-
Posts
43 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by lCristol
-
I second this by the power of Grayskull!
-
Rocket Part Revamp Discussion Thread
lCristol replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
OK now I'm totaly confused. Did these parts just didn't make it in time for the pre release of 1.2 but will be included in the final 1.2 update or do have to wait for 1.3? -
This! I guarantee you, that you have not checked your TV settings for the right Input setting. Unfortunately every TV has a different name for this. Overscan, PC mode, Console Mode, Game mode, 1:1 ... the list goes on. I would bet money that you played with a cropped picture for a long time without noticing it.
-
Will there be the ability to map our own controls?
lCristol replied to captMol's topic in KSP1 Technical Support (Console)
For the love of god, let us just invert the Y axis.- 15 replies
-
- 3
-
I think this is by far the biggest mistake with KSP for Consoles right now: "The game doesn't even allow inverting the vertical camera control for god's sake! How does anyone work in the games industry and not know that some people are "invertees" who willnever be able to comfortably enjoy a game that doesn't allow this incredibly basic feature". We need to be able to invert the camera. This is mandatory. Everything else you listed is just meh. I too would be glad if I didn't needed to use the US Store - and will probably buy it again on the EU Store :/ - but the rest is perfectly fine. It's a console port. To hell with keyboard and mouse. Flying already feels better. But I really need to invert my camera. Squad could just switch motion sensor controll to touchpad if you feel like it. But in my opinion, it doesn't really matter that much. On the other hand, an invertable camera would be nice. And OMG please tell the europeans what the heck is going on so we can start our fires, get our pitchforks and meet up at SCEE. And then while we burn them we sing about how important it is to be able to invert the camera controls. They should concentrate on building a good update structure for themselves. It would be a pitty if all the PC updates in the future will be 6 weeks earlier then console updates. Just like not beeing able to invert the camera, this also makes people sad. And while I'm at it: Overhaul the graphics, polish the code like you already do, make scatterer stock, make engineer stock, make opm stock maybe look at clouds and let me invert my camera. Ta-Ta Cristo
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
Your ship looks quite like my good old "USS hyperedit is for quitters"- 2,401 replies
-
- 3
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
@selfish_meme I'll just get my shorts and beach rain coat out. BTT: A real color image from those NASA guys: When I compare this with the latest screenshot I can't really tell which is real and which is ksp.- 2,401 replies
-
- 1
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
How cozy- 2,401 replies
-
- 1
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
I first also thought it was simply colored from a black and white pic. But indeed, those crazy Russians - gotta love 'em - send a heavy color recognizing camera there. In those pictures you can even see the massive cover for the lense lying at the landing legs, which apparently was decoupled just before the camera would be avtivated. Holy gosh! This Venera probe really is an enormously impressive piece of probe. However, so far I think the really yellow ones are a little bit oversaturated and brightened. @Berlin @sDaZe I just saw that you really included my configs in the 1.0.8 download with your adjustments. I'm so happy However, as the planets have been resized, this leads to a different look again. Which somebody already noted with there beeing somehow no atmosphere. I saw that Berlin will redo those. I still would suggest to take something along the lines of the configs I suggested to have a better compatibility between OS's. When you have the next update ready I will have a look at the current scatterer settings.- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
Disgusting! Looks like someone just peed all over the atmosphere. For decades. Are you sure this isn't recolored? Wikipedia gives me this:- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
Me too. Use my settings from page 33. They'll fix the artifacts for you.- 2,401 replies
-
- 1
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
Please Test my settings. I made a download at page 33. Please follow my instructions there. It is definitely a Problem with scatterer OpenGL and ssrss. However it should be completely fine with my settings.- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
Shameless double post: btw ... I think you made a mistake in the latest Mars atmosphere update in SVE: OBJECT { name = Duna-MainClouds body = Mars altitude = 40000 speed = 0,35,0 detailSpeed = 0,0,0 settings { _DetailScale = 20 _Color = 128,108,108,200 _MainTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/mars2 } _DetailTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/DetailCirrus } } In the line: "_Color = 128,108,108,200" the value 200 makes Mars purple like stock Eve, when I change it to 20 like this: "_Color = 128,108,108,20" it looks nice and mahrslike again.- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
This is now my final config (this time I mean it ) -> https://www.dropbox.com/sh/vvh5355ulc48l7l/AABPJXXQmQJTpiMEt-y3emTGa?dl=0 Those are the included values (Stock planets just for comparison): The orange field were filled in by me in the settings, the blue were only there to indicate to me wtf they were doing and how they correlated. And here some pics from Triton and Pluto to show that the flickering is indeed gone, when you visit them:- 2,401 replies
-
- 3
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
Your link is correct but you only need to download one of the folders named "2048", "4096" or "8192". I recommend 4096. It looks like you downloaded something else because your folder is named "RSS-Textures-10.4" although the newest version is 10.6 The folder you need to put into GameDate is then named "RSS-Textures". *edit* After reading your comment again, I'm a little bit confused. Were you using CKAN? If so, just don't! Download from the exact link you posted.- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
Please delete everything in your scatterer config folder, then download the entire folder I provided with the link (Download upper right corner) and paste the files in the download in your config folder. There is only one active config but each "planet" folder (e.g. Earth, Venus, ...) contains the backup of the standard SSRSS scatterer configs as "SettingsBackup.cfg". However scatterer just loads the "Settings.cfg". Don't delete anything else except the files in "/GameData/scatterer/config/". I don't really know what could possibly have went wrong, cause I just tested it again on OS X and it works fine. @all It looks like the configs for Windows and OS X could possibly be the same. But I absolutely need the experimentalAtmoScale 1.9 for my OS X system with 1.8 I still have artifacts. I not set it to 2 so it looks like the "stock" SSRSS config. Venus needs 2.5 and Mars 2.2. The remaining planets and moons are still OK. I'll update my list and the download one more time. And I think this should be it.- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
You should really have a look at the eclipses of scatterer in stock ksp. EVE looks nothing like that. Blackrack is indeed stating them as WIP but they have a much better look then what EVE has to offer for eclipses. But that's just like my opinion, man. OK I could get along with your argumentation about resizing. I would then just need to adjust the values to the new radius of the planets, but I think this should now get along very much faster than before. Please just redownload my settings, as I cant imagine why they should block your startup. I have tested them on OSX and Windows. Both very much fine and I have just updated them again. Are you on Linux with OpenGL? Also if it loads and you still have those artifacts I talked about some post before, please raise experimentalAtmoScale in 0.1 steps until they are gone and post the value where the disappear. https://www.dropbox.com/sh/jc5bo10u0uyia6r/AABia63E8SAu5SDTE270JtZBa?dl=0- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
I would veto this as I think it's very much fine with 637km and just 1/10th of Earth actual radius. But I would also like to add that 600km Earth radius in SSRSS should make things easier with scatterer configs since blackrack is also developing for Kerbin with 600km radius. So my work with the scatterer configs my be easier. But since this would only be true for Earth and not Venus, Mars, Jupiter ... jada jada ... I'm not sure it really matters. @Berlin That doesn't looks right. I had just the opportunity to test my OSX settings on my windows machine and everything looks fine. I have however updated the rimBlend = 180 rimpower = 500 settings like @sDaZe set them. I recognized that I can ignore them and the only values that really matter to eliminate artifacts on osx are Rt and RL relative to Rg and the experimentalAtmoScale. I can later test if experimentalAtmoScale of 2 was also enough on OSX to eliminate the artifacts then the settings look absolutely identical. Just with different Rg, Rt and RL values. Here are two shots: the first is of my windows machine with my - updated values (dropbox link is the same) - and the second of sDaZe's settings: As - at least for me - these new settings work both on windows and osx it could be a standard implementatuion for you guys. But please let me first check if experimentalAtmoScale of 2 is also fine for OSX without causing artifacts again. (When I remember correct this should be the case and then both settings look identical - at least for earth so far) and work on both platforms) @Berlin Please redownload my settings as I made a mistake with the altitude config points which is now gone and reverted rimpower and rimblend to your settings. *edit* here my main scatterer settings: *edit 2* Every rimblend and rimpower value updated with some suggestions from my side. Dropbox files are also updated. https://www.dropbox.com/sh/jc5bo10u0uyia6r/AABia63E8SAu5SDTE270JtZBa?dl=0 Bonus Pic: my test craft going down on Saturn.- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
Nope, I read this a few times here but those are - I think - global values. I didn't edit the altitude configs but have flown through them. Rg,Rt and Rl are not found anywhere else in the config and neither experimentalAtmoScale. I flew a small ship with 28TWR (and infinite fuel) directly - at 70000m/s orbital velocity the system is surprisingly static ;D hyperedit is for quitters - to each planet/moon with scatterer and went into a highly elliptic polar orbit. In the end no artifacts were seen at any altitude.- 2,401 replies
-
- 1
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
Done and done: https://www.dropbox.com/sh/jc5bo10u0uyia6r/AABia63E8SAu5SDTE270JtZBa?dl=0 @selfish_meme If you test this and still have artifacts - especially those under 160000km at Earth - raise the experimentalAtmoScale in 0.1 steps I'll guarantee they'll vanish at some point. I just today had the same while testing.- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
I can definitely confirm this, as I flew a ship to every planet and moon with a scatterer setting. So folks these are my finished values. Maybe they can also work in windows but in OS X they look gorgeous. @Squelch7 @selfish_meme could you please test those? You only need to change the orange fields in your scatterer config text files of each planets (6 values) I managed to come very close to the pic of @Berlin 's setting. For me it is perfect. @blackrack Could you pretty please also just look at those and confirm or destroy my thoughts. After some testing I recognized that I could somewhat raise the Radius/RL factor at smaller then stock planets and lower it at bigger then stock planets to get rid of the artifacts with lower experimentalAtmoScale. Not exactly like this but it was a rule of thumb to get started. As you can see the values are a little bit different. The rest was trial and error. It works and looks almost like Berlins settings. If I wanted to share the settings files, where should I upload them and am I allowed to? I made the Settings.cfg my configs and backups as SettingsBackup.cfg of the provided SSRSS configs.- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
@selfish_meme That's odd. The ring from your last picture (slowly fading above 150k and somwhat gone at 200k+) is something I have also seen. But with the higher EAS values I don't have those anymore. I know for sure that these occure when I lower the value of EAS (experimentalAtmoScale) but - at least for me - they disappear completely with an EAS of 3.7 or above. However. As stated a little ring around the planets stays, just like the one you showed in your post after that: And yepp, 4 removes the ring but also raises the atmosphere glow. But keep in mind that you also can adjust the Rg / Rt / RL values. Where Rg should be the Ground, Rt the atmosphere height and RL the end of atmosphere (glow?). So far I haven't changed Rg from the SSRSS values but Rt and RL have a big impact. Maybe it will work to make a smaller gap between Rg and Rt while still setting a higher value at experimentalAtmoScale. Right now I have ships flying around, Earth, Venus, Mars, Uranus and Jupiter. Neptun and Saturn are coming next and then the smaller planets/moons with a scatterer value. And as experimentalAtmoScale 4 is OKish at Earth and Venus (Venus maybe even perfect) it's not even slightly OK on the much bigger gas giants. So I will poke a little bit more at Rt and RL with smaller experimentalAtmoScale values. I'm testing these at a windows PC and my Macbook btw. However I prefer playing KSP on my Macbook so this will be my reference. What I just cannot quite grasp, is that with stock KSP I don't have these issues between Windows and OSX with scatterer. The standard config works perfectly on both. MAybe I will also take a closer look at the standard config. I found these albums from Apollo 16 and 17 with many pictures of earth atmosphere from orbit. And yes, it seems that the atmosphere should look smaller. But we should also keep in mind that those pics come from an Earth with 6371km radius and 100km-ish atmosphere. Our Earth now has 637km radius and a 100km-ish atmosphere: https://www.flickr.com/photos/projectapolloarchive/sets/72157656739898544 https://www.flickr.com/photos/projectapolloarchive/sets/72157659085112111 *edit 420* *updated values ... but not finished* The first Values and calculations are of scatterer 0.246 standard settings for each planet. Radius to Rt and Radius to RL are always (read: not always - damn you Eve) similar if not identical. I will adjust everything to those 70.7 and 4234 factors. @Berlin You could imho took these Rg, Rt and RL values as standard setting for your settings, as they correspond to the standard scatterer value. However, the EAS values are different for windows and OSX. 3,7 and 4,0 (maybe 3,9) are a must have for OSX (OpenGL) but under windows this looks very bad. I will maybe also lower the values in the future to get a thinner atmosphere on OSX. EAS is experimentalAtmoScale and MEM is MapExperimentalMultiplier (although I already deleted this from the list because it only influences - who would have guessed - the map mode) ... I don't quite understand where those values arise from. testestestestest ... ... ...- 2,401 replies
-
- 1
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
You can take my settings from this thread and copy them by hand into the scatterer configs of each planet. The ring artifacts will then be gone at all planets. The flickering of Pluto and Triton is another matter though . However I will work more on the settings of the gas giants and some smaller moons. But Earth and Venus are already beautiful with this settings. I'm also playing on OSX.- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
lCristol replied to sDaZe's topic in KSP1 Mod Development
So, my thoughts after my last statement were "Hey I can't just add 8500 between Rg and Rt at a planet like Jupiter! It's ten times bigger." And I was sort of right. I took a factor based on the radius of the planet relative to Earth into my settings. So for Saturn I had the factor 8.98 and therefore didn't just add 8500 and 500 but 76300 between Rg and Rt and 4500 between Rt and RL. I now have no ringlike artifacts. but the day and night line looks weird, because of the much bigger atmospheres based on my calculations of Jupiter, Saturn, Uranus and Neptune. Like this: https://imgur.com/MhLq8SH Furthermore the transparent atmosphere of Jupiter looks weird. Because you can now see that it's somewhat transparent. I think something in between or even the exact values used at earth and venus should look better. However the directly from my test with venus and earth scaled values are these: experimentalAtmoScale is always 4. At every planet. Earth: Rg = 637100 Rt = 645600 RL = 646100 Jupiter: Rg = 6937300 Rt = 7029800 RL = 7035200 Mars: Rg = 337580 Rt = 342080 RL = 342345 Neptune: Rg = 2408500 Rt = 2440600 RL = 2442500 Pluto: Rg = 118700 Rt = 119980 RL = 120080 Saturn: Rg = 5721600 Rt = 5797900 RL = 5802400 Titan: Rg = 257330 Rt = 260760 RL = 260960 Triton: Rg = 135340 Rt = 137140 RL = 137245 Uranus: Rg = 2470200 Rt = 2503200 RL = 2505100 Venus: Rg = 604900 Rt = 613400 RL = 613900 Tomorrow I will do some more testing with 8500 and 500 at every Planet and some value in between the scaled value and those ... I have to wrap my head around it some more.- 2,401 replies
-
- 1
-
- rss
- real solar system
-
(and 1 more)
Tagged with: