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Everything posted by Yarbrough08
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@davidy12: There are several parts that I would like to create - once I finish this one. I might like to create a separate crew cabin in the style of this capsule, but I am not really interested in making a 6-kerbal pod. That may change later, but the whole reason I created this pod was to fill the gap between 1 and 3 kerbal pods. Currently, there is not much need for more than 1 kerbal per pod; and on the few occasions I needed more than 1 (Apollo style Mun missions), I felt that the stock 3-kerbal pod was too small to accommodate the crew adequately - so I created this pod. That being said, a crew cabin would fill the need for extra kerbals during those few occasions where more than 2 or 3 are needed: interplanetary missions, orbital stations, and ground stations - etc..
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Hello all.. I finally have time that I can spend to update this mod. Sorry for the absence, but RL has been taking priority lately.. I hope to have a release out next week, but I (for now) will not be working on RPM internals. I do not have the time to commit to RPM props and configs; however, I am hoping that I will have a chance to work on that soon. In the upcoming update I will be splitting the heat shield off to be a separate object, that way I can properly support re-entry heating. I have also started work on adding proper textures to the pod. I was debating about modeling some of the details directly into the mesh, but with the upcoming KSP 1.1 update including 64-bit support - I can worry less about textures taking up too much RAM. I will, of course, also be solving the node problems.. Despite not having to worry about texture sizes too much, I will probably offer high and low res textures for download (and possibly an ultra low res that will make the pod appear as it has been previously - no detail)... Until I get the update out, please enjoy and offer opinions on these pics of tiling that I added to the pod. It is designed to be reminiscent of the tiling used on the Orion capsule..
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@Starwaster: Yes, I was referring ModuleHeatShield. In my 2-Kerbal pod I had been relying on those parameters to keep the pod and the heat shield in one piece instead of two separate pieces. I had read in the OP that DRE was only tweaking stock parameters to make re-entry more interesting, but I also noticed that in the current version the included DRE heatshields still uses ModuleHeatShield so I was curious. I suppose I will have to slice my pod in two - I'm sure Jeb will be happy :P ... Thank you for your quick response..
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I have been away for a while and realized a lot has changed; however, I was curious if certain variables were still available.. I was curious about: direction, reflective, as well as loss and dissipation curves (since I noticed the lossExp which I would assume is the loss exponent, but I prefer not to ass/u/me).
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WIP - Environmental Visual Enhancements Development
Yarbrough08 replied to rbray89's topic in KSP1 Mod Development
I was just noting the colors with the vec3 - The fourth number is really up to you. A vec3 is a vector of 3 floating point numbers used in some programming languages (mainly c-style such as GLSL). It is not in the CFG file. EDIT: For the snow/rock/grass/sand - would it improve performance to use texture splatting? Red channel for sand, blue for rock, green grass, and alpha for snow. Perhaps less texture fetches and lower memory footprint... -
WIP - Environmental Visual Enhancements Development
Yarbrough08 replied to rbray89's topic in KSP1 Mod Development
I just wanted to point out how wonderful this mod looks with Scatterer - atmospheric scattering. Terrible Inclinations posted some gorgeous screenshots HERE with both EVE & Scatterer that are just amazing. These two mods add a whole new level of immersion... EDIT: I also wanted to point out another remedy for the red sun glow for those solar systems with a smaller sunflare: _SunsetColor = 1,0.98,0.92,0.75 vec3( 1.0, 0.98, 0.92) - i.e. white - ish Looks better in some situations -
WIP - Environmental Visual Enhancements Development
Yarbrough08 replied to rbray89's topic in KSP1 Mod Development
That is good to hear, I'm glad it could be useful.. -
WIP - Environmental Visual Enhancements Development
Yarbrough08 replied to rbray89's topic in KSP1 Mod Development
I just wanted to post a potential remedy for the 'red glow' - the very red glow around the sun. under atmosphereMaterial try these values for _SunsetColor: _SunsetColor = 1,0.75,0.2,0.25 These values imitate the color of Earth's 'sun glow' (It is a color aptly named Sun Glow). It is close to that color anyway (original is a bit too yellow to me) - original values for Sun Glow are: vec3(1.0, 0.8, 0.2). Result: -
I love this solar system - and I have used this mod for a while. However, I have been away for a few months and am having a problem with it now that I am beginning a new 1.0.4 build. I am hoping that it is a mistake that I've made during installation. To start with, I have KSP version 1.0.4 - then I add the following (in order, and all are up-to-date): 1 - KSCswitcher 2 - Kopernicus 3 - EVE Overhaul everything works fine up to here, until I add: 4 - 10x Kerbol for EVE Overhaul EDIT: Forgot to mention that I do have MM 2.6.6 The result I get is this: Every few times I load it, It will show KSC; however, it is not the 10x kerbol system - only the regular sized variant (and it is quite buggy - invisible land @ higher altitudes, ships that explode for no reason, etc..). Any help in resolving this issue would be much appreciated.
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Ah, thank you, nobody has mentioned it and it slipped passed me.. Yes, some... I have been busy with school (learning graphics programming, I love it!) and have split myself with another project that I foolishly started. However I have finished the overhead panel and added a few bits of ambience. Here are some pics: Also, notice the new instrument panel.. Obviously the arrangement of the gauges are a WIP, but I still show some love to this capsule..
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@linuxgurugamer: As far as I know there have been no syntax errors in the cfg. At least nobody has mentioned anything to me about them.. There have been some questions regarding balancing of the values in the cfg, but nothing breaking that I'm aware of. That being said; if anything changes with RFs or DRE, let me know and I will fix it ASAP. (I do not always update my mods folder as soon as new releases are available)
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Well, when I baked the textures the seams were too aliased, it was a jagged mess (as were the normals). It would have taken a texture that was too hi-res for this game, IMHO.. (like 2048x2048) I know its better to keep things low-res, although there is a trade-off for texture fetches in shaders as well as VRAM space. It was just an artistic choice, however; to go with the modeled detail. Just looked better lol
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No sir, I did not. It is not a texture though, but a modeled pattern. It is not the best way to create the pattern, but baking the pattern to textures looked awful(even with hi-res textures) so I left it modeled. I tried several methods and patterns, and picked the one that I thought looked the best.
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I'm glad that everyone is still enjoying this mod. Thank you all for your compliments! I have not been very active on the forums lately, what is "CKAN?" EDIT: NVM, got it; should be no problem.. Lol, devs can't make up their minds on this one.. I had not noticed that they removed the SAS modules from the capsules again. I, however; will be keeping it included. Eventually I want to rework it with weaker forces (MOAR REALISMtm weak) I have reworked the dashboard for a RPM build that I am working on, and I want to add an overhead panel. However, it is no where near a release - I would say go for it..
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I think we're going to launch!
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Anyone up for round two?
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Hey! Just work it back and forth 5 times, it'll work Jeb!
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The sun is creating uneven heating in those boosters.