skykooler
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Posts posted by skykooler
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So, this would create a reason to make long spindly ships - move the radiation source far enough away, and the inverse square law is the best shielding!
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2 hours ago, pingopete said:
Yeah, I'd always planned on bringing them back at some point Only issue is the transparency which produces an unwanted multiply effect when a scatterer atmosphere is behind
EDIT: Also guys what's you opinion on Uranus, do you think it's too blue/ saturated? 'true' color images seem to vary quite a bit, with some being far more pale/less saturated.. ? Also the rings aren't in the right place yet, I need to get it adjusted right
Keep in mind that the high-res pictures of Uranus were taken at the solstice, and may not be representative of it most of the time: viewed from Hubble 20 years later, it has cloud bands and looks more blue:
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The physics engine should handle it just fine. However, kerbals probably won't be able to walk on it.
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2 hours ago, Gaiiden said:
I'm not saying they should look different but it would be nice if they could. Not really looking for a realism excuse like aerosols (which is correct, in addition to natural stuff like volcanic ash), it'd be nice to just see some variance from day to day is all.
I suppose, in theory, you could approximate changes in atmospheric conditions by increasing/decreasing the scatterer effect (basically, multiplying the depth buffer by some value to increase/decrease the atmospheric depth and thereby change the amount of haze).
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Wow! The reflected sky is, I think, what the ocean seemed to be missing when I was asking about Scatterer applying to it earlier.
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Great work as always!
...Wait. The LV-1 was a turbopump-driven engine? Who is making these miniature turbopumps??
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On 3/20/2016 at 11:07 AM, Stone Blue said:
@skykooler Any news on this? Does it at least work for any post-1.0 KSP release?
I don't know about 1.1 - I didn't buy the game through Steam, so I can't update it until the full release is out.
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1 hour ago, blackrack said:
Some fresh testing pics.
Sunset from space (not be confused with the "oranging" issue):
Clouds at dusk:
That looks simply beautiful.
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4 hours ago, niky83 said:
just a litle ask, how can i deactivate only the atmospherique effect and keep the ocean? in 1.1 it's a lilte buggy for atmo ^^ so, i prefert keep only water effect... thx for answer
Disable post processing in Scatterer settings.
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@BahamutoD Perhaps the code from Extraplanetary Launchpads might be able to help with the launch clamp issue?
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I also am really hoping for this to be brought back, it just adds so much to make docking really sound solid.
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2 hours ago, blackrack said:
That would be asking too much.
I did note that the ship itself seemed to be casting godrays in one of the webms. I suppose exhaust clouds would be more difficult, given their transparency.
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and, failing that, for 1.1 to come out and bring 64-bit to everyone.
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On 2/7/2016 at 9:04 AM, blackrack said:
It's not that simple in practice.
Okay, I'll take your word for that - the last time I did anything with shaders was like 10 years ago when GLSL was a new thing.
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4 hours ago, blackrack said:
That's more or less what raycasting does, but with simplified colliders for the sake of performance. In this case far-away mountains have colliders disabled.
Yeah, but you already know it's rendering (because it shows up on screen), so wouldn't that make sure it works, whether there's a collider or not?
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@blackrack, could you sample whichever renderlayer the terrain draws on and see whether there's something where the sun is?
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An issue I encountered with the seaplane contracts: I completed one, and apparently the dock, tiki huts etc. weren't removed. However, on my next seaplane contract, new ones were put in the same place, which resulted in some startling fireworks:
By the way, would it be possible to have an option for those contracts to not have the models? They have so many parts that my physics runs at like 1/3rd speed when swapping passengers.
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16 hours ago, inigma said:
can you post a link to your craft file?
Here it is: http://s000.tinyupload.com/index.php?file_id=00000241515944626488
I fly it to the base of the mountain, land, undock the helicopter bit, and fly only that up to the top.
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No, it isn't. I couldn't trigger it, and then while flying really close to the mountain trying to reach it exactly I crashed and failed the contract.
What I did the first time was land on top of K2 and walk the Kerbals up there. Is that more than 500m from the waypoint?
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5 hours ago, rbray89 said:
The problem there is that you'd also need another camera. The idea of using a plane infront of the primary camera, is that you have the depth buffer already.
hmm. I thought that Scatterer was rendering its own depth buffer?
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1 hour ago, inigma said:
Looks like the waypoint didn't complete. The checks are sequential. Try again to see if you can get the waypoint check to complete.
Looks to be possibly related to: https://github.com/inigmatus/GAP/issues/163
if so, I'll roll out a fix for it too this weekend.
I couldn't land at the waypoint, because it was on a near-vertical slope, but I hovered within a few meters of it and it didn't complete - do I need some sort of wall-climber that can land on the side of K2?
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1 hour ago, inigma said:
Looking really for people's gameplay desirables: how much money and science and rep and experience do they want to earn? Are the contract instructions clear and intuitive? Are there any annoyances? Any repeatable bugs? Any specific contracts/ideas they want to see explored/expanded/added?
you playing with GAP 1.1.1? 1.1.1 fixes this. or at least it should. make sure 1.1.1 is installed, cancel your current contract, and reload your contracts, and decline the Tour Bus contract once or twice until it appears again, and re-do. Should hopefully work.
btw, that is an awesomely cute looking tour bus!
Aha, I downloaded 1.1.1, but it was still the same contract. Thanks!
New issue: the medivac rescue isn't marking anyone as there.
The kerbal in the other seat is Rondous, and Ensign Joe is in the front. I flew to the search area, and that wasn't checked either. Might it have anything to do with the presence of a probe core? I put it in there before I remembered that Ens.Joe was a pilot.
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20 hours ago, blackrack said:
I see, another projected grid to work as a base for extrusions. Very clever actually. However I must point out that relying on depth and normals buffers means that objects off-screen won't be able to generate any godrays, basically godrays will only be visible head-on. Still I guess one could render an arbitrary camera from the direction of the light source and build the geometry off of it to get around this issue but that may give precision issues.
Also, another problem with the extrusion method in general, I don't really know how to navigate these shadow volumes, I just write their depth value and then use that depth value for the scattering effect. Basically if the viewing ray intersects multiple separate lightshafts only the top one will be seen. This makes me consider that shadow mapping approach instead.
What if, instead of creating a plane of vertices that you project, you create a half-sphere (in the direction between the player and the sun)? And then deform the vertices the same way you were doing.
Edit: on further consideration, you'd need the other side of the sphere too if you were facing away from the sun, but not if facing toward it. So, I guess, project a section of a sphere that is the union of a half-sphere in the direction of the sun and a half-sphere in the direction the camera is facing. (You could project a whole sphere, but that would have a lot of unnecessary vertices that are behind you and don't deform to somewhere you can see.)
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Another problem with the tourbus contract: it doesn't seem to work with the helicopter cockpit from KAX (which behaves like command seats):
Contract Pack: Giving Aircraft a Purpose (GAP) 1.6.1 - Milestones, Air Flights, Coast Guard
in KSP1 Mod Releases
Posted
Does this work in 1.2?