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SergeantBlueforce

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Everything posted by SergeantBlueforce

  1. What does the "other vessel rating" slider in the commnet info PAW group do?
  2. I appreciate your candour, and for the record I would like to state that I have subscribed to one month of second-tier membership on your Patreon as I think you do excellent work and deserve a donation. If it is indeed your intention to release this new version freely on a timely schedule then that's good. Unfortunately I've seen perpetual "early access" as a reason to charge for mod a dozen times before. Sorry for being sceptical, but "fool me twice" and all that. Yes I completely understand, apologies if I prompted to other people to join the topic.
  3. I'm going to be frank and say that I'm getting pretty bad vibes from the proliferation of paid mods. This is a slippery slope.
  4. I've done a tad more testing and I've actually found that performance degrades when flying anywhere on Kerbin. Once you stop (e.g. by crashing) the performance stabilises to normal levels. Might this be a problem with kerbal konstructs itself?
  5. You're not wrong, but I just wanted to provide a reference point for performance. Even modded, this game isn't as demanding as many people fear it is.
  6. For what it's worth I thought I'd chime in and mention that I'm using parallax with tessellation enabled alongside a bunch of other graphical mods (volumetric clouds/scatterer, TUFX, deferred etc.) and I have a pretty consistent 60 FPS in all scenes on a 3070.
  7. I've noticed when using this mod that I get a pretty big performance hit when near structures added by it. Is this to be expected?
  8. Shouldn't monetary cost also be a factor in some way? Perhaps fabrication time to abstractly represent complexity?
  9. Out of interest, how does this mod determine the printing cost of parts added by other mods, and if they can be printed at all?
  10. I know I'm late to say it, but its amazing to see Nertea is back. Can't remember the last time I played the game without his mods.
  11. I just wanted to mention that although the tessellation adds a nice sense of detail to terrain, it also makes a lot of objects appear to "sink" into the ground. This image below is of a particularly egregious example at Kerbin's north pole, for instance. I know there are a lot of limitations to work around, but is there anything that can be done to mitigate this effect?
  12. Hi, sorry for taking a long time to get back, I didn't have much a chance to test until now. Anyway, I'm happy to say the ground seems pretty visible as far as I can tell. The new planet textures looks very nice by the way, and you changed Kerbin's topography far more than I was expecting. There is an issue though: if you zoom into Kerbol in the map view, it turns into what I can only describe as an extreme disco ball.
  13. I've found a bug(?). SE will only cycle through up to two playlists at a time, even if more have their criteria fulfilled in a given situation.
  14. What does the "pin" button do? It doesn't have any obvious effect, and there's no reference to it in documentation.
  15. Hey, if you're still developing this is any capacity, is there any chance you could add a condition to check for the parent body of the currently orbited body?
  16. Is this issue on this mod's side or on deferred's side?
  17. Is there any way to define a playlist as a "fallback" to use if no other playlist meets the conditions? Alternatively, could this playlist be defined to play in orbit around any body alongside planet-specific playlists? By the way, does the playlist.cfg support comments of any kind?
  18. Yes I was, sorry for being stupid. Out of interest, what does that slider control outside of your mod?
  19. The slider for terrain quality in my instance of the game caps out at high, with no ultra option. Even so, terrain tessellation appears to still be applied (it's the convolution of the terrain surface, correct?).
  20. Is there any way to use only the scatter objects in this mod without the terrain tessellation? The latter always causes objects to visually clip into the ground.
  21. I last played KSP about 10 years ago, but I recently felt the urge to get back into it (largely after hearing how KSP 2 is basically cancelled). Although it's been a long time, I still know the game well enough that I feel like doing a pretty modded play through. Since I've been out of the loop for so long, can anyone suggest any mods (be it visuals, parts, planets etc.) that are worth using? And another thing, is it safe to assume that mods that are versioned to 1.12 are still working?
  22. It also pertains to the inclusion of microtransactions. Do not downplay the significance of this. Knowing 2K, this will also mean the introduction of DRM is to be expected.
  23. I know I'm restating the same thing again, but you are again thinking within terms of our own reality while there is no guarantee that applies in any way to the aforementioned 'base' reality.
  24. It does matter, because if different laws apply in the 'base' reality, then why couldn't a flawless simulation be created? And how can you prove that these strange results aren't normal or natural or have anything to do with it being a simulation? To be honest, when you reach this point the concept of a simulation begins to lose its meaning.
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