zinfinion
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Everything posted by zinfinion
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
zinfinion replied to shaw's topic in KSP1 Mod Releases
Follow up question. Is there any inherent issue that prevents replacing only normal maps? I'd like to clean up Bop and Gilly's terrain but I am fine with their stock diffuse textures. Presuming there is nothing preventing this, would it be possible to add support for this in a future update? Either way, I appreciate your excellent work on this mod. Edit: After replacing the normal maps while keeping the stock diffuse textures, the macro blocking of those textures became readily obvious, so I'll be making some higher res diffuse textures. So it's a non-issue now. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
zinfinion replied to shaw's topic in KSP1 Mod Releases
Brilliant! It works exactly as you said with TextureCompressor installed and the .cfg tweaked to override the TextureReplacer/Textures/ folder. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
zinfinion replied to shaw's topic in KSP1 Mod Releases
Firstly, great mod. You have my thanks. I was just wondering if it would be possible to add support for directly passing .dds files from the Textures folder rather than .png/.tga/etc... Specifically 8.8.8.8 ARGB 32bpp unsigned .dds files presuming Unity/KSP supports that .dds format. The reason I ask is that with DXT5 I'm getting some rather bad compression artifacts on the edges of shorelines, which 8.8.8.8 prevents entirely. Here's an in game example from an 8192x4096 version of Laythe I've been working on: http://i.picpar.com/Gd4.png And here's a cropped 16x zoom (different area than the above, but the issue is everywhere along the coasts) of the file that is artifacting, specifically the RGB of the newoceanmoon01 (.png, .tga, it gets compressed regardless) where the artifacting occurs. Top is the source file (and also what a 8.8.8.8 .dds looks like since there is no compression), bottom is the DXT5 file with the artifacting: http://i.picpar.com/Sd4.png http://i.picpar.com/Td4.png I'm hoping this is possible, either way I appreciate you looking into this. -
FAR and Mechjeb terminal velocity
zinfinion replied to Ditchbuster's topic in KSP1 Gameplay Questions and Tutorials
With FAR + KIDS set to .55 Atm and Thrust varies with Isp I can set MechJeb to cap acceleration to 2.4G and it will only exceed terminal velocity for a few seconds. So yeah, what you said. -
Would this be enough Delta V?
zinfinion replied to Themohawkninja's topic in KSP1 Gameplay Questions and Tutorials
You can fake L3, L4, and L5 since they are on the orbit, but L1 and L2 are not doable. There's a reason for why this is in KSP but it's escaping me at the moment. I'll let someone smarter show up and answer. -
Would this be enough Delta V?
zinfinion replied to Themohawkninja's topic in KSP1 Gameplay Questions and Tutorials
Going into low Jool orbit at the start and leaving from a moon (except maybe Tylo or Laythe) at the end is wasteful on dV. It's generally much cheaper to start with the moons and then dip down to Jool for the shot back to Kerbin. Use the aforementioned map: http://i.imgur.com/IV8rzue.png along with the threads by its creator to get a handle on its intricacies: http://forum.kerbalspaceprogram.com/threads/41652-A-more-accurate-delta-v-map and http://www.reddit.com/r/KerbalSpaceProgram/comments/1iw30a/a_more_accurate_deltav_map/ And http://alexmoon.github.io/ksp/ to find good launch and return windows. And for giggles, here's the solar system: http://i.imgur.com/WGOy3qT.png -
The dark mountains are a side effect of details from the normal map baked into the diffuse texture. Basically you are getting dynamic shadows on top of the baked in shadows. Feel free to give this a whirl: http://www./download/o71p66ea8boeay8/kerbin_flat_diffuse_wip.zip The diffuse texture is an edit of the 16K Kerbal Maps color composite and the normal map is a cleaned up version of the one found in Tingle's HD pack that eliminates compression artifacts on the shoreline. I have no idea where Tingle found the high res normal maps, hopefully he doesn't mind. Before and after:
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Heh. Did you fix that liquid mercury spacesuit? I also have no idea what I am doing. I did notice while messing with Eve that your textures for bodies with water didn't have alpha channels to prevent the land from being shiny. Kerbal Maps' data repository on MEGA has elevation .tif files that make excellent alpha masks if you're so inclined.
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Excellent work! I'm especially a fan of the bolded. Found a fix! Edit lines 50 and 51 of UniverseReplacer.cfg (located at GameData\ UniverseReplacer\ Plugins\ PluginData\ UniverseReplacer): Old: rockymoon100 = Textures/Moons/Tylo/Tylo1 rockymoon101 = Textures/Moons/Tylo/Tylo2 New: rockyMoon00 = Textures/Moons/Tylo/Tylo1 rockyMoon01 = Textures/Moons/Tylo/Tylo2 You might want to include the fixed .cfg in the texture pack, at least until Tingle updates it.
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Is with mods easier to get in orbit?
zinfinion replied to Dacsi's topic in KSP1 Gameplay Questions and Tutorials
I'm using a custom KIDS setting with FAR that makes the Dv to orbit pretty much the same as stock KSP without altering fuel requirements in space. 0.55 Atm Isp Multiplier 1.00 Vac Isp Multiplier And Thrust Varies with Isp toggled on. The biggest difficulty with this is finding enough spots to place engines, as the TWR gets basically halved on the pad. -
A rather successful one. Glad you got the issue worked out.
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SAS/ASAS was completely redone in .21. http://wiki.kerbalspaceprogram.com/wiki/Version_history#v0.21
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While you cant do what you want, you can manage an Apollo 8/10/11 figure-8 free return trajectory that spits you back into Kerbin's atmosphere and requires no thrust other than the initial TMI burn. It's a pain and a half to try to get it to work pulling and pushing on the node though.
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Early Career Mode Mun Landing
zinfinion replied to The Jedi Master's topic in KSP1 Gameplay Questions and Tutorials
An analog of this will get you there and back no problems. Substitute FL-T400s for the FL-T800s and add 4 more batteries on the lander tank (an FL-T400 with a 909 Engine, btw). And don't worry about not having the ladder, you can jet jump back into the pod. You will need to aerobrake back to Kerbin rather than establishing a Kerbin orbit, just set your periapsis at 20000m over Kerbin when you get set to leave Munar orbit. One other note, since you don't have the LV-T45 engines that can gimbal or the inline reaction wheel unlocked, it's going to be a bit of a rollercoaster getting out of the atmosphere. So you might want to get them first. Also, that lander is a bit tipsy, so you might want to put the landing legs on some girder segments projecting radially for a more stable platform. -
1.25m Rescue Mun Lander
zinfinion replied to Danzmann's topic in KSP1 Gameplay Questions and Tutorials
Something like this should be at your tech level. It will get you there and back no problem (needs 4x more batteries, but since you have solar panels that would probably be better). Put a Stayputnik on top (and make sure to clear the crew manifest) and use radial chutes instead and you should be good to go. -
3D Mouse Support in 0.23???
zinfinion replied to capran's topic in KSP1 Gameplay Questions and Tutorials
Windows only according to the .23 notes, though it sounds as if they plan on adding Mac/Linux support. I'm using the 3DxWare 10 Beta from October 10 2013. 32-Bit: http://www.3dconnexion.com/supported-software/3dxlabs/3dxlabsapp.html?tx_sugar3dxsoftware_pi1[app_id]=6bf88bfb-4d3c-7c94-b77b-51c87573d793 64-Bit: http://www.3dconnexion.com/supported-software/3dxlabs/3dxlabsapp.html?tx_sugar3dxsoftware_pi1[app_id]=e657f516-d99e-f54c-e24d-51c875c0b7e4 Both support XP/Vista/7. -
3D Mouse Support in 0.23???
zinfinion replied to capran's topic in KSP1 Gameplay Questions and Tutorials
Just got my SpaceNavigator today and worked out all the axis assignments. As mentioned, by default the 3Dconnexion software (not KSP) has the X axis set to roll (as in airplanes) and the twist axis set to yaw (as most PC flight sticks behave). These two axes can be swapped, and it makes a world of difference (even if it is not the NASA way). And if you are perfectly OK with flight style controls, and don't want to mess with the axes, the rest of the post can pretty much be skipped. Make sure to create a profile for the ksp.exe (easiest while the game is running [Alt-Tab out, obviously]) and then set the X axis to Spin and the twist axis to Roll. You may have to click the dropdown where it says 3D Mouse and pick Joystick or 2D Mouse and then switch back to 3D Mouse and assign the axis. The settings seem to stick a bit... Anyways, set both Spin and Roll to Reverse and you should be set. Make sure to test it out on a capsule in a prograde facing with blue up and brown down on the navball. I was testing on a landercan in retrograde orientation and got extremely confused for a bit. So don't do that. Also, I found it helpful to set one button to Rotations On/Off and the other to Dominant On/Off. Good for docking especially. The only issue I ran into is that EVAs act up rather badly. The analog control provides far too much impulse and makes for some odd graphical anomalies as well. Other than that it's pretty much flawless. Just a matter of getting accustomed to the device and tweaking the speed and threshold settings. I have the threshold for Yaw at 50 and Roll at 25. One gotcha, do be sure to reboot after the initial driver install. I didn't and had some serious wonkiness.