-
Posts
68 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by TyrannoFan
-
Planetary Enhancements
TyrannoFan replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
Some great ideas here. I've always wanted cave systems, but I understand why they probably won't ever be implemented. Also, sand dunes and wavy sand patterns on Duna DO exist. They just don't appear that often. And by don't appear, I mean that sometimes when you load the game up and go to the same spot on Duna, you'll have crappy Minmus-like textures. Then other times, you'll get this lovely sand dune pattern. I have no idea what triggers it. Sometimes, the terrain textures get stretched along one axis for some reason. Here's a link to an image that shows you the wavy sand texture if you haven't seen it. -
I've made a new image. This time, it's a small probe-powered science lab called Akatsuki taking an image of my recently deployed Kōkishin rover:
-
How 'environmentally conscious' are you?
TyrannoFan replied to mangekyou-sama's topic in KSP1 Discussion
I leave debris around planets, because I don't want to just magically delete them, but I'm too lazy to grab them or destroy them by other means. However, if, say, a used lander has no further purpose and it has a probe core or something and my Kerbal is returning in a different ship if there even is a Kerbal there, I deorbit it and let it crash into the surface or burn up in the atmosphere of the body it's orbiting. Because that's fun, and a quick and easy disposal method. -
Kerbal Stuff, an open-source Space Port replacement
TyrannoFan replied to SirCmpwn's topic in KSP1 Mods Discussions
Are there categories? If not, there should be. It would be really useful to for example browse only part mods, since the search function isn't always 100% accurate. -
[1.0.5] * Rocket Factory * - LeBeau Space Industries
TyrannoFan replied to RaendyLeBeau's topic in KSP1 Mod Development
This looks pretty cool. I don't use any part packs for memory reasons but if I make a separate 64-bit KSP folder, this looks like one of the mods I'll be using. -
I spent about an hour squeezing out 35,000 science from a Minmus science lab, and then I wondered why I decided to do that since my tech tree was already unlocked. I have no plans for future Minmus missions.
-
Yeah, I edited the OP just now from "debris" to "particle effects", I can definitely see some people confusing it with, well, debris.
-
Not sure if this has been suggested, but I think it would be pretty cool if there was debris particles when a decoupler is fired. Like this: http://gfycat.com/FriendlyClosedCod I feel as if this would be a mod rather than in stock for some reason. And of course, the particles would be physics-less, just temporary particle effects.
-
I don't mind any of the changes except for the forced WYSIWYG editor. Can't it be an option? I don't even mind if it's the default, I just want a button somewhere to toggle it or something. Otherwise, I'm fine with everything else, and I actually think its an improvement.
-
Every time I try to go to Moho, I get random and bizarre Kraken attacks. Sometimes, two crafts are controlled simultaneously, other times my crafts completely change their orbits by spinning, occasionally my camera drifts off by a few kilometers, and once in a while my crafts receive random acceleration from no identifiable source. As a result of the frustrations thanks to these Kraken attacks, I try to avoid Moho.
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
TyrannoFan replied to Ven's topic in KSP1 Mod Development
Say, what happened to the extra node on top of some engines that adapted the engine to a bigger tank size? I think it was a bit fiddly, but it did make things look nice and customizable. -
So I've decided I'll be doing a bunch of images along the same vein as the Mun landing image. Quality may vary, largely due to the strangeness of some of KSP's planets. Here's Minmus: This one was a bit difficult since Minmus is really strange. After some short research, my best guess is it's made of some sort of copper salt. So, I used an image of salt flats for the environment, and Apollo images of the Lunar landscape for the hills.
-
I thought of a small but helpful function that would improve symmetry. Lets say you want to make a science probe for example, and you want to put the four main science modules on to it (accelerometer, gravioli detector, thermometer, and barometer), and you want to distribute them such that they are symmetrically placed. Currently, you have to place them one by one and try to tell whether or not they're symmetrical by eye. What if there was some way to quickly select the objects you want and distribute them symmetrically? For example, what if you could press R in the editor to cycle through to "multi-part symmetry (radial)" or "multi-part symmetry (mirror)", and then you can select your parts using a modifier key (like holding alt perhaps). In radial symmetry mode, the amount of parts you select will determine your symmetry amount (for example, 3 parts = 3 way symmetry).
-
Thanks for the compliments! For comparison's sake, here's the original screenshots (although, original Ion craft screenshot is lost and there isn't a single screenshot for the Voyager image):
-
I've made a few Photoshop manipulations of some of the screenshots I've taken, as a form of practice. My use of programs (3d programs, photoshop, etc.) is very hectic and disorganised, so I don't have much technical knowledge, only intuition and hands-on knowledge. However, I think I've made some good stuff regardless. At the very least, I don't think they'll make you gouge your eyes out. Album of my stuff so far (with descriptions for each image):
-
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
TyrannoFan replied to rbray89's topic in KSP1 Mod Releases
Well, I also deleted the city lights plugin as well as the city lights folder in BoulderCo. Since I wasn't using Eve clouds in the config, I deleted Eve's cloud image too. I replaced detail1.dds and duna1.dds with dds conversions of the Astronomer's Visual Pack's detail1.png and duna.png of those textures as well. I downgraded to the first 1.0.5 version and it's working properly now, even though I did those exact same things in that version too. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
TyrannoFan replied to rbray89's topic in KSP1 Mod Releases
I downloaded the most recent version and I have an issue where the clouds look like they're updating very slowly. As in, they stay still for a few seconds and then jump to the next position. It's very distracting and is noticeable on the ground, in space and for every planet with clouds. Here's a quick 6 second clip that shows what I mean in map view. I upped the cloud speed and went up to 1000x time warp to make the effect more obvious: [url]http://gfycat.com/DearestRawBorderterrier[/url] EDIT: In case it's relevant, here's my clouds.cfg file: [CODE]EVE_CLOUDS { Kerbin { Kerbin-clouds1 { altitude = 4000 speed = 0,30,0 detailSpeed = 0,6,0 offset = 0,0,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 8 _DistFade = 1 _DistFadeVert = 4E-05 _Color = 255,255,255,255 _DetailDist = 2E-06 } layer2D { shadowMaterial { } macroCloudMaterial { _FalloffPow = 2 _FalloffScale = 3 _DetailDist = 2E-06 _MinLight = 0.5 _RimDist = 0.0001 _RimDistSub = 1.01 _InvFade = 0.008 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 area = 24000,4 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 _InvFade = 0.008 } } } } Laythe { Laythe-clouds1 { altitude = 6000 speed = 0,30,0 detailSpeed = 0,6,0 offset = 0,0,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 8 _DistFade = 1 _DistFadeVert = 4E-05 _Color = 255,255,255,255 _DetailDist = 2E-06 } layer2D { shadowMaterial { } macroCloudMaterial { _FalloffPow = 2 _FalloffScale = 3 _DetailDist = 2E-06 _MinLight = 0.5 _RimDist = 0.0001 _RimDistSub = 1.01 _InvFade = 0.008 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 area = 24000,4 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 _InvFade = 0.008 } } } } Duna { Duna-clouds1 { altitude = 8000 speed = 0,30,0 detailSpeed = 0,6,0 offset = 0,0,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/duna1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 8 _DistFade = 1 _DistFadeVert = 4E-05 _Color = 255,255,255,255 _DetailDist = 2E-06 } layer2D { shadowMaterial { } macroCloudMaterial { _FalloffPow = 2 _FalloffScale = 3 _DetailDist = 2E-06 _MinLight = 0.5 _RimDist = 0.0001 _RimDistSub = 1.01 _InvFade = 0.008 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 area = 24000,4 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 _InvFade = 0.008 } } } } }[/CODE] -
On my recent biome-hopping Minmus mission, one of my 7 plaques read "Every small step feels like a giant leap..."
-
Kerbal Gender Options
TyrannoFan replied to dashane's topic in KSP1 Suggestions & Development Discussion
I think rather than having a toggle for male/female or both, maybe we could have a button that refreshes the list of applicants? So if you want just males or females, you choose your kerbals and then just press the refresh button to bring in a new batch of kerbals. This would also allow for getting kerbals with other attributes that you want (like stupidity and courage or class type) and also make it so that you don't have to exit, wait and come back for a new list of kerbals. It's not quite full customisability, but it does allow for some more choice and with more convenience. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
TyrannoFan replied to Ven's topic in KSP1 Mod Development
I'm pretty sure that heat shield bug happens in stock too. -
New Maneuver Node Editing Tool
TyrannoFan replied to Alshain's topic in KSP1 Suggestions & Development Discussion
Brilliant idea - this would make editing nodes while focused on other places far less finicky, and it would look neat too. -
The "Full art pass" thread
TyrannoFan replied to Norpo's topic in KSP1 Suggestions & Development Discussion
Yeah, I don't mind the parts looking very different and having distinct styles depending on the company, but they just look bad in their current state and some just lack detail. It's not just problems with the aesthetics; the Mk1 Pod doesn't even adhere to the size standards we now have. -
You know those "test x at y" contracts? The ones that you complete by strapping on a bunch of stuff to a rocket? Well, I had an idea to make those a bit more interesting. If you have not researched the part that the contract wants you to test, there should be a good chance that the part will fail or blow up. That way, not only is there a risk to abusing those contracts for higher-tier parts, but you can't just strap on a bunch of nonsense on a rocket and do all these contracts in one go. However, if the part is already researched, it will not fail, so people that would rather not deal with random part failures otherwise (like me) won't have to. I feel like this should be a suggestion for the stock game and not for a mod because test contracts are honestly too easy to abuse and complete. I'm not really suggesting something that would make the game harder, just make exploitation harder and contracts a bit more balanced. And just to clarify once again; I am not suggesting to have random part failures for parts in general, just for "experimental" parts that you have not researched yet but are tied to "testing" contracts. I know Squad doesn't want random failures or malfunctions, and honestly neither do I (that should be something added via mods, not stock), but I think it's fair for parts that you're supposed to "test". I apologize in advance if this has already been suggested.