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Everything posted by panzer1b
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Naval Battle League 2016-2018
panzer1b replied to Spartwo's topic in KSP1 Challenges & Mission ideas
Yeah, the downside of my armor (and any armor for that matter that ive ever come across) is that sustained fire to a single component is going to tear the ship apart. That said, i think mk-2 armor might still be the best thing around as it stands a decent chance of taking 0 damage on a hit (ive had plenty of trials where i hit with your triple ibeam warhead and it did squat or like removed a reaction wheel or wing panel none of which i care about) whereas conventional armor is virtually guaranteed to get something blown off on every direct hit from a semi decent warhead. Gonna take a break from another game i play and work on KSP armor design this and next week (they released a new vehicle and everyones bloody suicidin in them making fights stupid and boring, gonna wait a bit for everyone to get it out of their system) so hopefully ill come up with a few more decent ships. New model after eating 8 ibeams and 2 torpedoes, which resulted in the loss of 1 torpedo, 1 drone, and 1 SRM. All in all, id say this thing is borderline ibeam-proof and still tough to pen with torps. Also, i think im gonna go with pure mk-2 armor from now on instead of hybrid new and old style. Ive found that removing all teh structural panels from my SK-IV doesnt make it noticeably weaker (it is a tad weaker but not that much) so now i got myself a warship thats ~240 parts, has 2800 dV (which is enough to outrange anything that i cant tank fire from or kill outright), and ofc i used the weight savings to upgrade my firepower by dumping those 4 small SRMs for larger ibeams. It doesnt even look bad without those panels, and the exposed missiles on the front arent an issue since they were already automatically destroyed when anything hits nearby. No reason to touch anything but wings and mk-2 bays, bays are super light (compared to panels for the same surface area and volume), resist fire way better, and have animations which can be used to make hangar doors and similar things all while being part of the hull. Wings are obviously either for aerodynamics or for appearance (with occasional structural paneling when im in need of a different look). Classic 1st gen model with battle damage alongside the G3 prototype. And ofc my most recent model, the current gen-3 SK-IV with no structural panels on it at all and with purely MK-2 armoring. Its just such a beautiful ship in terms of performance, part count, armor, firepower, range, TWR, ect. If i get time, ill upload this later (and the new SK-III, V, and VI im working on) so you guys can give them a whack and test the armor properly... -
Removing smoke is stupidly easy and makes a HUGE difference especially if you build anything with 10+ engines. go into the squad folder, find engine you wanna remove it from (say let engines which look unrealistic with all that white smoke anyway especially at low power), and comment out (add // in front of the line) the following: EFFECTS { running_thrust { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.2 volume = 1.0 0.5 pitch = 0.0 1.2 pitch = 1.0 2.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 localRotation = 1, 0, 0, -90 } } running_turbine { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.05 0.35 volume = 1.0 0.5 pitch = 0.0 0.6 pitch = 0.05 0.8 pitch = 1.0 1.5 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 0.8 pitch = 2.5 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.8 pitch = 2.5 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } change this to: EFFECTS { running_thrust { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.2 volume = 1.0 0.5 pitch = 0.0 1.2 pitch = 1.0 2.0 loop = true } //PREFAB_PARTICLE //{ // prefabName = fx_smokeTrail_light // transformName = thrustTransform // emission = 0.0 0.0 // emission = 0.05 0.0 // emission = 0.075 0.25 // emission = 1.0 1.25 // speed = 0.0 0.25 // speed = 1.0 1.0 // localOffset = 0, 0, 1 // localRotation = 1, 0, 0, -90 //} } running_turbine { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.05 0.35 volume = 1.0 0.5 pitch = 0.0 0.6 pitch = 0.05 0.8 pitch = 1.0 1.5 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 0.8 pitch = 2.5 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.8 pitch = 2.5 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } Do this for all engines which you want no smoke and gain a good number of frames (not to mention much more authentic looking jet engines which dont puke smoke all over, but obviously less kerbally). If you wanna make less (but not 0) smoke you will need to alter the 2nd number (#2) in the emission = #1 #2. Divide it in half to get half smoke, so on and so forth...
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Naval Battle League 2016-2018
panzer1b replied to Spartwo's topic in KSP1 Challenges & Mission ideas
I dont really use kerbnet for 2 reasons. One, it cant be made to work in separate teams (as in i cant have a given satelite ONLY work with a certain vessel while a different one is only for another ship). Two, it more or less makes missiles useless since you cant (or at least i havent figured out how to) make anything like a droid control ship in the stock game. It seems that the sygnal NEEDS to be originating from kerbin and then sent where it needs to go, and you cant just take any old starship, stick a relay onto it, and have the kerbal onboard act as a controller for probes in teh area. Also, tested using your missiles and while they are very effective in general (one of the stronger missiles considering its only 4 tons per shot), they dont exactly kill the SK-IV with any sort of reliability or at least its no easier to get a killshot then using zeke's old super torpedo that ive been using at this point as the true test of a capital ship armor's worth (if it can survive 1-2 hits from those nasty 10t torps then odds are itll be able to survive a hit from anything short of fairing warheads which i consider cheating anyways so its irrelevant). Yeah, i suggest you guys start experimenting with using MK-2 and possibly MK-3 cargo bays as armor, its far from indestructible, but combining cargo bays with structural panels seems to be the armor of the future aslong as the physics dont change drastically in some future update that is... -
Naval Battle League 2016-2018
panzer1b replied to Spartwo's topic in KSP1 Challenges & Mission ideas
Well, starting to use the new armoring for a few more ships now and sofar the results are decent. i can make ships that are lowish part count, sturdy (especially against ibeams which seem to be borderline useless against MK-2/panel hybrid armoring), and dont have any critical issues in survivability (unless the incoming fire is excessively powerful ofc or spammed en-mass). This is my redone SK-II, obviously not a frontline ship since it lacks structural panels like whatsoever, but it seems to be quite resilient and more or less immune to fighter weapons. Now if only i can find a solution to the whole thing being evicerated when its hit from directly above or below with a 1.2m torp that doesnt require additional mass or part count (ill prolly leave it as is, its a escort ship afterall and not really meant to fight on the frontlines). Now to make a cruiser thats under 400 parts using new armor. I have a really really nice one that is specially built up around a hangar bay for fighters, but obviously in serious need of armor improvements and lowered part counts to make it anything more then a purely for show vessel... Also a bit off topic, @ShadowGoat, would it be an issue to ask for a download to your void. I wanted to see how those missiles are build (they are fairly good) and possibly test them on my rig. Dont worry, i wont copy them or anything for my ships since they arent asthetically compatible with my vessels. -
Naval Battle League 2016-2018
panzer1b replied to Spartwo's topic in KSP1 Challenges & Mission ideas
Well here it is for anyone who wants to give it a try. As always, im not a fan of "secrecy" in armor development (since its the ONE thing that noone seems to be able to really get right these days without resorting to 800+ parts), so if it passes your trials (best way to test a ship is to hand it out so others can give a whack at it) ive officially revitalized KSP armor development. Obviously not invincible or anything, and it WILL die to sustained fire or a very very lucky dead center killshot by a heavy torp (get ~10t to hit dead center and its dead), but sofar ive found it borderline impossible to 1 shot with any conventional warheads relying on either shrapnel or armor piercing design, can take multiple hits from generic ibeam weapons, and can also eat a few SRBs before its armor gives way. All that with but 260 parts (almost half of which are guns), 64 tons, 2500dV, workable TWR, and unlike the earlier prototypes it doesnt make you wanna puke your guts out when you look at it (older ones were super ugly). I think this thing can easily match or exceed anything else out here that has similar mass and part count values. https://www.dropbox.com/s/ak7xpkncugfloiq/AKS SK-IV G3.craft?dl=0 Really its only weakness of the fact that its still above my desired part count, since its over 150 parts. Sadly, i have serious doubts as to my or anyone elses ability to create a good vessel with a hard limit of 150 parts which can actually take a few hits from any semi competitive weapons. Its obviously a different visual style then older AKS warships (no curved surfaces, 6 sided front profile), it doesnt look bad or anything and i managed to actually retain some of my more iconic visual features my ships have had over the years (the rear engine covers, that wing plate with partially exposed structural paneling on the sides just like on the 1st gen class-IV warship, 2 claws top/bottom rear, 3 engine layout). Although its a new one for my ships, i actually like the hybrid organic-mechanical like design with a couple curved surfaces mixed with the old style flat and angled hull. Anyways, if you guys are interested download it and give it a try, perhaps itll show me some weaknesses of the craft that i wasnt able to find on my end... -
Naval Battle League 2016-2018
panzer1b replied to Spartwo's topic in KSP1 Challenges & Mission ideas
Usually ~250m/s. Ive found that much higher and the ibeam has a greatly increased chance of shattering instantly doing absolutely nothing regardless of whether its hitting armor or a fuel tank, and much lower wont phase enough to hurt the internals of a heavily armored vessel. That said, against unarmored or very lightly armored craft, i fire those things point blank as to cut the impact velocity to ~100m/s at best, more effective then. I usually fill each sepatron with ~2.4 fuel, and i use 2 for small ibeams while i use 4 for large ibeams, optionally you can use 2 with 4.8 fuel for large ibeams, just need to give it a longer distance so it accelerates. Also, its ugly as sin, has major issues with loosing torps (ill prolly switch it to pure SRMs and no G5s), but ive thusfar been unable to disable or kill the damn thing in a single shot of any weapon up to and including zeke's old 10t supertorp (the one on his squid class destroyer), the one thats sorta known to obliterate almost any ship from any angle in a single hit. I think this armor style is the best thing ever, now if only i can figure a way to stop the damn thing from loosing engines and weapons and ill have the strongest ship on here (every ship ive ever downloaded or tried could be killed by either ~10 ibeams, or a solid dead center hit with a torpedo, this one just refuses to die). Ill upload it if anyones interested next weekend, but im warning you, it looks atrociously ugly... -
Naval Battle League 2016-2018
panzer1b replied to Spartwo's topic in KSP1 Challenges & Mission ideas
So hows everyone doing? havent been on here in a while as i just havent had much KSP time lately and well, i now have a life, full time job, family, ect. Had a bit of time over the last few weekends for KSP though, and i think ive finally found a solution (after YEARS of messing around with space warships) to the age old worthless armor problem, one that doesnt involve stupidly high mass parts, nor does it require massive part counts to pull off (solong as the ship aint huge). Basically my current armor involves a combination of structural paneling (classic armor), mk2 cargo bays (to both create a variable armor property as certain weapons are good/bad vs mk2 bays and to cut down on parts vs pure paneling), and a ibeam based core structure to tie everything together. Seems to work well, and while its still vulnerable to multiple hits (no armor will withstand 4+ 5t warheads), it seems more then capable of taking a few hits from capital ship torps, ibeams, SRBs, ect before it gives way (and actually its more likely the internals will get shredded b4 the armor fails or the ship is split apart). Maybee if i have some time next weekend ill perfect the armor (and the above ship) into something thats a bit lighter, a bit better armored, and a bit lower on parts all while actually not looking terrible. If your having trouble with weapons perhaps try some of my old and still working concepts. I stick to 3 weapon types for my ships (most of the time), the first of which is the age old SRM or short range missile, what i call the generic ibeam with 2-8 sepatrons depending on how hard you want it to hit. Its really simple, decoupler, ibeam (long for capital ship killing, short for anti-fighter), and 2 or 4 sepatrons generally speaking (2 for the small ibeam, 4 for the large ibeam, 8 for tank mounted ones as you need crazy velocity to counter gravity). These are good for eviscerating unarmored targets and seriously hurting capital ships, but they need to be used en-mass (rarely achieve a kill below 4 shots, some ships require over 10) to ensure a kill against any well made vessels that posses armor plating. The next weapon type is the kinetic drone, which is basically a probe core with a fuel tank, 2 RCS quads clipped inside, a RTG or battery, and a short ibeam on the front so it has good damage potential. These do trash damage against armor (structural anything), but they are unique in that they are so bloody accurate i can snipe out exposed engines consistenty, and when used at low velocity (sub 80m/s), have a very good chance of not being damage in the impact and thus being sorta reuseable. Ofc i can still fire it from 5km and build up enough speed to nail a capital ship at 300m/s, but generally speaking not very good for that purpose but can be used against capitals when out of other ammo. Finally, i use generic 1.2m capital ship torpedoes, most of which are ~3-5t heavy and have moderate to high lethality depending on how good my aim is and how well the target is constructed (and a bit of how lucky i get with whether it phases properly). My current best weapon is the G-5 series torpedo, although im working on the G-7 which should be far more lethal despite being only a tad heavier. Both of these are what i like to call hybrid warheads, consisting of a dual mode shrapnel and armor piercing core. Half of the structural parts are attached to a fuel tank which is easily destroyed on impact, scattering those parts all around the ship's interior to take down fuel and other unarmored bits, and the rest are made into a armor piercing solid shot that does the true heavy damage to a ship. i used to use wheels, but after the forced autostruts in 1.3 i stay away from those since they end up screwing with the ship's protection, and ive started to view autostruts as a exploit that takes the challenge away from making strong warships and weapons (only time i use them is when part counts gets so bad i cant deal with normal struts). -
Ditch The Royalty Free Music
panzer1b replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
While i do agree the stock KSP music could be improved, i was under the impression that most people who played KSP (and other videogames for that matter) all have their own external playlists which they listen to when doing whatever. That and well, built in game music has the problem that it becomes stale very quickly since its more or less the same track playing constantly, why would i want to listen to that when i pull up my KSP themed playlist containing 200+ different songs, all much more fitting the game then the stock music does (i mostly listen to battle music and the like, given that 90% of what i do in KSP and have always done was make starships, fighters, tanks, ect, and set up fights using either stock weapons or BDA). -
Go for it, especially since you defenetely know what ur doing visually as your work with SVE is amazing (really wish i had a comp that could run that and not slow to 2FPS when i load some of my more ambitious starships). If anyone id defenetely trust that youll keep my mod working, keep the original spirit of the mod (sci-fi style and performance), and make it even better in the future too.
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Jett Quasar's Star Wars Replicas
panzer1b replied to Jett_Quasar's topic in KSP1 The Spacecraft Exchange
You could try using solar panels. This is by no means a very good replica, and its in chibi scale so its way smaller then your TIEs, but if you are having trouble with cockpits solar panels make very good looking windows... -
Not entirely gone, just moving on to other things in life, cant stay a college student my entire life now can i . Anyways, good luck with whatever future improvements you wanna make to this, maybee when i go on vacation in a few months (have some plans to go visit my family in europe over the summer and i will have access to computer) ill make a quickie update, but no promises ofc...
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Just wanted to say that because im now out of college, have a full time job, and family to take care of i wont be working actively on KSP mods for teh forseable future. Liscense has been altered to allow free use of assets without asking, so anyone who wishes to use parts of the mod or even continue unofficial development is free to do so. Now i may eventually get around to an update or so (i still play KSP ofc, just not as much as i used to back in teh day), but i cant make any promises, and i hope everyone enjoys what ive managed to put together thusfar. Until i return...
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So anyways, im working on BDA and what i need to do is 2 fold: First when a specific event occurs (part gets hit by bullet, pretty obvious), i need to check whether a part contains a specific resource type in it at all (resource name is "Armor"). Second, if the resource is present, i need to set a variable to the amount of that resource present in the part (so if there is 30 units of the resource the variable will have a value of 30 after operation), (variable is called "thickness"). Also, i would prefer to do this check in the least resource intensive method possible, since the mod will potentially be doing this check at a very high frequency (try doing penetration checks at over 5000 times a minute for autocannons). I know this is probably really simple to do, but i havent done any coding for KSP for over 2 years, and i sorta forgot how to do all of these seemingly basic things , that and probably the methods for doing it have changed
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Just in case anyone is wondering what my current plans are for scatterer, i plan to have the next release of SciFiVE be slightly adjusted to be fully compatible with scatterer but i will not prepackage scatterer with my mod. Sofar ive managed to get the cloud layers (and the all important "atmosphere" scatter layers that i made using EVE) to look decent with scatterer installed, and while the coloring is a little different depending on whether you elect to use scatterer or not, there is no visual artefacting present as is the case with certain planets right now (the biggest eyesore with V1.3 is prolly laythe, the atmo looks terrible if you install scatterer and dont modify that layer). To fix that issue, i actually lowered the opacity a bit (so its less visible), and lowered the altitude of the EVE atmo layers on certain planets (makes it less screwy looking while still giving the intended effect even without scatterer). Sofar i think i can get it so that 1 version works well with both scatterer and without, but if i cannot get that ideal i will release 2 separate versions for everyone to be happy, whether you want or do not want scatterer. I have no idea about the min requirements, but i have a rather old gaming laptop and i can run SciFiVE, scatterer, BDA, planetshine, distant object, and a few quality of life mods like KAC and such without any real performance concerns. Ofc the exception is when i try to do some really stupid things like launch a rocket with 200 engines on it as the sheer amount of smoke generated by that many engines (and the 500 or so parts the payload is made up of) just make the game drop to 2 FPS or something of that sort. Anyways, id say that for most regular space programs, you should have no trouble running stock SciFiVE, as EVE itself isnt that resource demanding, and the real performance hog is certain features of scatterer (mostly ocean refraction and shadow related things). Im currently running a updated (i need a few more days for testing and development before ill even consider V1.4 ready for release) version alongside scatterer with the vast majority of scatterer fluff disabled, and ive not had much trouble with framerates despite having ~1500 parts loaded at once (decently sized dres station, alot of asteroids clawed to it in a makeshift asteroid field, and 1 capital ship with 3 starfighters escorting it). Yeah it really doesnt like my 2000 part base like whatsoever (even bone stock that base lags like crazy), but aside from truly excessive things, you shouldnt have any issues running this on anything that isnt a potato.
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Well pretty simple question, just wondering what i need to do in the persist file in order to get a specific colored glowy asteroid for cinematic purposes. Ive seen enough of them already, and ive looked through persists, but i cannot figure out what parameters determine the color of the effect as well as toggles the effect. The "glowy asteroid" im talking about is seen in bottom right. Specifically i want to give the class-D (which i have atop the station) a red glow effect, and i want to remove the glow effect from the asteroid on bottom right via persist editing. Anyone know how to do this? If this is not possible, is tehre any way to force spawn a specific class of asteroid with teh effect, its not that much work to undock the station and dock to another potato, or just launch a new one.
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I got a super quick question. Im trying to integrate scatterer into one of my own mods, and i want to disable all atmospheric rendering (since im using EVE to do this and i personally prefer the way EVE does it and looks) while keeping the oceans and sunflare rendering from scatterer. Ive tried deleting stuff from the planets folder in the mod but all that does is remove everything including oceans. Anyways, im pretty certain there is an "easy" way to do this, just that i cant figure out how to do it , help appreciated... Also if not possible, is there a way to alter the scatterer stock atmo renderer to have better looking colors (i want to have much more saturation and darker blue rather then that sky blue the normal mod has) and also have a much higher thickness to it (its way too thin imo). The colors simply do not fit with my mod whatsoever, so i need to either find a way to disable atmo rendering completely and rely on EVE to do that, or instead find a way to actually make scatterer's atmo renderer not look terrible (well not terrible but it looks way out of place when combined with SciFiVE mod im trying to integrate scatterer into).
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From my experience not even that. Basically all visual mods that i used on 1.3 work fine with no bugs or crashes in 1.3.1, and while i may be biased, it feels like the game is a little bit less laggy too with large ships. Ill have to check if BDA works too, since thats about the only complicated mod that i use these days (besides occasionally KIS/KAS and the mod that lets me make walking mechs), everything else is super minimalistic quality of life mod, or plain visuals. I love how nice this game looks when u cram all the prettyfying mods into it. This is in 1.3.1 ofc, and that station as well as the corvette nearby is pretty much 1000 parts total...
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Ill upload and give u a link tomora as im sleepy and i need to rearrange files so you dont have to sift through an entire mod of mine im working on just to get to teh armor plating. Do you prefer a private PM or public link on thread, either way is fine for me...
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Basically parasci takes performance to an extreme, but cuts out alot of stuff that i personally dont see the point of even installing EVE without. This mod has volumetirc particles (actual 3d like clouds made of sprites), and it also does a far better job (im my opinion at least) when it comes to atmospheric glow effects (this mod does it in a similar way to the old mod called better atmospheres which was imo even better looking them this, but had performance issues cause of using 3-4 layers per planet atmosphere). All in all, this mod has more fluff in it, but doesnt quite take the performance hit that SVE normally would, sorta a middle ground between those 2. Basically if you want some sort of clouds, and need to have absolute highest performance, parasci is your best choice. If you have a monster rig (or are willing to deal with sub 10 FPS), SVE is probably the best bet since its far more detailed then SciFiVE (more cloud layers, thicker clouds, designed to be run alongside scatterer, ect). This mod is kinda between those 2 and also has a bit more of a "scifi" feel to it since i didnt go with realistic coloring like those other 2 mods, but actually put in some more bright saturated colors like blue and purple rather then that more whitish coloring that SVE/scatter has. Personally im not a fan of "realism" in KSP since the game revolves around a miniature solar system (tried RSS but didnt really like it much), with green things and such, and i never view it as realistic, but some sort of real life based scifi game, thus i made a cloud mod that fit that idea more. If you like the style, this is pretty much almost as good visually as SVE but performs far better and doesnt require scatterer to look good, but if you prefer 100% realism and need performance i think parasci is a hair better (i havent ran it myself but ive looked at the screenies). Incase anyone is interested, this is what the preliminary version looks like with scatterer enabled. Its laggier then regular SciFiVE, but its actually manageable and the total part count in that screenie is ~1000 or so between the 2 vessels. I wouldnt do a massive space battle with this installed (its bad enough bone stock), but for anything but excessiveness, it actually runs on my lappy just fine. All that needs to get done is redoing of some of the cloud layers and such, since scatterer tends to derp out a bit and make em look funny...
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Well ive been messing a bit with BDA in 1.3, and im noticing a bit of "odd" occurences that make little sense imo. First of all i do like that damage actually makes logical sense now, and it nolonger takes a 10 second sustained burst from 6 50cals to drop a single wing panel from 500m. The issues though is that certain weapons seem exponentially more powerful, to the point where they instantly shred anything but custom made tank armor panels (parts i made myself that can resist 1-2 hits from a 120mm gun). The biggest ones ive noticed are the 20mm minigun and the 50 cals. Both of them instantly shred planes with such effectiveness, a single 50cal bullet does about as much damage to planes as the 30mm gun, and the 20mm is for all intents and purposes 100% superior to the 30mm against air targets (which makes no sense whatsoever since a 30mm bullet was known to rip a wing off in 1 shot, while a 20mm cannon should take at least 2 hits to rip a wing panel off if not 3-4 for larger panels). I also think that damage needs to be globally decreased by ~50%, ive tested multiple settings and 50% global dmg multiplier seems to be the sweet spot where guns are still very deadly against planes (as they should be), but most of the time you are going to survive a glancing blow without being turned into a cloud of debris (at 100% you die if you get hit by like a single 20mm anywhere on the plane). Also worth noting is that damage transfer is ridiculously high now so a single hit on a tank that destroys armor plate is near 100% guaranteed to remove 2-3 parts behind it. I dont know entirely how realistic damage transfer should be, but in terms of gameplay i really dont like the fact that spaced armor is worthless (since a hit on something like a wing panel transfers so much damage to the parts behind it you are often going to loose the entire tank). I do like the idea of damage transferring to parts behind it, but it needs to be severely toned down in effectiveness for tank battles. Damage transfer needs to be a thing for very light and or weak parts to stop people from abusing lots and lots of near massless crap as armor since thats neither fun nor realistic, but it should be removed or severely limited for parts that are either highish in crash tolerance (say 50 or more m/s), or have highish mass, otherwise it becomes impossible to make tank battles work without doing what Tape and Beardy do in their series and use some sort of indestructible core to build the tanks up around. For some reason i cant actually get BDA to compile on my end (keeps saying its missing referenced stuff that apparently isnt located in either the BDA master directory or in the KSP directory) so i cant quite test it out myself to see how lower damage transfer plays out, but i really think this is something that needs to go with the exception of super light near massless crap just to avoid exploits. That and i think we can all agree that 1 shot kills are alot less fun then tanks that can take a few hits before they die off entirely. Ohh and if you guys are interested, ive finished creating what i call "tank grade" armor for use with tanks. I had to use wing panels (since there is a hitreg bug that comes up with super thin panels which makes the round pass through and not interact with the armor properly at certain ranges/angles), but sofar it is fairly plausible in that a large size panel (roughly the size of the current 2x2 structural) can take 2-3 hits from the 105 or 120mm guns (and ive also tested it with my own customized WW2 tank guns which use fairly realistic projectile parameters). If you want to give these things a try ill upload somewhere...
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I removed em since i thought it looked a little odd having dust on every possible body (personal preference i guess), but ill add it again if you think it was cool. Ill add it when i update everything to a slightly improved version with a few other changes primarily to volumetric particles (biggest personal annoyance with SciFiVE atm is the volumetric particles and how derpy they look at certain angles, will prolly switch to RGB style textures since it looks a hair better in mods that use those like SVE), no ETA exactly but soon... In the meantime you can modify the config files really easily by taking the V-1.2 textures required and config entry from Mun-Dust. Also worth mentioning is that i am working on creating a scatterer compatible version of this mod. Obviously it wont perform crazy fast or anything, but preliminary testing with most of the scatterer fluff disabled (water refraction, eclipses, ect, stuff that you normally wouldnt even notice) shows fairly decent performance and while its obviously laggy, its nowhere near as bad as SVE gets.
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
panzer1b replied to Waz's topic in KSP1 Mod Releases
Im using a custom potatoroid texture and its rendering this way as well, its pure black/white and isnt a rgb styled texture like those used by stock eve configs or SVE. The texture should render the same in all axis but it does not (there is variations in rendered angle and opacity). If you have an example texture that renders correctly i can base mine off of it, but sofar both RGB style textures and my own textures (that are just greyscale and have no color) render with varying transparency depending on view angle. Im prolly gonna shelve the potatoroid concept since i dont see it being doable with the way EVE renders 3d particles, but who knows,m maybee someday ill figure a way to do it (once i learn how to properly code EVE style plugins )... -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
panzer1b replied to Waz's topic in KSP1 Mod Releases
This appears to be the culprit. As the effect is basically like multiple particles being rendered somewhat differently based on camera orientation and they fade in/out as you pan around. If this is how EVE works then i guess ill have to shelve my "potatoroid belt" plans, but if there is a way to force particle rendering to be more conventional (like older games where its just 1 sprite that always faces the camera) id like to know how to enable that. Ive not noticed any major performance issues with this regard, as i have the textures scaled to massive proportions (above 10000) so it looks like there is lots and lots of particles but in reality the density isnt far beyond that of what you'd get out of SVE cloud layer (being on dres and timewarping has roughly the same lag inducing effect as being anywhere near the vicinity of kerbin with SVE installed). Also there is no plain texture at all, since i cant get the layers to look "authentic" otherwise, so its literally no visible 2D anything and 3D potatoes around the entire planet (it dissapears if you get excessively far from planet but i cant be rendering them when im at kerbin )... -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
panzer1b replied to Waz's topic in KSP1 Mod Releases
I dont think that setting is doing anything for me to fix the issue. I have tried everything from very low numbers (as low as itd go before the potatos stopped rendering completely to like 1 million or so), and i have my area set to like 300K since i need it to render the entire belt when you are in orbit. If you look really closely at the pics you can see how particles that are very far away from the craft are also being faded in and out randomly over time (and each particle seems to randomly split into copies of itself as you move the camera around too alternating between opaque and transparent). I know the description is kinda bad here (and ill try to make a video of what i mean tomora or so) but the issue im having is that i need each particle that is rendered to be distinct and fully opaque with no variation in alfa layer and no random fading in and out for another identical particle in teh same spot but in a different orientation. Anyways, if its not clear what the issue is ill provide my configs tomora alongside a video showing exactly what i dont want occuring. Kinda hard to tell from a screenie thats static... -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
panzer1b replied to Waz's topic in KSP1 Mod Releases
So im back to modding this game after a bit of a hiatus following unfortunate HDD crash, and i have a quick question to the EVE experts out there: Is there a way to disable the transparency of the 3d particle effects completely expecially when you move the camera around. It seems that EVE has some sort of effect that duplicates particles and makes em more or less transparent as you move the camera around (i presume this is intentional to make the particles more natural and less obviously fake looking and it works well for clouds or dust but not my intended mod feature). Basically im trying to create a potatoroid belt around a planet (in my case dres) composed of lots and lots of tiny little asteroids. Sofar this is what i have done: As you can see (look closely at the potatoroids), some of the potatoroids are partially transparent and i cannot allow this to be the case as real rocks are supposed to be 100% opaque. I know EVE was never designed with this in mind, but if anyone knows a cofiguration that disables this "transparency" effect id apreciate the help, since i just cant release a asteroid belt that has transparent asteroids (and the texture is pure white so thats not the cause of this bug). Also, a bit of a side note, ive tried a few times, but i cannot figure out how to code EVE plugin to support glowing 3d volumetric particles in a similar way that the game has a "minlight" parameter for the 2d texture which lets you make that sorta glow on the dark side (used for aurora rendering or just about any sort of glowing effects. I really really want to make volcanoes on moho, but you just cannot get em to look right as the volcanoes turn pitch black on the dark side of the planet, and last i checked, lava is not pitch black (and even if it is it sure would look cooler to have glowing lava eruptions). If it cant be done, then so be it, but if anyone knows how to do this (im no pro but i know how to code a little bit) id appreciate all the help i can get, EVE really need to add support to glowing 3d particles (and while we are at it proper rain beneath cloud layers).