KERBALINA Posted December 24, 2016 Share Posted December 24, 2016 3 minutes ago, JadeOfMaar said: The sunflare and atmosphere effect are the important part. Scatterer's ocean effect is turned off for performance savings and because sometimes the KSC "goes under" in space center view. I see enhancements on the terrain, but im still seeing the vanilla water. Have not seen the sunflare, I'll check it out. Don't know why Im not getting the smooth realistic water effect. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 24, 2016 Share Posted December 24, 2016 (edited) On 11/27/2016 at 2:42 PM, TheKurgan said: This? @KERBALINA This is disabled on purpose for performance and ocean glitch reasons. If you find the Ocean Shader setting in the Scatterer UI (press Alt+F10 to summon it) and turn it on you'll have to restart your game for it to apply. I don't have Scatterer installed right now so I can't point out that option's exact name and location. Spoiler Testing something in a copy of KSP without GPP and visuals aren't that high on my priorities list at the moment... That and I don't have a copy of Scatterer with stock configs. Edited December 24, 2016 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
KERBALINA Posted December 24, 2016 Share Posted December 24, 2016 1 minute ago, JadeOfMaar said: This? @KERBALINA This is disabled on purpose for performance and ocean glitch reasons. If you find the Ocean Shader setting in the Scatterer UI (press Alt+F10 to summon it) and turn it on you'll have to restart your game for it to apply. I don't have Scatterer installed right now so I can't point out that option's exact name and location. Reveal hidden contents Testing something in a copy of KSP without GPP and visuals aren't that high on my priorities list at the moment. OMG yess, that!! thanks a lot. I'll have a hunt and see if I can find it. Quote Link to comment Share on other sites More sharing options...
KERBALINA Posted December 24, 2016 Share Posted December 24, 2016 11 minutes ago, KERBALINA said: Its working now! Thanks. Quote Link to comment Share on other sites More sharing options...
Ant432 Posted December 24, 2016 Share Posted December 24, 2016 8 hours ago, JadeOfMaar said: @Antonio432 That is an all-new issue. Sadly I can't lend any suggestions for that. Ok, I'll just wait for the 1.2.2 release Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted December 24, 2016 Share Posted December 24, 2016 Heh, @JadeOfMaar, That's one beautiful ocean though hey? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 24, 2016 Share Posted December 24, 2016 @TheKurgan i know, right? Quote Link to comment Share on other sites More sharing options...
Galileo Posted December 24, 2016 Author Share Posted December 24, 2016 4 hours ago, Antonio432 said: Ok, I'll just wait for the 1.2.2 release I looked at your log and saw this SM: 50 (Direct3D 11.0 [level 11.0]) Check that you aren't forcing dx11 in your command line. I know you said you aren't using dx11 but I would double check everything. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 24, 2016 Share Posted December 24, 2016 Galileo posts....and I have no likes to give. Not fair. Quote Link to comment Share on other sites More sharing options...
Chimer4 Posted December 24, 2016 Share Posted December 24, 2016 Hi @Galileo and @JadeOfMaar. Love this pack, it's rekindled my want to play this game again! A couple of questions for you. Are you planning on supporting Kerbalism in your next release? If not, I am working on getting radiation definitions done for the bodies so I was hoping you could shine some light on some things for me. Aside from Gael, do you consider any of the other bodies to contain a core capable of creating a magnetic field? Or are there any that might be able to create a weak field. Are there any that should have horribly hostile radiation belts apart from Gauss? Thanks for your time Quote Link to comment Share on other sites More sharing options...
Waxing_Kibbous Posted December 24, 2016 Share Posted December 24, 2016 3 minutes ago, JadeOfMaar said: Galileo posts....and I have no likes to give. Not fair. I gave you one there, Merry Christmas Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted December 24, 2016 Share Posted December 24, 2016 So, scanning over the thread... What's the current status with GPP and Sigma for a 6.4 rescale? Is there a new release in the works I should wait for? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 24, 2016 Share Posted December 24, 2016 (edited) 21 minutes ago, Chimer4 said: Hi @Galileo and @JadeOfMaar. Love this pack, it's rekindled my want to play this game again! A couple of questions for you. Are you planning on supporting Kerbalism in your next release? If not, I am working on getting radiation definitions done for the bodies so I was hoping you could shine some light on some things for me. Aside from Gael, do you consider any of the other bodies to contain a core capable of creating a magnetic field? Or are there any that might be able to create a weak field. Are there any that should have horribly hostile radiation belts apart from Gauss? Thanks for your time Reigniting people's passion for KSP: Mission accomplished. As for Kerbalism, no, we have no plans. You have free reign in that department. As for strong magnetic fields I nominate Thalia, Tellumo, Gauss (with insane levels thereof), Catullus (moon of Gauss), Hephaestus (moon of Otho) and Muse (moon of Nero). @OhioBob should also add or remove from this selection as he's the Mathematician on the team. Additional planets with horrible radiation belts: I nominate Thalia. Its backstory leaves a wide opening for that and Kerbalism support will add wonderfully to the cursed planet theme. @CatastrophicFailure Development was put on hold as Galileo encountered some certain irl matters.The next release will come around New Year's. Sigma support is ready with 6.4x and 10x options (with proper atmo scaling). Edited December 24, 2016 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Chimer4 Posted December 24, 2016 Share Posted December 24, 2016 6 minutes ago, JadeOfMaar said: Reigniting people's passion for KSP: Mission accomplished. As for Kerbalism, no, we have no plans. You have free reign in that department. As for strong magnetic fields I nominate Thalia, Tellumo, Gauss (with insane levels thereof), Catullus (moon of Gauss), Hephaestus (moon of Otho) and Muse (moon of Nero). @OhioBob should also add or remove from this selection as he's the Mathematician on the team. Additional planets with horrible radiation belts: I nominate Thalia. Its backstory leaves a wide opening for that and Kerbalism support will add wonderfully to the cursed planet theme. @CatastrophicFailure Development was put on hold as Galileo encountered some certain irl matters.The next release will come around New Year's. Sigma support is ready with 6.4x and 10x options (with proper atmo scaling). Alrighty, thanks for the info. For Gauss I was thinking something along the lines of 300-400 rad/hr ballpark. For comparison Jool is 200 rad/hr and Kerbin is 10 rad/hr. I was going to give Thalia about 30-40 rad/hr, not too high, but enough to make you think twice about going there with inadequate shielding. Quote Link to comment Share on other sites More sharing options...
Ant432 Posted December 24, 2016 Share Posted December 24, 2016 2 hours ago, Galileo said: I looked at your log and saw this SM: 50 (Direct3D 11.0 [level 11.0]) Check that you aren't forcing dx11 in your command line. I know you said you aren't using dx11 but I would double check everything. I already did. I don't know if some mod does it, or ksp acts as if I'm playing with dx11. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 24, 2016 Share Posted December 24, 2016 @Chimer4 I've also considered Nero for high magnetism or high radioactivity as, excluding density and surface gravity, Nero is the most massive planet and has the largest SOI and has equal surface temperature to Tellumo (tied for 3rd place among the warmest planets with atmosphere). Quote Link to comment Share on other sites More sharing options...
Enceos Posted December 24, 2016 Share Posted December 24, 2016 42 minutes ago, Antonio432 said: I already did. I don't know if some mod does it, or ksp acts as if I'm playing with dx11. you can always force a lower dx version. Quote Link to comment Share on other sites More sharing options...
Chimer4 Posted December 24, 2016 Share Posted December 24, 2016 7 minutes ago, JadeOfMaar said: @Chimer4 I've also considered Nero for high magnetism or high radioactivity as, excluding density and surface gravity, Nero is the most massive planet and has the largest SOI and has equal surface temperature to Tellumo (tied for 3rd place among the warmest planets with atmosphere). I've put Nero as slightly higher than Jool in stock. I've taken a few liberties as what I think the composition of the bodies might be, I've given Hephaestus a metallic style radiation belt (thin belt of slight radiation and slightly irregular magnetopause). Seeing as he's the god of blacksmithing etc. I thought it fitting that it may have a slight metallic core. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 24, 2016 Share Posted December 24, 2016 @Chimer4 I'm cool with Nero, thanks very much. You read my mind there with Hephaestus. Spoiler I'll be adjusting resources to match your contributions. Quote Link to comment Share on other sites More sharing options...
Chimer4 Posted December 24, 2016 Share Posted December 24, 2016 (edited) Ok here's a rough'n'ready .cfg that should get radiation belts working if you are running GPP and Kerbalism. I haven't really played around with the numbers at all, apart form some of the more prominent bodies, and there are a few radiation definitions for some bodies that i'm unsure of. GPP.cfg It's in google docs and I've left it so that people can comment on areas that they feel could be changed. So feel free to play around with it and make suggestions. Main points Thalia is about 3x more radioactive than Gael Gauss is highly radioactive (not sure about these numbers, input welcome) approach with caution and decent shielding (a Kerbal in a hitchhiker with no sheilding will last 10 minutes in the inner belt before taking a lethal dose) I gave Ceti some surface radiation, I wanted either it or Iota to have something different to deal with in the starting system No science definitions yet for the Geiger counter, I'll add those at a later date Edited December 24, 2016 by Chimer4 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 24, 2016 Share Posted December 24, 2016 (edited) 16 minutes ago, Chimer4 said: Ok here's a rough'n'ready .cfg that should get radiation belts working if you are running GPP and Kerbalism. I haven't really played around with the numbers at all, apart form some of the more prominent bodies, and there are a few radiation definitions for some bodies that i'm unsure of. GPP.cfg It's in google docs and I've left it so that people can comment on areas that they feel could be changed. So feel free to play around with it and make suggestions. Main points Thalia is about 3x more radioactive than Gael Gauss is highly radioactive (not sure about these numbers, input welcome) approach with caution and decent shielding I gave Ceti some surface radiation, I wanted either it or Iota to have something different to deal with in the starting system No science definitions yet for the Geiger counter, I'll add those at a later date (*has no likes to give* ) Great stuff, yo. Edited December 24, 2016 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted December 25, 2016 Share Posted December 25, 2016 5 hours ago, JadeOfMaar said: @CatastrophicFailure Development was put on hold as Galileo encountered some certain irl matters.The next release will come around New Year's. Sigma support is ready with 6.4x and 10x options (with proper atmo scaling). Is there an "official" Sigma config available somewhere? I can work on getting my ducks in a row until New Years, at least. Easier to roast them with rocket exhaust that way. Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted December 25, 2016 Share Posted December 25, 2016 I am playing a 10x career - I scaled planetary radii by 10, all orbits by 11 and terrain by 0.25. I scaled atmosphere by 1.25 and atmosphere top by 1.5, putting the top of Gael's atmosphere at about 130km. Most of the other configurations I left as default. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 25, 2016 Share Posted December 25, 2016 Resource configs should be all done now for Kerbalism. This includes actual Nitrogen for most atmospheres and actual LqdNitrogen and LqdMethane for Hadrian and Tarsiss. @CatastrophicFailure Sorry, it's not in the open anywhere. You gotta wait. I'll bring some curry for the ducks. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 25, 2016 Share Posted December 25, 2016 (edited) @OhioBob @SkyKaptn we're going up to Gael Station Prime in today's episode on @RocketPCGaming's stream Also, Merry Christmas everyone! Edited December 25, 2016 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
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