Agathorn
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Everything posted by Agathorn
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Well there is obviously some creative license here. Bear in mind we don't, to my knowledge, gave a mod that allows more realistic weather patterns. All visual enhancements does is take one big cloud texture and move it over time. The speeds I have set up right now ere designed to provide just the slightest subtle bit of movement over time at 1x speed. Yeah it looks really wild at high time accelerations, but if I Slow it down too much then it basically would stick to the Earth and never change which wouldn't be much fun IMHO. Bear in mind though that these are just the settings I settled on last night. You can press ALT-N to open the mod's editor and make any changes you want. I'll try slowing them down a bit more, but I really do want at least some subtle sense of movement at slow time warp speeds.
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I guess a good question for Nathan is, how are coordinates entered? Curious about the same for RT but might have to wander into that thread to find out.
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Thanks for the feedback. I'll look at the clouds again tonight. I did it all from map view since I had no real mods installed to build a proper rocket The clouds are tricky because if they are too low, you get this weird effect where the lights seem to get drawn BELOW the lights, even though they really aren't. So to get around this I had to push the clouds higher up. They certainly shouldn't have been THAT high though so like I said i'll take a look again. In the meantime if you press ALT-N you can open the clouds editor. Select the layer 0, then set the radius a bit lower.
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Hey all, If you want to make Earth look even better, i've made lights textures that are based on real city clights as seen in the Blue Marble stuff, and set up custom configs for the Visual Enhancements Mod by rbray. Here is a video of it in action: To use this first install the Visual Enhancements mod found at the link above then: 1) Download my textures and configs from here 2) Copy the BoulderCo folder from my ZIP file into your GameData folder and let it OVERWRITE the original stuff already there 3) Enjoy the beauty of Earth with correct lights on the night side!
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Agathorn replied to NathanKell's topic in KSP1 Mod Releases
Sun Sync orbits would rock. Very much so. I've wanted to do that for so long That and of lagrange points, which we should get if you are expanding things to be n-body. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Agathorn replied to NathanKell's topic in KSP1 Mod Releases
I'll just say you are way smarter than me and i'm looking forward to what you do. Please let us know when you make your dev thread so I can bring a drool bucket. -
I think this is a cool idea. Make a new part that can convert at the expense of carrying it around, and probably not a perfect 1:1 conversion.
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Well you can't breath liquid oxygen very well?
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Agathorn replied to NathanKell's topic in KSP1 Mod Releases
Wait, I thought it wasn't possible to do n-body calculations in KSP. Are you essentially replacing the entire physics system? This is awesome btw! -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
Agathorn replied to MedievalNerd's topic in KSP1 Mod Releases
No because many mod author's licenses don't allow redistribution of their mods. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Agathorn replied to NathanKell's topic in KSP1 Mod Releases
So they actually change out to a different second or third stage if they are putting the payload higher up? I had one the other day that literally flew through the atmosphere at about 80k, in fire, and then came out the other side into an orbit that gave me enough time to finalize it -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Agathorn replied to NathanKell's topic in KSP1 Mod Releases
This is nice information, but i'm still curious about my initial query. Do launch vehicles place payloads directly into GTO, and if they do then do they fly a different ascent profile? OR do they just never doe this but instead put all payloads into LEO and let them get up from there? -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Agathorn replied to NathanKell's topic in KSP1 Mod Releases
So what is a typical ascent profile for a heavy launch vehicle designed to put a payload directly into GTO? Is it more vertical, to a higher altitude before going horizontal? I've been trying to find examples of flight profiles on Google for different types of launches but this information is either not present, or i'm just not googling well enough. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
Agathorn replied to MedievalNerd's topic in KSP1 Mod Releases
This mod is designed to be used with the Realism Overhaul pack which does that. -
Yeah like I said I was wondering how you were handling RCS, and fuel for it. Between RO's restrictions on fuel flow, and the limited tanks to carry hydrazine, I found myself having to put a small stretchy tank on each stage to carry fuel for the RCS on that stage. It annoyed me. I wonder where SpaceX really stores the RCS fuel for each stage?
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Agathorn replied to NathanKell's topic in KSP1 Mod Releases
I just did a full re-install of everything and noticed this engine appears to still be incorrect. Or I messed up my install -
So basically you need the entire Merritt Island Wilderness Preserve to build this thing.
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If anyone can do it, its him. He'll probably do it in style too. I'm curious what the heck a 1,000 ton payload even looks like.
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Hey Nathan i'm sorry if this has been asked before, but I was just eyeing the Kethane mod and was wondering how/if that works with RF?
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Haven't we flooded that yet?
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Having lived at "the cape" for many years, that looks nothing like it But to be fair what you've done with the tools available is nothing short of amazing! Can't wait to try this out, and if you need any help with testing let me know