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G'th

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Everything posted by G'th

  1. If you can point to the picture youre referring to Id be glad to tell you
  2. More examples here: https://imgur.com/gallery/KJPYDUn So these are my personal KS3P configs. I've worked on it from the perspective of enhancing general gameplay without making it difficult to play the game. So no hyper bright or over exposed scenes here. Installation: 1: Install KS3P: https://spacedock.info/mod/1618/KS3P =============== 2: Install KS3P Patch from c1usta: https://github.com/c1usta/KS3P/releases/tag/6.1.1 =============== 3. Choose your configuration: STOCK: https://www.dropbox.com/s/varr7000a6pr54q/GthsVisuals.cfg?dl=0 JNSQ: https://www.dropbox.com/s/qruop9r4ozpaluj/GthsVisualsJNSQ.cfg?dl=0 =============== 3.5 If you're using JNSQ, I recommend utilizing this Sunboost config from @Zorg. I found the additional sunlight necessary due to my cloud configs casting a lot of shadows. If you find that you're experiencing the same thing (such as abnormally dark launches even in the middle of the daytime), this config will help with that. https://www.dropbox.com/s/ogb1cc3kzpbmrkp/JNSQ_SUN_boost.cfg?dl=0 - You can install this anywhere you wish in your Gamedata folder. =============== 4. Install the KS3P config to your KS3P folder. -NO- other configs should be utilized in tandem with mine. You may experience weird glitches up to and including becoming your own grandfather/mother. =============== 5. Follow the additional "Match my Install" steps below if you wish to replicate my screenshots to some degree. =============== 6: Go play. =============== Currently, the general borkness of KS3P at this time, please do let me know if you experience any issues using my configs. I cannot necessarily guarantee it will work as intended in your install, but I will help get it working if possible. ======================================================================================================================================= Matching my install: In order to match my install, and thus what you see in my example screenshots, you'll need the following mods: Astronomers Visual Pack - For AVP, I recommend using the highest textures you can. For me, thats the 8k clouds with the optional 43k cloud pack for Kerbin. NOTE: AVP carries its own KS3P config and you MUST delete it, otherwise as noted above it will cause issues. =============== Distant Object Enhancement =============== PlanetShine In my install, EVE's cloud cover tends to make the launchpad very dark unless the cloud cover is sparse over KSC, so I recommend setting your ground ambient light setting to 1 with a 100% override. I also put the PS intensity to 0.5 and all relevant settings to max =========================================================================================================================================== JNSQ Users https://imgur.com/a/Mua6nv5 The config above is optimized to work with JNSQ and in normal JNSQ you should still have good visuals. However, it was also made to be used with my adaptation of Astronomer's Visual Pack for JNSQ, which at this time is in limbo pending first and foremost the approval of the JNSQ team to release the adaptation, but also my continued development of it. Presuming approval is given, once my adaptation is released I will include a section here for replicating my install for that.
  3. So I'm having this issue with Duna under 2.5x. It appears to be scatterer thats causing the strange "fog" thats at the lower attitudes but it seems like anything I change regarding scatterer doesn't affect it unless I completely turn it off. And besides that, I'm also having trouble with City lights. They're very faint even without KS3P on top of it. Any ideas for increasing that?
  4. While granted I'm unsure of how we might go about it for KSP, perhaps you can leverage some of Breaking Ground's code for this purpose? The seismic experiment seems to have some sort of code that looks for an event in order to trigger a science gain, so if we can apply that to any arbitrary event, then it would be rather trivial to mock up the actual experiments themselves. Have the landers consume resources to perform experiments (beyond just power) and require that multiple experiment attempts (either at different times or in a wide variety of locations, or both) be performed in order to generate science.
  5. Thats a question better suited for the Tweakscale people to be frank. Generally when I tweakscale docking ports its only ever to attach to a second copy of the same tweakscaled port so I have no idea.
  6. While it won't be as clean as Nertea making actual models, what you could do in the interim is add tweakscale to the port. You'll be able to scale it up to whatever size you want and barring some kind of weird glitch (99% chance thats not going to happen) it'll work perfectly.
  7. https://imgur.com/a/w9vLxYR <--- Full album with more examples. Hey pingopete, I'm unsure of what issues you might still be having with KS3P as far as getting the export function to work, so I thought I'd lend a hand on that point; though to be fair given the general state of KS3P I can't really say for certain that'll work for you, but it has for me thus far. Essentially when creating a config the first and best thing to do is to get all relevant settings to where you want them. Then, under "Edit Profile Properties" you want to select which scenes this particular config you've created should load into. (IE, which is selectable). Once you do this, a single config will apply to all the scenes you chose. Then once you export, best practice for me has been to copy the export text into the config file you based your work on. So, for instance say you're changing the settings for "EVA" and you want this to apply to not just EVA, but also Flight, Main Menu, and Tracking Center. You'd pick all those under profile properties, then export. Copy the text in the export and paste over whats in the EVA config. (naturally if EVA doesn't exist, create it) Then that should load up just fine. Then you do the same for all the others. Presumably you can mix and match or do each scene individually. However, for the config I'm making for my own purposes (showcased above) I'm approaching more from a general gameplay standpoint rather than a desire to crank the graphics to the absolute max. So mine just applies to all scenes simultaneously as one config. Which works out great really. Easy to change on the fly as I continue to tweak it and generally just spares the headache of juggling configs. I have noticed however that some settings for whatever reason don't load correctly, if at all. Unsure if this is because of export or just because KS3P is still borked. IN particular, the entire "Trackballs" section under color grading is completely pointless to mess with for me. ~~ And also, regarding mip maps on clouds, I'm still unsure of how exactly I converted mine. I've attempted it in both paint.net and gimp and I'm also struggling to find the settings necessary to get it to work. Which is strange given that the clouds I converted still work as intended, I just can't recreate them for whatever reason. I will keep messing with it and let you know though.
  8. If you follow install instructions it most certainly should work.
  9. Honestly if you're not wanting to play with RO, I'd recommend going for Stock Size Real Solar System. A lot of the same visual goodness without all the difficulty.
  10. 1. ?? Have you not seen what happens when literally any given rocket explodes? 2. I never said there was such a thing. Please feel free to quote me. I said an uncontrolled -rocket-. 3. Except you don't know that. It isn't definitive whether or not MH is meta-stable or not. And if has been proven, then I recommend you cite the source. And lets not get tied up in semantics. You know what I'm referring to when I said reaction. 4. Cite it, for one, and for two, the only source I found on the matter was inconclusive on whether it or not it actually evaporated; it wasn't witnessed. https://www.sciencealert.com/the-world-s-only-metallic-hydrogen-sample-has-disappeared So no, nothing has been disproved at all.
  11. The point being that uncontrolled a rocket is not effectively different from a bomb. If you ignited all the fuel at once it will explode. Assuming that we won't figure a way to control the reaction in a way conductive to propulsion is just pessimistic non-science when we haven't even gotten to a point where we can make the stuff. Until actually proven otherwise there is zero reason outside of pessimism to write off MH as a fuel.
  12. Just spit-balling but without a nozzle a normal rocket is just a giant bomb as well.
  13. Indeed that is my bad. I didn't realize that was the same error being talked about.
  14. I'm having an issue with the Trajectories UI disappearing if I happened to pause the game by hitting escape, and no amount of fiddling with the toolbar button gets it come back up. I'm still able to see my trajectory in map view and I still get the nav markers, but I'm unable to access the GUI to turn it off or otherwise fiddle with it. Not sure if this is an issue already fixed and I'm just out of date or if its something new.
  15. I think the 64k Clouds still need to have some mipmaps generated for them. They look way better that way, even when zoomed in from another body like the Mun:
  16. Yep. The US core of the ISS is essentially Freedom. Just has a bunch of Russian stuff hooked up at the back
  17. Make sure you get an up to date B9 part switch by itself and do a completely fresh manual install of this mod as well (ie, delete everything and reinstall with a new download) Also double check to see that its actually this mod causing the fatal errors
  18. Today I built this: https://imgur.com/a/52tKjNO
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