Just a dramatic shot of the ship. Here's the specs: Crew: One. Tricky to reach orbit, even with mechjeb. Once in orbit however, the atomic engine combines with the 30 ion engines. Tons of xenon gas and modest liquid fuel. 6 large solar arrays. 27k electricharge. The idea was to have them both deplete at the same rate, but atom engine still sucks fuel much faster, but it is still the best balance I've achieved and I'm excited to see how far this thing can go.