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braininator
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Everything posted by braininator
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
braininator replied to pingopete's topic in KSP1 Mod Development
I remember someone else running out of VRAM in the RSS thread when he was using direct x. He then fixed it by switching to OpenGL. I can't find a definitive answer online, but maybe directx 9 can only use so much VRAM (AFAIK it's kind of old for software...) -
Thanks for the help What gimp program would you recommend? I don't have PS. Even if I can't view it, it should still theoretically work if I just use it blindly, correct? Also for my solar system, I plan on making my own alien race, one that is kinda lizard like, extremely tough if and when someone figures out how to edit kerbals. As this is a stepping stone to a bigger project of mine... Should I put them on a tiny planet with life, (mars size) or the next planet in the solar system with much higher gravity and much thicker atmo? I used a accretion model I found on the internet to make this solar system so the two life filled planets is as accurate as that.
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As this is what is the diffuse map, I think I am doing something really wrong....
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I am trying to procedurally generate planet features for my AlternisSolar project(Yes, I have scrapped needing the textures I have spent a while collecting ) and while I can change kerbin's PQS to be dramatically different, the Scaled space is not changing to reflect the new body surface features. I have tried the export but I am getting images that looks like the heightmap of the new PQS, and Kerbin's specular map. Is there a solution to editing the scaled space to reflect the new body?
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so FOOF is F2O2? Based on what I remember from AP Chem... If you ever use that, warn me first... I want to be on Mars first... It's less of a health hazard O_o
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I read the log and I am seeing a large amounts of null references from Deadly Re-entry. ATM is also throwing a minor exception.. you have some agency issues... and it claims you are missing a file from MJ. One other thing... it's claiming it can't find the Toolbar DLL. However, the one thing I would check is Deadly re-entry. That is the error it reports before everything goes south.
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That looks like RSS is stopping once it is done with Kerbin as far as I can see. Providing logs would be the most helpful way of solving this issue. In case you didn't know how to get logs... http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29
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That's great! The obvious question is... Could we use compressed textures? That seems like the obvious solution (and by obvious I know that basically means not going to work...)
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Not yet. Though in all honesty it should probably take under 5 minutes. I can do it tomorrow. What's the sma multiplier? And it keeps acceleration ASL the same?
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I have found an interesting bug regarding what I believe to be the PQS. I have found that when there is a copied planet that uses the same PQS as the parent planet or other planets derived from the same parent, all the planets seem to share one copy of the PQS. What I mean is that while they will all have the same radius, when i edit one PQS all the planets will change. I have found this when I have edited the planets using RSS. An example of this is my extra planets pack for RSS. I forgot to check this before release so I released it :/
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Well.... That's embarrassing...Fixed post and Readme.
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Do you expect them to ever be able to get 64bit back to at least .24 stability? If you think they will, then do you mind sending me one? As the AlternisSolar System I was going to start putting together has 15 planets, I doubt I can get that+RO in under 32 bit. So if 64 bit is expected to work in the distant future it would be nice to have so I can use RAM to export the massive amounts of textures. If you don't think it'll ever be feasible again, then obviously please don't bother Thank you Also... Can you put a link to my planet post with the other alternate configs please?
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They said in their FAQ that the latest 64bit version is even worse though, which is highly disappointing.
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This pack adds the planet neptune and it's moon Triton, as well as Titania to Uranus. This is all done by cloning planets with Kopernikus and editing them with RSS. Installation instructions: Set up a normal RSS install, with the standard CFG and with the textures of your choice. Then Download this: https://www.dropbox.com/s/jlutqtmxox892so/RSSBonusPlanets4K%20V1.0.zip?dl=0. Unzip this file, and copy the gamedata folder inside the folder over your current one and agree to overwrite the files. This will replace The standard CFG and install my new textures and planets. Licence: CC-BY-NC-SA Attributions: RSS by NathanKell is required for this to work (obviously) Metaphor's Textures from his PF+normal planet CFG used by permission Kopernikus Planetary System is used to make(but not edit) new planets to use. It is under LGPL licence. I have included the main directory under Prealpha 3. Additional Information: This is designed to work under 32bit KSP. It was origianlly designed for 64bit windows but that is now to unstable for most mods to use. As this is compatible with .24.2 KSP as well if you wish to use the original HD textures, PM me on the forums. Bug reports: If you find bugs in this please give me the reproduction steps, logs, and what happened. As .25 has no 64bit that works with RO mods, such as this one, I have scaled the textures back to 4K. For those who have linux or .24 64bit I still have the 8k textures if you want them. Edit: it appears to broken on my computer that I didn't release it on it is broken, as well as one report I have had back. Please tell me if Eeloo, Tylo, and minmus look correct. This will help both me and the Kopernikus team. Thank you
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Alright... Everything is compiled for a HD (the 8k variety) to be released now. However, I have one final question first. Licences... It uses CFG's for Kopernikus, which has a different licence to RSS I think, Metaphor's textures, though edited, as well as a lot of cfg code from you in the base CFG. What licence should I use? What can I use? Do I even need a licence?
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Nathan, is the cfg going to change in 8.0? I have not managed to download .25 ATM as the server was overloaded. Will my cfg break in the next version or can i release it before i get .25? (Not pointed at nathan ) I have been gathering textures for a project I call AlternisSolar which is basically just a alternate realistic solar system. Now I just used a program called Star gen which uses a seed algorithm for a sun like star and produced a planetary system for it using the old nebula formation theory* and I like the look of this system. I have listed the general system overview... It does give a lot more info. Enough that using texture I have collected plus some new ones i will get, I can make it. Does it look good for everyone? Stellar mass 1.00 solar masses Stellar luminosity 1.00 Age 1.157 billion years (8.843 billion left on main sequence) Habitable ecosphere radius 1.000 AU (0.814 - 1.443 AU) Planetary Overview # Type Dist. Mass Radius 1 Rock 0.349 AU 0.044 EM 0.357 ER 2 Rock 0.522 AU 0.094 EM 0.459 ER 3 Rock 0.669 AU 0.412 EM 0.748 ER 4 Terrestrial 0.967 AU 0.336 EM 0.699 ER 5 Water 1.248 AU 2.344 EM 1.317 ER 6 Martian 1.565 AU 0.327 EM 0.693 ER 7 Jovian 2.667 AU 92.607 EM 6.753 ER 8 Jovian 5.583 AU 25.660 EM 4.939 ER 9 Martian 7.414 AU 0.185 EM 0.768 ER 10 GasDwarf 9.537 AU 1.695 EM 1.576 ER 11 Sub-Jovian 12.832 AU 4.518 EM 3.190 ER 12 Jovian 21.524 AU 62.994 EM 7.182 ER 13 Ice 28.094 AU 0.941 EM 1.306 ER 14 Rock 42.348 AU 0.141 EM 0.702 ER 15 Rock 49.166 AU 0.052 EM 0.504 ER * I learned today that the nebular planatary formation theory is most likely completely wrong... But it's close enough.
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How does it work with .25? I'm still otw home (no I'm not driving...) and will test it then.
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So...Update with New planet Progress. Good news: I fixed it. Bad news: I have no clue why what I did fixed it. What I did: The second planet I made Kopernikus copy Tylo not Eeloo for Titania, even though it worked before I made Triton, also based on Eeloo. I updated the zip file in dropbox that I sent Nathen Yesterday. I think it's basically ready for release.... Despite me not knowing why that fixed it. My only guess as to why it fixed it is that RSS, or Kopernikus, or something else got Triton and Titania confused when both were made after Eeloo...
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I am now having trouble on my moon Titania now that I have done Triton. It was working before but since I added Triton, Titania is using the same color and height map as Triton. I have double checked that I put the right file names in. This is Triton: This is 'Titania': even though this is the color map for titania: My output log is here: https://www.dropbox.com/s/2h53trvi8t9zm2i/output_log.txt?dl=0
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That is for the moon's and dwarf planets that I may end doing that don't have their data already done in your config. This is not for the immediate data but for later.
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While most of the orbital characteristics seem to come directly from wikipedia or other 'sources'* the inclination is off. I know that for RSS it is slightly tilted for axial tilt. How do I convert for planets? Also which do I use from Wikipedia, the orbital tilt relative to a. the planet b. the ecliptic or c. the axial tilt of the planet I believe it is b right? I will have at least Triton done, with the heightmap from gimp tonight. *I know wikipedia is unreliable at best but... I think it's good for this right?
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Once I have the textures, does it not run again or do I have to remove the code?
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Maybe I should mention now... Just the planet's I have done, with the 8k texture pack, with my textures also scaled up at 8k textures... without ATM or RO, is about 6.5gb of RAM. While I will be doing low res versions... I doubt most could use all of those About the Venus trip... Do rocket engines actually work on Venus? I would of thought that there would be very little ISP. Edit: Nathan, you have mentioned in the past that I can export the textures for the scaled space. Do you mind explaining how I do that?
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As there were maps for the planets as well as normal maps, if the worst comes to the worst, I shall use the height map feature on gimp until I can find appropriate height maps. That being said, I have regained the maps as I realized that editing the textures to fit now (scaling them up from low res in gimp, and changing to the appropriate format) was not a half hour processs as this was new desktop not old laptop. What moons do you all want me to do? I will get one for Neptune so it is not empty, perhaps with the heightmap 'cheat' in gimp. Then do you want more saturn and jupiter moon's perhaps? Or do you wish for me to convert the kuiper belt objects and ceres?