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InfinityArch

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Everything posted by InfinityArch

  1. Yeah...There's still very visible z-fighting on Jool's clouds plus a ton of visual oddities when descending through Eve's atmosphere, even with the new version I'm afraid, and while it looks nice, it doesn't hold a candle to better atmospheres or atstronomer's pack, both of which are for 7.3. I am now seeing the dilemna that RSS players face: gorgeous planets or a demand for realistic rockets? On a tangent, is it intended for Laythe to have a higher delta-v to orbit than Kerbin? The map seems to indicate that's the case.
  2. This isn't a bug with EVE as far as I can tell, it's some sort of incompatibility...Either that or I broke something while installing mods. I'd rather avoid reinstalling the game a second time today, but it might come to that. Edit: Nope, reinstalling EVE causes crashes again...Maybe some junk left behind from better atmospheres in the texture replacer folder? Edit 2: Removed everything besides stock and EVE stuff, and it's working.
  3. 7-3 is almost unplayable with x10 kerbol system, and it has some weird behaviors with the x6.4 version. I can't get the new version to work however, it just keeps crashing... aaand, after troubleshooting a bit, it appears to be from something other than EVE...Fantastic
  4. Overhaul is its own branch. I don't know which one is 9.2 though. Edit: Oh wait, hit the "..." above the 7.3 release to expand to the newer releases. Sadly better atmospheres is built for the old version, and I honestly have no idea when/if an update for 9.2 can be expected.
  5. I know that eve overhaul is availible on github, but I'm A. Not sure if I'm downloading the right version, since I'm not very familiar with github. B. Not particularly sure what I need to put where.
  6. Haven't been able to get EVE overhaul to work sadly, and it's (mostly) tolerable at 6.4x except on Jool. 6.4x generally plays nicer with the part mods I use and career mode.
  7. Yep. That Z-fighting is an EVE issue. In RSS, it reaches the point where the game is almost unplayable in the vicinity of Jool because of how hideously obvious the effect is, and I haven't been able to get the github EVE overhaul to work on its own, much less with better atmospheres.
  8. Yeah, I tried x10 kerbol and the amount of z-fighting from EVE made it pretty much unplayable. Now granted, that was the most recent release on the forums, not the EVE overhaul I've been hearing about.
  9. A few questions, and I apologize if they've already been answered on earlier pages, but does this mod play nice with EVE and Better Atmospheres? I'm currently debating whether to play with this or the 10x kerbol system.
  10. Regarding a basic set of planet to use for this, instead of fully porting over Sentar, perhaps you could use the description of the second gas giant in the kerbol system we got from NovaSilko ages ago and is not especially likely to ever be added given he's no longer a developer. Many of the bodies included in Planet Factory by default resemble Nova's description of GP2, which was slated to have rings as well as a moon on a relatively high inclination orbit called Potatus that spun fast enough to warp it into an oblate spheroid, much like Inacessible from PF's stock planets. Furthermore, Eeloo was slated to be one of GP2's moons, along with a ringed moon called Fonso with a dense atmosphere (twice that of Kerbin's ASL pressure) and large mountains, much like Skelton from PF-CE. You could keep the name "Sentar" since GP2, unlike its proposed moons was never named, and 3 of its 4 moons are present in the stock game/planet factory, which would only require you to create assets for one new body (A tiny asteroid called Daphy orbiting within the rings of GP2), though I'd recommend reducing the absurdly high surface gravities of Inacessible (Potatus) for its size if you were planning to recreate Nova's idea of GP2. I also kind of doubt GP2 would have a 45 degree inclination to Kerbol, nor would any of its moons, which was another thing that kind of bugged me about the original Sentar.
  11. So I've been considering trying to write up a config for RSS that would give us 10x Kerbol system with more realistic inclination for Kerbin and, if I'm hearing you right and you've managed to figure out a way to implement axial tilt, axial tilt within believable levels. Or if the existing 10x Kerbol system does that already, I could try my hand at updating it to v6.
  12. Any chance you might have an ETA on the TAC pack? Obviously if you can't say because you're busy or are trying to solve some sort of problem, I understand, and it's obviously entirely up to you whether you want to even release it and so on.
  13. If I've read up on things correctly, He3-D has the advantage of producing power significantly longer than D-T, and doesn't have to deal with the issue of radioactive decay for long term missions, so it has a purpose there. As for the AMI reactor, it has a hideously large power to weight ratio, compared to previous generations of reactor technology and lasts a lot longer than pure AM reactors, but unfortunately, there's not really anything to do with all that power, as its simultaneously well above what you need for a vista, can't refuel the engine's tritium supply IIRC, and, IIRC, it's beaten by clusters of inertial fusion reactors+generators for that purpose. That said, when 0.24 comes out, the costs of KSPI technology should provide a balancing factor; even if players don't care about spewing radioactive waste everywhere since the game doesn't simulate that, the sheer cost of the reactor-generator complex ought to make it extremely inefficient from a financial standpoint to use them on disposable craft.
  14. I'm personally very curious what the dV requirements to achieve Eve orbit are with FAR are; I know it cuts dV to LKO to around 3,200-3,600 depending on design (due to the more realistic drag calculations), though I haven't a clue what Eve ascents would look like. Obviously, if your using FAR for an Eve landing, you should also grab deadly reentry, which more than makes up for the reduced challenge of launches.
  15. You know, I expected the first thing you'd have done w/ KSP again would be to land a an extremely large class E asteroid at KSC, but this is cool to.
  16. Do the fuel cells work with real fuels? How about KSPI's water electrolysis?
  17. Just to clarify, this is an issue I've had for some time, but ignored until I recently was planning a Jool mission because it's only really bad enough to interfere with the game there; it's very noticeable on Jool for me in map view, the tracking center, or otherwise, very noticable on kerbin in the start screen (but I believe that's a known issue), somewhat noticable on the tracking station for Kerbin and extremely subtle in the map view. Currently uploading a video to youtube I took of it, you might not be able to notice the stuff on kerbin's clouds unless you watch at 1080p; I mainly see it in a sweet spot between kerbin's map icon covering it up and being zoomed in enough that the issue goes away for some reason. That shows the issue as it appears on Jool's clouds, and where it's by far the most prominent, though I can generally make it out from the Mun/Minmus looking at Kerbin.
  18. The only mod I have that effects visuals AFAIK is Hot Rockets, which I believe is known to be compatible with this; any chance you could post your Geforce control panel settings for KSP, and, if possible, your video settings for KSP? If it's not something with the card, I feel like it's got to be one of those, unless the newest drivers screwed KSP up. My list of installed mods are as follows if it's any help; - Environmental Visual Enhancements (High Resolution) - Kerbal Alarm Clock - Kerbal Engineeering Redux - Real Chute - Real Fuels - Advanced Jet Engine - Deadly Reentry - Hot Rockets - Procedural Wings - Procedural Fairings - B9 Aerospace - FAR - Final Frontier Thank you in advance for any help solving this issue anyone here can provide.
  19. Okay, for some reason there appears to be some z-fighting going on when looking at planets with clouds in the map view, and I've really got no idea how to fix this and a number of other visual issues I'm having, most notably weird flickering shadows. My video card is a GTX-760 by the way, since I have a feeling my card/some of the settings in it are to blame for these problems.
  20. So a quick question; is the overheating simulated here compatible (or overrides/is overridden by it because it's redundant) with the overheating system in KSP interstellar, and will KSPI precoolers reduce it?
  21. Now that the 3.5 m parts are out, could the 3.5 meter fairings be in the tech tree?
  22. So someting about the AMI reactor confuses me; does it actually need helium-3 to run in microfission mode, or is that just for microfusion mode?
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