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Showing results for tags 'terrain'.
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In KSP1 one of my favourite mods added city lights, but factoring in how much better KSP2 scatter is, would it be possible to add actual city buildings to Kerbin? The way I would do it would be to set up specific areas for cities to generate, as well as add some modules for the buildings, and then just generate them using a seed; Using the same seed each time so they are always the same, This would allow for both making kerb in feel less empty, as well as providing city lights at night for the player to look at from orbit, or while flying. I would also like to see things like ranches or small house in the more remote areas, as well as communication dishes scattered around, like in KSP1 (but with a better model than in KSP1). Also, I would like a rover launch in the KSC with different types of terrain to test rovers on; maybe in the northwestern corner because that part is kind of empty.
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I was amazed by how cool kerbin's shorelines were and I was thinking, how often does these terrains gets explored throughly. This game got me interested in geography other than literal rocket science. Show me your coolest KSP screenshots involving terrains.
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Especially during launches and landings, engine plumes should emit nice coloured (and flickering) lights on the (somewhat close) terrain, buildings and even clouds. Examples: Video from Space X (Falcon) Light from plume at 0:05 seconds of the video Light from plume on the drone ship at 8:28 of the video (
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So I'm a beginner with Kopernicus, and I'm trying to experiment with replacing the textures and terrain of the stock planets. I made some planet models, heightmaps, color maps, etc. But I'm having trouble implementing it all into the game. I'm working on Ike right now, and I've had a million problems with it. Here's a couple of them: It has these weird lines that wrap around anything whenever it has a higher elevation. It also has the weird grid seams everywhere. I'm not sure if this is a problem with my heightmap or if it's a problem with the code. Here's another problem: The scaled space model and PQS terrain don't line up. Here's the code I used: If any Kopernicus veterans know what's going on, some advice would be appreciated!!
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What are your expectations for the time-span until the heat, buoyancy features, new CBT-terrain and Science milestone are added to the game?
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The terrain of Kerbin when in shadow appears much too bright when in flight (not on the map view). Eventually at a far enough distance from Kerbin the issue gets fixed, and the terrain appears normal, but returns when the vessel gets close again. The terrain on the light side seems to be fine, but that could be that the problem isn't very noticeable on the light side. I'll attach a screenshot later when I get the chance. There also seems to be too much ambient light on the vessel, but I'm pretty sure that is a separate issue. KSP Version: 0.1.1.0 (Build ID: 10752762) OS: Windows 10 CPU: AMD Ryzen 5 3600 (12) @ 3.600GHz GPU: AMD Radeon RX 6800 XT
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On Duna (and likely other bodies as well), most of the small terrain scatters render underground and are not visible. The two attached photos show the same location, one with the camera underground showing the amount of scatter, and the other image with the camera above ground showing how those scatters are underground and are obscured. KSP Version: 0.1.1.0 (Build ID: 10752762) OS: Windows 10 CPU: AMD Ryzen 5 3600 (12) @ 3.600GHz GPU: AMD Radeon RX 6800 XT
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I wanted to send a mission to the Mun's north pole however I made a shocking discovery that the entire region is completely flat with no terrain generation at all. From a distance there are visible craters however they are just an illusion and upon closer inspection the ground is actually completely flat
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Concern about the level of surface detail on celestial bodies in KSP 2 Today, I watched a KSP 2 gameplay video with beta footage of a ship landing on Vall. Below is a screenshot from this video, which was posted on Kerbal Space Program's official Twitter page: When I first watched this video, I thought the footage was from KSP 1. Vall is a jagged ice world, yet the terrain showcased in the video is surprisingly smooth and flat. Considering that boring celestial body surfaces are one of KSP 1's biggest gameplay problems, the lack of terrain detail here is extremely concerning. Other KSP 2 screenshots and gameplay videos demonstrate the same issue. Consider this image, which was taken directly from Intercept's KSP 2 website: No surface scatters are visible--just smooth, procedural hills. The sand and rocks the Kerbal is standing on appear to be merely 2D textures with normal mapping. Here's Bop: Bop's surface looks better than the other moons because of the terrain scatters, which are spread across the ground in random, uneven clumps. These rocks are simple and samey in appearance. KSP 2's celestial body surfaces are certainly improvements over KSP 1; however, I don't believe they can be described as having "unprecedented detail" and "variety" at this point in time.
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Seeing all of the new terrain on the new planets in Kerbal 2 has got me thinking. As an avid hiker and professional masochist, I would love to climb/hike up them. Not only are they big but they also seem to be extremely detailed, down to every individual rock. It would be a shame if the devs didn’t add an intuitive way for a kerbal to climb up them in the future. So here’s my idea. Gear Assuming that there’s an inventory system like Kerbal 1 or various mods, you would be able to equip a pack that has all the necessary gear you would need to climb any mountain in the kerbal universe. This would include: Rope 2 ice axes Crampons Tent/Temporary shelter Gameplay The ice axes and crampons are self explanatory. Ropes main use would be to secure your kerbal to said mountain, just in case you slip or accidentally press space. Every 10 meters or so you would place a hook to attach a rope to (this would also delete you previous hook just to make things less complicated). You would also be able to attach a rope to another kerbal for rescue missions & multiplayer. If kerbal 1 falls and kerbal 2 isn’t secured, this would cause kerbal 1 to pull kerbal 2 off the mountain and both of them would perish. As a bonus, it would be cool if there was a winch part for rovers. A kerbal would pull the hook attached to the winch and place it on anything they desire. This would be good for pulling rovers up steep slopes and pulling broken vehicles to a different location. The tent would be used for if you wanted to do something else or to resupply a Kerbal’s oxygen (if thats a thing). Conclusion Not only would a feature like this aid in exploration, but it would also open up new possibilities in science. Imagine if there was some special rock or land feature on a planet, but it’s on a mountain at a 70 degree slope. You could climb up there using a kerbal/rover.
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Hi, Perhaps an easy one for you gurus out there. Mods: Eve, scatterer, kopernicus, parallax, planetchine, waterfall. Recently, my planet textures (and aset navball mfd to a degree) become blury. Rover on mun, blurry textures when moving turning. ASET interior navball mfd slightly if rotating in mun orbit, and if looking at mun thru window. Driving me crazy because last week it seemed ok, I dont remember what mod I may have updated last. I just know I had been rover driving on mun earlier last month and hadn't had the issue. I listed some of the mods that impact this, not all mods installed, any thoughts? I even reset setting in graphics and restarted KSP itself, same. It's not a dealbreaker here, just wanting to figure it out and learn in the process, even for someone like me who has played a long time. Most likely if we cant figure it, I figure a mod will update and it will be gone. You all know how it is .... Marc (RW-One)_
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Is it possible to design a 3d model of, say, a big tree and then add it to terrain scatter, so that if terrain scatter is on, the 3d model would be scattered as well? could i make my own custom scatter objects?
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This is the ground textures mod for any STOCK game. It is developed to work best along side Stock Visual Enhancements. This mod adds ground textures to ALL celestial bodies within the STOCK SOLAR SYSTEM and makes scatter objects tangible. Here are some comparative screenshots of the scaled space textures in v2.0, courtesy of @RadGH Comparative Scaled Space Screenshots SVT v2.2.0 Change log Update for 1.6.1 Fixed mountain texture issue Added the workaround to fix black terrain with Sigma Dimensions If you don't want rocks, trees, cactus' and other scatter objects to be solid, remove the "EnableColliders" cfg in the SVT/configs folder. REQUIREMENTS: KOPERNICUS https://github.com/Kopernicus/Kopernicus/releases DOWNLOAD SVT To install: 1. Install Kopernicus https://github.com/Kopernicus/Kopernicus/releases and drop into your GameData folder. 2. Drop the SVT folder into your GameData folder. This mod is licensed CC BY-NC-ND Thank you to @Avera9eJoe and @Endraxial for the awesome scaled space planet textures. (that's half of this mods awesomeness!) If you would like to help keep my motivation up, please donate. Any amount Is amazing, really!
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So, I've got the 1.8 update fresh. I've landed on the Mun and not been able to see any difference. Anyone know how I get to the new textures? One more thing: My altimeter is completely broken. It's not displaying a thing. I've had to track my altitudes from the map screen, but it gets pretty darn annoying after a bit.
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KSP should have diggers, and an destructible terrain. There should be great science multipliers for mantle/core, etc
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Hi, this is my first topic: I can't see any object on any planet surface such as rocks and trees. I have many mods. Eve, scatter, planet shine, texture unlimited, etc. I went to the settings and I haven't found anything related with terrain grafics. I have ksp 1.7 with Braking Grounds. Any clue?... Thanks!
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Now, I know a lot of us (including me!) want to see a little more life on kerbin than just the space center. I think this could be achieved by introducing a new terrain scatter: a small neighbourhood, which would spawn on flat ground a bit like the trees but in clusters. I don't know if it'd be possible to make them light up at night? If they did, it'd make some pretty cool city lights from orbit.(perhaps toggle-able for potatoes like my laptop) I have seen the mod Kerbal Cities Pack before, and I think it's a good idea, but I think we need them more spread out, like the terrain scatters, which is what led me to this idea. Other possibilities for new terrain scatters would be farms and forests (basically a massive clump of the tree scatters) to make Kerbin seem like an actually populated planet rather than a space center and some trees. Ok, so I don't really know how this would all work, how hard it is to create terrain scatters or how laggy a terrain scatter as large as the neighbourhood scatter I'm suggesting would be, but that's my idea. Tell me what you guys think! (Also we'd probably need scatters to have colliders for this to work)
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I want my mun pyramid back >:[
maculator posted a topic in KSP1 Suggestions & Development Discussion
I just noticed that the new terrai ngeneration turned the muns northpole from this awsome pyramid shape... ...to this "thing": It looked MUCH nicer before!!! Terrain settings are on max in both situations. The first pic is from jan '16 the second one from a few days ago. Can't you just put a pyramid over the pole again? I really did enjoy climbing it. Now my kerbals just fall through the ground and die, thats not as nice as enjoying the view from top of a pyramid we all can agree on that I guess. -
The trees on my KSP save are glitched and I am not sure why. I have images provided below and a mods list. Operation System: Windows KSP: 1.2.2, 64 bit. Mods: https://www.dropbox.com/s/ihhv5idl8bkamc6/KSP Heavily Modded DMP - Mods List.ckan?dl=0 Images: https://imgur.com/SDATW91 https://imgur.com/f99THzb
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Hi,Finally I've got my Rover to Minmus... But it faced a wierd scenario while trying cross the frontier lowlands/Midlands: there was an impassable gap in the surface (see image ). How to solve it? https://drive.google.com/file/d/0B7snssYo9VFpVGEyMk1hT2I4Zjg/view?usp=drivesdk Thanks
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Hello. So i have a problem. Not always, but quite often, when i land on any celestial body (Kerbin included) after getting close to the ground (like 10-15 seconds before touchdown) the ground tiles start disconnecting (clearly showing their boprder lines), and then some of them shoot up to the sky. It looks cool, but unfortunatelly it messes my landings, as all indicators show distance to the tile, regardless if that is the distance to the actual ground. After reaching the tile, it disappears and show up in the correct place just to start rising again. The whole thing is shown in the GIF linked below. The link Have anyone encountered this and if so, do You know what causes it? I have tried to disable all mods that potentially could change anything in terrain (anything that isn't just adding parts), but for now no success and so, here i am.
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Hi, I run KSP 1.2 prerelease on Ubuntu 14.04. I've followed every guide I can to increase my FPS, lowered every setting to the lowest it can be, (My computer is a lemon. Don't even ask!) and have it running as smooth as I possibly could get it to be. The problem is planet terrain. Say I have a ship in orbit around Kerbin and I rotate my camera to face space. Everything runs great. But say I rotate to face Kerbin. Everything starts to run slow and laggy. I've lowered my Rendering to Fastest, my Textures to Eight Res, and even created a custom Terrain Preset, "Lowest", where all minDistances = 3. I am wondering if the terrain detail is what is screwing with me though. Whenever I restart KSP, it defaults to "High." Stupid question, but could this mean that KSP is possibly rendering terrain using the High Preset even when it is set to Low or Lowest? I've also noticed that KSP still creates a log file, even when I turn on the "Do not create log" option in the launcher. Other than that, if anyone has any tips to increasing my FPS, mainly while at Kerbin, any help would be appreciated. This same problem occurs in older versions of KSP (so it's not just because of 1.2), and I've already tried redownloading the stock files multiple times. I can attach my settings.cfg file if needed. Ty ETPOF
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HELLO! We all know that nobody uses the lvl. 1 runway in career due to it's absolutely horrendous bumpiness, everybody simply taxis onto the grass beside it. IDEA: The surrounding terrain around KSC should be bumpy like the rest of Kerbin, Also, the surrounding terrain possibly also get flatter as you upgrade the runway, as it would cause players to actually need to upgrade the runway if they want to attempt to fly. The level 1 runway is good enough for basic planes but if you are looking to make more advanced planes, we all just taxi off the runway. This could be prevented and add another element to the whole career mode by making a small change ***************************************************************************************** If you're not all that experienced with modding, no reason to continue ****************************************************************************************** MODDERS!! I am semi familiar with the Unity engine and know that squad probably used something other than the standard terrain tool to create Kerbin, however, I also know that mods that allow you to sort of edit the terrain already exist, with the new 64 bit functionality, perhaps a terrain editor mod could be released or at least a mod that creates what I said above. Any ideas are welcome
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does anyone know how you can upload and config a terrain scatter to the game, like all the trees ect, i was just thinking if it would be possible to add like seaweed or fish to make under the water less boring?