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skykooler

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Everything posted by skykooler

  1. I ended up editing the KerbinSide contracts to remove the suborbital requirement.
  2. Hmm. If the default recovery factor is 50%, that means that it's no longer economical to fly a plane to anywhere besides KSC, which removes one of the main attractions for airports.
  3. Suggestion: Could you put some information about what the Kerbin-SideJobs contract pack is in the first post? I've read back about 10 pages and still can't find a description.
  4. Would it be possible to add KerbinSide support, so you get contracts to, say, fly a tourist from the KSC to one of the KerbinSide airports?
  5. I didn't realize how much I needed this.
  6. I've looked at Proland's trees before. The trouble with them in regards to KSP is that they use geometry shaders (bits of code that the GPU uses to figure out where polygons are), which requires a higher level of DirectX/OpenGL compatibility than KSP has.
  7. I might suggest that, due to the sheer size of those things, they include some sort of strut for visual effect - something like one of these: That way they would look more up to the task of supporting such a heavy rocket.
  8. Indeed. That was something I was hoping to do once I had the basic system working, as well as grass. Having them line up predictably is required anyway, so that they match up with the static textures at long draw distances.
  9. The trees on Kerbin (which can only be seen with ground scatter enabled) are rather low-poly when standing right by them - but they have too many polygons to render a realistic number of them. So, I've been thinking about how one might make a mod to fix this. I made some mock-ups in GIMP of what I came up with (and what I believe many modern games do); grey is what you'd actually be seeing, red is the edges of in-game polygons. My proposed solution: A proper LOD (level of detail) system for trees. Close up, trees would be fairly high-poly models, with at a few polygons per branch: Once the camera is more than say 100 meters away from them, they fade into a more simplistic model of three intersecting planes. The key to making this look realistic is a combination of proper normal mapping, so the trees appear lit from the correct angle, and a shader which fades the planes to transparent as they come close to edge-on (which avoids the effect of stretched trees). Finally, for further distances, the trees are all drawn on the same texture, parallel to the ground. Ideally, this would be part of the terrain shader itself rather than seperate geometry. (This is a top-down view.) To prevent pop-in, the low-poly trees should fade out as the ground texture fades in. Here is a mock-up of how that might look (notice the fading of the furthest trees): And that same image with polygons visible, showing the transition from high(ish)-poly trees to low-poly trees at about a hundred meters out: So why did I start this thread? Quite simply, because I need help. I've created some mods for KSP but don't know enough about Unity to do this - in particular, I don't know how to modify geometry directly without adding a game object for each tree, and I don't know very much about Unity shaders. So, I am looking for feedback, and pointers if anyone can help.
  10. Maybe would it be possible to just disable the light on IVA materials? Or is that not possible?
  11. I have had this bug in stock KSP as well. I found a 100% reliable way to reproduce it in 1.0.0 (haven't tested in later versions): in main menu, select a save, then switch applications while KSP is loading the space center scene. Boom, you end up at the side of the SPH and can't click anything.
  12. You could try Velcro, as well. Should work better than magnets for the boosters, at least.
  13. Would it be possible to make a flash of light when decouplers fire?
  14. IIRC, HooliganLabs managed it by manually setting a vessel's state to 'LANDED'.
  15. I really hope this gains OpenGL compatibility, as I only have OSX and Linux available to play KSP on!
  16. Hmm. It should be in the toolbar. That said, I haven't tested with 1.0 yet, I'll see if it broke anything tomorrow.
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