Dakitess
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Dakitess replied to tony48's topic in KSP1 Mod Releases
Hi there, I'm kinda stucked : I want to get the very best visual that's possible around the Space Center for BDA tournament that will stick there, and I finally built a very nice KSP Install based on KSRSS, scaled to x2.5 using Sigma, enhanced locally by the wonderful Katniss Cap Canaveral and its x2.5 config, and the whole graphics mods set, you know, PlanetShine, DoE, TU, TURD, Waterfall, etc, etc. But I can't get properly good clouds. Like, really, they looks like crap, don't know if it's related to x2.5 scale, but my AVP install looks way better. I've tried KVE on top of the install, it did not ruin anything, works fine, but no improvement. So, this is the question, how can I improve the clouds to get the very best looking one with my install ? I would really appreciate any help ! Some mandatory pics of the GameData as well as what it looks like so far : Imgur: The magic of the Internet- 1,962 replies
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- totm mar 2022
- rss
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ABANDONED KVE I Kerbal Visual Enhancements Release1.2 released
Dakitess replied to Musker Busker's topic in KSP1 Mod Releases
Hi there, I'm kinda stucked : I want to get the very best visual that's possible around the Space Center for BDA tournament that will stick there, and I finally built a very nice KSP Install based on KSRSS, scaled to x2.5 using Sigma, enhanced locally by the wonderful Katniss Cap Canaveral and its x2.5 config, and the whole graphics mods set, you know, PlanetShine, DoE, TU, TURD, Waterfall, etc, etc. But I can't get properly good clouds. Like, really, they looks like crap, don't know if it's related to x2.5 scale, but my AVP install looks way better. I've tried KVE on top of the install, it did not ruin anything, works fine, but no improvement. So, this is the question, how can I improve the clouds to get the very best looking one with my install ? I would really appreciate any help ! Some mandatory pics of the GameData as well as what it looks like so far : Imgur: The magic of the Internet -
I did finally got the same kind of visual with Katniss, Katniss x2.5 config and KK, but I'm wondering it there is a way to go further, especially regarding the ground textures : they look GREAT when flying, but not so much when lower in altitude, which of course kinda obvious. Still, is there even larger definition of the ground ? I'm using this install for BDA tournament that will exclusively happen around the KSC center, so, maybe high detailed ground for this single area ? Also, as we can see in the image above, the game Space Center is crossing a sand road, and it's a bit too visible, like, different texture, way more detailed, etc. How can we enhance that ? Is this possible to move the Space Center just a bit further in the green homogene field ? Is there new building that would take place is this scenery with logic and aesthetic in mind ? Thanks in advance, wonderful mod set !
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Kerbalized Realistic Visual Enhancments (KRVE) Development thread
Dakitess replied to Adiri's topic in KSP1 Mod Development
Sure, since i'm only going to use it on Kerbin, that's sounds perfect match- 28 replies
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- development
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Kerbalized Realistic Visual Enhancments (KRVE) Development thread
Dakitess replied to Adiri's topic in KSP1 Mod Development
Is it okay to be used on a daily base though ? I'm organizing BDA tournament and everything happen on Kerbin and mostly around the KSC, so this mod is perfect- 28 replies
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here it is ! I've made a Teaser-ish for our own BDA tournament, based on the craft that had been used during the Season 02. It's 4k, FullScreen with loud sound, enjoy, any feedback appreciated !
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- full stock
- cinematic
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[1.12.x] GravityTurn continued - Automated Efficient Launches
Dakitess replied to linuxgurugamer's topic in KSP1 Mod Releases
Do you have some insight of how the initial guess is made and how improvements are done ? We did our own GT script using kOS and i'm quite interested to know how it works for this mod, if that's not a secret. On our side, we ran some ~800 test flights with a dedicated bench rocket and various incremental TWR, reaching the best Angle / Pitch Velocity couple. This is for our initial guess than run quite well (along some correction factor depending on Solid fuel ratio etc.). From this, we then use some dichotomy approach to find the very best GT within 5-6 flights most of the time, automatically. i'd love to present this script when I have time -
Damn... Any other idea of an input that could be used to mimic this behaviour ? Thanks for your answer, amazing mod !
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Is there a way to use Speed as an input in order to send action to an hinge for instance, so that we can set up Variable Geometry Wings automatically ?
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Hi there ! We are organizing a huge KSP event in France, that will take place in June ! It's going to be a Kerbal Space Program Hackathon : 10 hours in a fully equipped room (Thanks HP OMEN, our sponsor !), 24 teams, and more than 500€ as a cashprize ! Sure it won't concern most of you, international folks, but if there is some Baguette out there, please be welcome ! The Rules are about to be translated though, in English. Everything can be found here : KSPACECONTEST | SpaceCon
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[1.12.x] GravityTurn continued - Automated Efficient Launches
Dakitess replied to linuxgurugamer's topic in KSP1 Mod Releases
I beg to differ :p Yes indeed, there is some limits and optimization to deal with, regarding the fight between Gravity Losses, Atmospheric Drag and Steering Losses, but i've never find myself doing a better GT with some throttle (except for the finetuning at the end for Ap altitude, if needed, but I kinda don't), than going all the way 100% : I don't know what LiftOff TWR would require some throttle to benefitable, but that must be over 2.5. Past 2.1 it's already tricky to perform a proper GT. Sooo yeah, i've never quite really understand why all the Autopilot use the Throttle that much. I can understand in a real life context, in RSS, with limited amount of ignition for instance and the necessity to get in orbit without cutting off. But in Stock KSP, if you need to throttle down in order to avoid the AP to go crazy, then just turn sooner / harder to get a even more agressive GT, and you'll get better performance Though, that's of cource a really nice option to have, to throttle according the time to AP. It really makes sense, but not that much for GT efficiency. -
[1.12.x] GravityTurn continued - Automated Efficient Launches
Dakitess replied to linuxgurugamer's topic in KSP1 Mod Releases
It's been a long I have not played around with this mod, but i'm still interrested by what it represents. Is there a new button to deactivate the throttle so that the launcher remains at 100% all the way ? Or an option to allow this throttle only past an altitude ? -
[1.12.x] GravityTurn continued - Automated Efficient Launches
Dakitess replied to linuxgurugamer's topic in KSP1 Mod Releases
Actually, when it comes to Gravity Turn efficiency, there is barely no way to get better performance than going as shallow as you can. Atmospheric drag is a joke versus the gravity losses, really. You have full SRB that might change just a bit this statement but I would bet on the opposite without thinking too much. I'm running a whole automated experiment of launching hundreds similar rockets at different Pitch Angle and different Pitch Velocity Trigger, for different liftoff TWR, and there is one solid conclusion so far : the shallower, the better. The very best launch of each rocket configuration is the one that not fail while being damn low in atmosphere. I use to have my rocket around 0-5° above the horizon at 30-35km maximum, for the optimum Pitch Velocity. -
Is there any known issue regarding the inability to take Supersize Screenshot while using TUFx ? It works actually perfectly in SPH and VAB where TUFx is deactivated, and when i'm in flight, the size of screenshot does increase accordingly to Supersize parameter (in settings.cfg, you know) but the resulting picture is not OK at all, basically the same as without supersize and when you zoom in you see more pixels than before. Do you have any idea ? Thanks !
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[1.12.x] Textures Unlimited Recolour Depot
Dakitess replied to Manwith Noname's topic in KSP1 Mod Development
Hi everyone, thanks for this mod, it really looks nice Thought, as shown in the first page and as experienced in game, some parts are not fully covered with the Red, Green, Blue channel : some part keep being "neutral", which is globally fine, except for some lights situations and hen metallic colors is vastly used on the craft : the difference can be a bit "strong". Is it possible to affect a whole "metallic aspect" to the parts, just like the "Appearance : it's all shiny" slider, while keeping the possibility to recolor the Red Blue Green channel ? Also, the front small controllable surfaces has this blue boarders, another solution would be to give a blue layer for the "black parts" ? -
3rd/4th gen Aerial Brawl (FAR + BDAc)
Dakitess replied to Pds314's topic in KSP1 Challenges & Mission ideas
Hi there ! I'm currently organizing my own BDAc tournament and this version comes in handy ! But there is some stuff that I really do not understand : 1) What is the "IT" that appears ? It looks like when a craft kill another one, then the whole other crafts make it a priority target, until one of theses others crafts manage to get a hit to this commun target and become the Priority Target. While it's interesting, I would really would like to avoid this, is there anyway to deactivate this functionnality ? 2) Having log of the battle is crazy ! But I'm not sure to understand what each lines mean and is there is some easy way to deal with like, import it in Excel or whatever. Please I would really be happy if you can help me -
Hi there ! Texture Unlimited that I've been using it for a long time, with TURD Now I come with a weird glitch based on an exotic KSP install, so I would understand if there is no known answer / you don't want to bother with such specific situation. - KSP 1.10.1 (yeah, already not the officially supported version but it works :p) - Using BDAc with the specific Runway Project version : somehow, it has a dogfight option that comes very handy, in CameraTools ! - Using quite a lot of graphics mods, like AVP, DOE, PlanetShine, EngineLightRelit, etc etc. - TU and TURD that work even if I'm in 1.10.1. - The issue now : I'm using the last version of CameraTools 1.14.0 and this is where things are gettind weird. Now, the problem : Everything works fine except that when activating the CameraTools, whatever the options, I got dark surfaces. Like every parts that has Shiny Effect thanks to Texture Unlimited, became darker after half a second. Here, the usual look without CameraTools activated : Here, the CameraTools issue : Here, I activated the CameraTools and took an immediate Screenshot (through the ground, yeah, bad composition haha) : And like juuuuust after, maybe a third of a second, I got this : Do you have any idea of how I could solve this issue ?
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[KSP 1.9.X] CameraTools v1.14.0 (10 Mar 2020)
Dakitess replied to jrodriguez's topic in KSP1 Mod Releases
Hi there ! Love CameraTools, I've been using it for a long time ! Now I come with a weird glitch based on an exotic KSP install, so I would understand if there is no known answer / you don't want to bother with such specific situation. - KSP 1.10.1 (yeah, already not the officially supported version but it works :p) - Last version of CameraTools 1.14.0 - Using BDAc with the specific Runway Project version : somehow, it has a dogfight option that comes very handy, in CameraTools ! - Using quite a lot of graphics mods, like AVP, DOE, PlanetShine, EngineLightRelit, etc etc. AND the ones that are linked to the issue : TextureUnlimited. Now, the problem : Everything works fine except that when activating the CameraTools, whatever the options, I got dark surfaces. Like every parts that has Shiny Effect thanks to Texture Unlimited, became darker after half a second. Here, the usual look without CameraTools activated : Here, the CameraTools issue : Here, I activated the CameraTools and took an immediate Screenshot (through the ground, yeah, bad composition haha) : And like juuuuust after, maybe a third of a second, I got this : Do you have any idea of how I could solve this issue ? -
Is there a way to apply the reflection we used to have in previous version, for helmet visor but more especially on cockpit glass ? I really loved this feature ! I'm using ReStock but could eventually get rid off if it helps, even if I would be glad to use both at the same time. I'm also using TextureUnlimited to get shiny parts, I don't know if it could be an incompatibility ? Thanks in advance !
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Launch Efficiency Contest, craft provided !
Dakitess replied to Dakitess's topic in KSP1 Challenges & Mission ideas
Yeah It was not clear wether you were allowed to rotate the craft, but I think it's totally okay. It just simplify a liiiiitle bit the pitch over, you would be able to do the exact same ascend with a vertical liftoff, just a bit more difficult to trigger. 3447 m/s ! Damn, you now have the record, good job I'll have to try again then :p @IronMaiden, you know have another competitor :p- 15 replies
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Launch Efficiency Contest, craft provided !
Dakitess replied to Dakitess's topic in KSP1 Challenges & Mission ideas
Naaah did not try again after this 3444 m/s, you still have a record :p What's up, the other players ? do you manage to improve your ascent ? Even if it's not the record, do not hesitate to post your entries with some informations and / or question if you want some help ! You can see that you can clearly improve by a large margin (+/- 300 m/s) over a standard not optimized ascent !- 15 replies
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Launch Efficiency Contest, craft provided !
Dakitess replied to Dakitess's topic in KSP1 Challenges & Mission ideas
I've tested, Oberth Effect seems to beat the benefit from limiting the Ap at 70km. In addition, the ascent is even flatter, leading to more atmospheric drag : better push the AP directly to 100km ! Here is my last attempt so far, 3444 m/s : Is it still possible to embed Imgur Album here on the Forum ? Here are some screenshots taken at some specific steps : https://imgur.com/a/Gz0tVXo- 15 replies
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Launch Efficiency Contest, craft provided !
Dakitess replied to Dakitess's topic in KSP1 Challenges & Mission ideas
Throttling down is indeed very rarely a good idea, it only means you could have chosen a more suitable engine, lighter / with better ISP. Or you can take benefit from higher TWR which always is a plus to avoid Gravity Losses, by FAR higher than Atmospheric Drag. This challenge is here to promote the Gravity Turn as it makes a HUGE difference and show how much the "don't go too fast in the atmosphere" is a very wrong way to ascent. My initial entry : I actually thought it would be better to loose slightly on the agressive curve to allow for less drag cumulated during minutes and minutes, even at 0.01-0.02 m/s/s and that would allow to perform a 70km Apo, from stage the fairing to take benefit from a push with less dry mass as possible, getting the Pe at 100km and then circularize again. Don't know if it's still interesting to only aim for 70km, stage fairing, raise Pe, especially if you flatten the curve even more. Anyway, i'll have to improve my ascent, but damn, 3446 m/s is one hell of a score. Good job to the other players, already some very nice entries, 3331 m/s for EveMaster, I did not get that high in my attempts ! This launcher is part of my "Suivez l'Guide" tutorial which is, I humbly believe, one of the most complete and illustrated I've seen. I'm giving Crafts to download, saves with exercices, etc. This rocket is used to show the Gravity Turn as well as the Mun Round-Trip, with some margin but not that much for a new player. I give some referential values at each step to see if they're on the track or where they can specifically improve- 15 replies
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Launch Efficiency Contest, craft provided !
Dakitess replied to Dakitess's topic in KSP1 Challenges & Mission ideas
Very nice questions indeed ! - Yep, you can tweak the Rigid Connection thing and / or AutoStruts. - Yep, you can change the staging, good one, did not think about it ! - Yep, you can do whatever you want during your flight, except for bug-using, AltF12 and this kind of thing :p - Right, I did not remember that I locked this upper tank : actually, it is a way to "dimension" a good ascent, you should not have to use it. If you do, well, you might want to work on your trajectory and ask for advises I prefer that we let that untouched, as it's my fault and maybe some people already Download the craft with this aspect, or won't read the fact that they MUST unlock to get same DeltaV read-out : let's have it lock, if it's okay for you ! - Love your suggestion ! But it sounds a bit strange to me haha :p Are you looking for a more challenging rocket instead ? Indead the goal was that anyone should be able to put the craft in orbit, without unlocking the Tank, so that they won't be frustrated and still have a proper DeltaV result that they can then try to improve, launch after launch, tips after tips. I'll add some of this information in the OP ! Looks forward to see your entry :p- 15 replies
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Hi there, I'd like to suggest a small and easy contest, which is all about launch efficiency, trajectories, gravity turn, etc. You'll find below a Full Stock Craft : https://cdn.discordapp.com/attachments/706948521735225374/753224100033462372/KSC_-_SLG4_-_MunAr.craft A quick VAB pic of this very basic rocket : What you can do : - tweak every contextual parts menu : engine's gimbal, booster's power, fuel capacity, fairing jettison option, Autostruts, Rigid connection, fuel consumption priority... Etc. - modify the staging : fairing separation sooner, synchronize a decouple with the upper engine, etc. - fly the way you want, provided that you're not using dirty alpacas, bug using, AltF12, etc. - you can use any AutoPilot mod or script you want : be sure to avoid adding Parts, I know there is Partless version of MechJeb for instance. Otherwise that would add some mass / drag. - mods are generally okay, they do not alter physic in any way and you're not adding any parts, etc, see previous rules :p What you cannot do : - obviously, you can't add or remove any parts. And you can't do anything to the Payload. - do not unlock the upper tank of the last stage, it's here for a reason : you should be able to put that craft into orbit without touching the locked tank, with margin. If you don't, you're in the good place to ask for tips, do not hesitate - do not use any mods / thing that is altering the Stock Physic. Provide some screenshots you want, but one them must be the Orbit View, after reaching 100x100km circular orbit, minimum, just like the next image : If you're using some AutoPilot mod, please provide a Screenshot of the settings panel as well, as it's one of the thing that i'm personally interested in : i've never find any one beating me at this challenge using autopilot :p Your goal : preserve as much DeltaV you can ! We will only look at the Stock indicator, at the lower left corner ! You should provide : a screenshots of the orbital view showing the 100x100 circular orbit minimum and the Lower Left corner DeltaV Stock indicator, and any other screenshots or information regarding what you've tweaked / change, according to the rules, as well as AutoPilot Settings Panel, if you're using one. Try to use a recent version of KSP, at least from 1.7.1 since this is the one that brought the Stock DeltaV indicator. Any feedback appreciated if there is questions, suggestions, etc !
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