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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System


sDaZe

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3 hours ago, Galileo said:

Thats really, really, ridiculously good looking 

Thanks!  I set the dynamic sky dimming to 0% as I find it as an authentic look to have no stars out. But for night, dunno. I just personally like it without the stars as I kinda don't like the skybox. I wonder if there are some high resolution ones out there as I didn't find the stock skybox too crash hot.

 

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2 hours ago, Duski said:

Thanks!  I set the dynamic sky dimming to 0% as I find it as an authentic look to have no stars out. But for night, dunno. I just personally like it without the stars as I kinda don't like the skybox. I wonder if there are some high resolution ones out there as I didn't find the stock skybox too crash hot.

 

I have recently made a few skyboxes and this is my favorite. 

https://www.dropbox.com/s/h8liwugvjijkyvc/Galileo's Stars SkyBox.zip?dl=0

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On 7/14/2016 at 2:13 AM, _Krieger_ said:

Awesome shots, BTW your orbits are inclined because the default launch site is in Cape Canaveral, which is is 28 degrees north of the equator. if you want to launch from an equatorial launch site get he KSC switcher add-on and select Kourou, French Guiana.

Cheers

@Duski To your question of what site to use. 

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8 hours ago, kamikazee said:

Your gallery won't load for me @Duski :(

Damn, that sucks. It's one of the greatest Earth Porn issues out there too. Perhaps its too good? D:

7 hours ago, Galileo said:

I have recently made a few skyboxes and this is my favorite. 

https://www.dropbox.com/s/h8liwugvjijkyvc/Galileo's Stars SkyBox.zip?dl=0

Sweet! Will try them out. :)

2 hours ago, sDaZe said:

@Duski To your question of what site to use. 

Cheers, I don't play on the 0 inclination anymore but I will come up with some mission to go into equatorial orbit. :)

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Hey @Galileo, I'm not really sure how to install skyboxes but I just put the texturereplacer folder into the gamedata directory. I didn't get a different skybox. Oh yea a question, does your stock visual terrain work with SSRSS?

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Suppose all I want to do is play this mod but 2x bigger

All I have to do is go to the Sigma settings .cfg and multiply the rescale, resize, and dayLengthMultiplier by 2 right?

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1 hour ago, KAO said:

Suppose all I want to do is play this mod but 2x bigger

All I have to do is go to the Sigma settings .cfg and multiply the rescale, resize, and dayLengthMultiplier by 2 right?

Yeah, but the clouds will look weird and what not. 

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5 hours ago, Duski said:

Hey @Galileo, I'm not really sure how to install skyboxes but I just put the texturereplacer folder into the gamedata directory. I didn't get a different skybox. Oh yea a question, does your stock visual terrain work with SSRSS?

all you need to do is drop those 6 textures into the default folder in texturereplacer. and no SVT does not work in ssrss. that is a massive undertaking that I don't have the time or patience for at the moment. maybe when this semester is complete and I have time

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2 hours ago, Galileo said:

all you need to do is drop those 6 textures into the default folder in texturereplacer. and no SVT does not work in ssrss. that is a massive undertaking that I don't have the time or patience for at the moment. maybe when this semester is complete and I have time

Ok, installed it. It looks damn amazing! This will definitely be featured in Earth Porn! :D Oh yea @sDaZe I'll put together another album. Think it got deleted. Maybe the Earth Porn was too good. :)

Glorious Earth / Moon Porn!

Edited by Duski
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On 6/28/2016 at 0:37 PM, Galileo said:

 I am currently working on 3 different size solar systems one of which was 1/2 size but if you are making that then I'll cease and focus on the others.  You are making my life easier :)

Is this feature still in the works? what sizes were you planning?

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On 4/30/2016 at 2:56 PM, sDaZe said:

3. Extract the zip file folder KerbalKonstructs overwriting GameData/KerbalKonstructs

Hey, i'm trying to install KK with this mod and I don't really understand this bit of the instructions. Help? 

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1 hour ago, Weeaspoo said:

Hey, i'm trying to install KK with this mod and I don't really understand this bit of the instructions. Help? 

Hi,

As far as i'm aware, you need to have Kerbal Konstructs already installed and then overwrite it with the KK folder included in the KK download on the OP.

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4 minutes ago, Duski said:

Hi,

As far as i'm aware, you need to have Kerbal Konstructs already installed and then overwrite it with the KK folder included in the KK download on the OP.

God, I feel so stupid, but I can't find the KK download anywhere. Like i've re-read a million times but I still can't find it ;-;

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In SSRSS , VGR-II made  safe transit and is now in long orbit around Jupiter,  ...heheh he :cool:   ...... oooh? even possible moon transits..

the  moving surface details of Jupiter are just amazing...go see for your self.//

Montagejupiter.jpg

Edited by algwat
general comet
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12 hours ago, algwat said:

In SSRSS , VGR-II made  safe transit and is now in long orbit around Jupiter,  ...heheh he :cool:   ...... oooh? even possible moon transits..

the  moving surface details of Jupiter are just amazing...go see for your self.//

 

 

7 hours ago, LeuZ said:

Landed on Europa today :) 

 

Jupiter looks amazing!

 

WOW GUYS!!!!! 

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Is there any way to change the altitude at which plasma and heat re-entry factors start having an effect on the capsule during descent? I have sort of worked out that it has to do with the atmospheric pressure settings at different heights and have tried experimenting with the sigma configs but not got something very realistic. I know it has been mentioned before earlier in the topic but with this mod I am not noticing re-entry heating effects until just under 30km altitude and they dissipate usually just under 20km. I know on stock Kerbin the capsule starts heating up at around 52km and dissipates about 15km. And Earth and Kerbin in this mod are quite similar in size. I know it may not be fully realistic but it seems like the whole re-entry phase happens too quickly and without much heat/plasma. Is there any way to somehow match the atmospheric pressure and heights for this mod to that of default Kerbin or raise the altitude at which these effects start? 

Edited by kamikazee
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