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HafCoJoe

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Everything posted by HafCoJoe

  1. One question too, has anyone tried turning a hinge via engine exhaust? I.E. your standard jet driven props but with hinges instead of decoupling the blades.
  2. Woah, that looks awesome! Could you link me your post? I'd like to give it a fly if you've shared the craft file too.
  3. The problems I had with my mega osprey stemmed from instability with forward momentum. If you tilt too far to one side, the change of plane causes it it to start automatically pitching itself back, making it wobble back and forth until eventually it loses altitude and crashes. Because of how heavy the craft weighed this was pretty slow all things considered, but it was pretty much a guaranteed crash once it started. I tried a lot of things to alleviate this (jet powered SAS, semi-cyclic blades via claws, gimballed rotors), but nothing really worked. I have a feeling too that I won't be able to get the RPMs that my old engines got even with the new motors coming out soon. I expect I still will need to use the old blower jet engine type. The limiting factor I was hitting near the end of my tests was the hardcoded RPM limit
  4. @Pds314 That swashplate is incredible... is there any chance you could upload your design so I could build off it? I tried making a 250 ton Osprey but wasn't able to get it fully working and got rather burned out trying to get it to fly in both positions. I also attempted to make a semi-cyclic bearing but that was rather buggy for how much it did. All of this was done before the addition of stock hinges, so I wager it would be possible to do now.
  5. Nope, the Default EVE configs are a cloudpack themselves, adding them too would create some problems. All you need is the EnvironmentalVisualEnhancements folder and ModuleManager.
  6. Dx11 was used a lot back when KSP was 32 bit, but now that its 64 bit you shouldn't need Dx11. See that the original post is from 2015.
  7. Clouds going through mountains would be caused exclusively by EVE, though. Kopernicus would have no effect on that.
  8. Kopernicus is not mandatory but it does account for a lot of surface features. You would still get clouds and planet glow through EnvironmentalVisualEnhancements, but the terrain textures won't change since Kopernicus controls that.
  9. Thank you! *Changing shadows would take some manual editing of config files since if you save through the EVE gui it tends to break Dunas configs. I disabled them since they use a few extra frames and I was worried about system impact.
  10. Could you send a picture of your GameData folder just in case so I can see the other mods you have installed too? It might give me some more info too.
  11. You are correct to use TextureReplacer. It looks like the shader plugin isn't updated, though I'm not certain. You might want to ask in the thread. Are you using Windowshine? Reflections won't work if the reflection shader is out of date.
  12. Hey there @Korb Biakustra and thanks @Jognt for replying for me Thanks for the compliments! This pack is truly a supercut of my favorite elements of every major visual pack before it, so a lot of credit also goes to the original creators @Proot @Astronomer, @Galileo , and the rest it's good to know you're not using any launch options. You are correct in pretty much every you said, too. We'll have to wait for Scatter and Kopernicus to catch up for a lot of features, and those visors are definitely caused by a bug with the reflection shaders. Did you use TextureReplacer, or TextureReplacerReplaced?
  13. You make a shortcut and add the parameters behind the path, or if you run via steam you put them in "SET LAUNCH OPTIONS" from the games properties.
  14. I run -popupwindow on my save but other parameters can be pretty strange on visuals. I'm out of the loop on real cause, but that's sounding more and more likely. KSPRC had the same issue back before 64bit.
  15. Yes they do! Scatterer only adds the haze in atmospheric planets and the improved water visuals. EVE is what handles all particles and clouds.
  16. You'd still get clouds, bioluminescence, and other effects, but the planet surfaces/orbital textures would stay default. Kopernicus is what changes the terrain textures (grass/mountain/sand/etc) surface scattering (trees/rocks/etc) and orbital planet textures, but almost everything else is handled by EVE. You can also still use my planet textures if you cut them from my Spectra/textures folder and paste them straight into TextureReplacer the same way you usually install custom planet textures. I also labelled what each parent mod does in the first folder of the manual download so you can tell what you miss if you choose to not install one of them. I hope this helps?
  17. I've been seeing these images more and more as of late... It never appeared while I was making the mod, but I see it from time to time as well. Does rebooting the game fix it at all? My Scatterer performance is the same as the standard settings, and my EVE performance is only slightly worse than the defaults. The better comparison would be between SVE and Spectra, and they run just about the same. The default EVE settings use a lot of UVnoise which tends to eat up frames. Spectra has a bunch more cloud layers but the particle density and number of layers is as optimized as I could get. Spent a good whole day swapping around settings and recording performance improvements before picking the ones that were best
  18. Man... that's the first image I've seen with the new surface features. Thanks for posting Jeb2
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