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papics

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Everything posted by papics

  1. Looking forward to the tubes, especially the ones with fuel tanks inside, but not so convinced about the new particle effects... I know that is more of a personal taste issue, so do not take this as a complaint, I will just try to get used to them
  2. Nope, I do not have that mod installed...
  3. Nice! One thing: would it be possible to have the supersampling value saved? Now it changes back to 1 at each scene change.
  4. Khmmm, start with the easy one ;D (Rings as you said!)
  5. I am seeing some strange light effects on the unlit parts, any idea?
  6. Or, what would be even better, is to leave this small as it is now, and make a larger version (with lower RPM, higher radius) matching the 2.5m parts
  7. I just saw that the second image on this wiki page is extremely similar to the part in this mod Cool! http://en.wikipedia.org/wiki/Artificial_gravity Or here is the wiki page of the full Nautilus-X project: http://en.wikipedia.org/wiki/Nautilus-X
  8. Very nice parts, looking forward to the larger centrifuge too! Here are some bugs (besides the documented rotation/inflation issue): - is it just me, or when you EVA a Kerbal over into the inflated centrifuge, it is impossible to start the rotation afterwards? (I did not try to EVA into an already rotating centrifuge ) - there is a weird transparency issue inside the centrifuge where the edges of the "dark net-structure" show the outside world - see pic below
  9. It is also there in my cloud layer... NASA's fault, they were too lazy to photoshop that part to seamless...
  10. Yeah, that is pretty much impossible to do in a proper way... (Thats why I simply used a 180 degree rotated version of the original layer as Layer2, because the other option is just way too damn difficult and would take ages to execute properly) For the implementation of the rest, looking forward to it, as always
  11. Kudos for the comets, they are cool! (The rest too, but I like those the most.)
  12. Hey rbray89, I had finally some time to look into the new release (6-6). Good work around the poles! Here are a few issues/suggestions I still have: 1) for the 8k clouds, I see you got also the Blue Marble textures, but they have here and there a few pixel-level errors... For my original 8k pack, I manually went over those and corrected them, so if you want to compile your 8k clouds from an even nicer version, then you can get my corrected cloud layer at http://ster.kuleuven.be/~peterp/KSP/8kNASAprocessed.png (pixel level errors cleaned up, and a slight scaling) - although you will need to turn this PNG into a tga with alpha, but since you did that with the original Blue marble image, that can not be a big problem for you I guess 2) For the city lights, it would be really nice if they could not shine through the clouds, so the whiter the clouds are, the less transparent they should be. See image below with the issue. So the lights from below the big white stretch of clouds should not be visible. It is especially an issue, when you put the MinLight to 0 (over cloud brightness), which makes the clouds on the dark side totally black (as they are in real life, except on long exposure images where lights indeed come through a bit, but not to this extent), which would be even more realistic (try it, on low orbit, around sunset or sunrise, only the dark silhouette of the clouds can be seen over the reflecting surface of the planet, really cool), because currently the lights shine through, even though I would want them to block the light. I hope you get what I mean. 3) I think lots of users complain because they see the following: Too much repetition in detail texture. It is very easy to go around this, just change the default scale for the Detail and Bump to 15 (then globally we are still using 15k x 15k coverage), which makes the texture still detailed enough from above the atmosphere, but keeps it large enough so that the repeating pattern is not really visible. 4) Change all the default rotation values to negative on Kerbin Go to map mode and time warp, you will see it is much better like that Check other planets to have the same effect everywhere. Slower cloud layer than planet is very strange. 5) Maybe in the UI include a switch for the city lights, if it is not too much work. Keep up the good work!
  13. I have not looked into the new releases yet, but the custom config only changes some rotation velocity values and lightness values, so even if the new config structure is different, just look into the config file included in the pack and modify the values in the GUI accordingly. I will probably try it out in the coming days, but XMas is pretty busy for me
  14. Yeah, this is simply from how KSP renders bump textures on a sphere... As far as I know, there is no possible workaround (except for not putting any clouds to the poles...).
  15. Here you go: http://forum.kerbalspaceprogram.com/threads/55905-0-22-Release-5-3-Visual-Enhancements-Clouds-City-Lights?p=842245&viewfull=1#post842245
  16. 8k NASA Blue Marble clouds for Kerbin v 1.01 Ok, the reworked 8k Clouds are now up at: http://papics.eu/8k_NASA_Clouds_Kerbin.zip (This is the original address, I just replaced the file.) Here is a bit of cloud-shape showcase (from 125k-150k orbit), enjoy!
  17. I have to do some minor editing (pixel level corrections of the original Blue Marble images), and my afternoon is quite full with other things, so expect it to appear here on the late evening (European time). (In 10 hours)
  18. Ok, here is a comparison between old and new method and a few shots with the new method. Let me know if the general consensus is really towards the new. It is clearly much whiter and less grey, but with more cloud transparency over land for the not totally white clouds. Night-launches (too) are much cooler with clouds
  19. Aw, crap, now I tried this, and it gives way better results, how did I not think about this before??? I will redo it like this... (Thanks for the suggestion!) Ps.: rbray89, sorry for taking over this thread for the weekend
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