gamerscircle Posted April 23, 2016 Share Posted April 23, 2016 8 minutes ago, Proot said: @OhioBob has been helping me with the mod. He gave me accurate data to improve the Scatterer atmospheres. Now they are better than ever, but I need to re-tweak some configs (specially for Eve). The collisions with terrain scatters are working again for most of the bodies! but sadly I can't find the problem with Kerbin. I'll probably leave that for the next version... I need to tweak some minor changes yet. The update will be probably ready for tomorrow. okay.... as an season person [aka old fella] this is just OMG.and that I can't wait for the release. Thank you for sharing. Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted April 23, 2016 Share Posted April 23, 2016 Looking great Proot. Will we have the option of disabling the collision on these objects? Quote Link to comment Share on other sites More sharing options...
atomontage Posted April 23, 2016 Share Posted April 23, 2016 Hey guys. I've never used this mod before as 1.0.5 kept crashing because of x32 ram issue. Does this mod include some better textures for celestial bodies? Thanks. Quote Link to comment Share on other sites More sharing options...
KimKerman Posted April 23, 2016 Share Posted April 23, 2016 Just now, atomontage said: Hey guys. I've never used this mod before as 1.0.5 kept crashing because of x32 ram issue. Does this mod include some better textures for celestial bodies? Thanks. Yes, yes it does. Quote Link to comment Share on other sites More sharing options...
HollowHate Posted April 23, 2016 Share Posted April 23, 2016 1 hour ago, atomontage said: Hey guys. I've never used this mod before as 1.0.5 kept crashing because of x32 ram issue. Does this mod include some better textures for celestial bodies? Thanks. its using surer awesome textures for skybox, planets, moons, kerbals and parts Quote Link to comment Share on other sites More sharing options...
SaintWacko Posted April 23, 2016 Share Posted April 23, 2016 1 hour ago, Proot said: @OhioBob has been helping me with the mod. He gave me accurate data to improve the Scatterer atmospheres. Now they are better than ever, but I need to re-tweak some configs (specially for Eve). The collisions with terrain scatters are working again for most of the bodies! but sadly I can't find the problem with Kerbin. I'll probably leave that for the next version... I need to tweak some minor changes yet. The update will be probably ready for tomorrow. Oh, wow! I didn't even know this was possible! This is going to be amazing! I'm actually finding it hard to get as involved with KSP without KSPRC. I'll be eagerly awaiting the 1.1 release. All hail Proot! Quote Link to comment Share on other sites More sharing options...
KimKerman Posted April 23, 2016 Share Posted April 23, 2016 1 minute ago, SaintWacko said: Oh, wow! I didn't even know this was possible! This is going to be amazing! I'm actually finding it hard to get as involved with KSP without KSPRC. I'll be eagerly awaiting the 1.1 release. All hail Proot! So true.. The game just feels.. Nakked..? Without Proots work. Quote Link to comment Share on other sites More sharing options...
Murdox Posted April 23, 2016 Share Posted April 23, 2016 (edited) 2 hours ago, Proot said: The collisions with terrain scatters are working again for most of the bodies! but sadly I can't find the problem with Kerbin. I'll probably leave that for the next version... I need to tweak some minor changes yet. The update will be probably ready for tomorrow. Horraay i was just messing around with old 0.5 KSPRC in 1.1 and must say it looks gorgeous already but collisions with terrain scatters will add lot of fun in gameplay for sure... Kerbals seems to be always ready to hit some rocks n' rolls at least in my game Edit: I should maybe ask this in Texture Replacer thread but since i got this error from 0.5 ksprc textures i'll just leave it here too. Several game crashes while doing Mun mission. I'm using Texture Replacer Pre-release version for 1.1 so anyone knows what is there anyway i can fix this? thanks [OD] ERROR: getting pixelColD with unloaded map TextureReplacer/Default/NewMunSurfaceMapDiffuse.dds of path TextureReplacer/Default/NewMunSurfaceMapDiffuse.dds, autoload = True Edited April 23, 2016 by Murdox Quote Link to comment Share on other sites More sharing options...
HollowHate Posted April 23, 2016 Share Posted April 23, 2016 3 hours ago, gamerscircle said: okay.... as an season person [aka old fella] this is just OMG.and that I can't wait for the release. Thank you for sharing. cant wait Quote Link to comment Share on other sites More sharing options...
Spin Posted April 24, 2016 Share Posted April 24, 2016 Hola Proot, acabo de descubrir tu trabajo y lo veo visualmente increíble. Yo ya tengo instalados algunos mods gráficos como EVA y Scatterer pero me faltaría usar tus texturas para las superficies de los cuerpos celestes. ¿Es posible seleccionarlas y añadirlas a gamedata sin comprometer su funcionamiento y la del resto de mods? o si me compensa dejar únicamente tu mod. Gracias por tu tiempo y tu contribución a esta comunidad. Quote Link to comment Share on other sites More sharing options...
Holyvision Posted April 24, 2016 Share Posted April 24, 2016 On 4/22/2016 at 4:32 PM, Avera9eJoe said: An artist's hand cannot be pushed Can we at least get this guy some Bengay... or an ice-pack... or something? Maybe a few dozen energy drinks? . Quote Link to comment Share on other sites More sharing options...
Ignath Posted April 24, 2016 Share Posted April 24, 2016 46 minutes ago, Holyvision said: Can we at least get this guy some Bengay... or an ice-pack... or something? Maybe a few dozen energy drinks? . Proot happily (at least I'd assume he's happy to get donations) accepts donations for his work. There is a donate button which leads to Paypal in the OP from which you can send him funds to get whatever it is he would need, be it Bengay, ice-packs, energy drinks, coffee, pay rent, internet, etc... Quote Link to comment Share on other sites More sharing options...
KimKerman Posted April 24, 2016 Share Posted April 24, 2016 *Bites nails* This wait is more tantelizing than going to the cinema! Quote Link to comment Share on other sites More sharing options...
Breadland Posted April 24, 2016 Share Posted April 24, 2016 2 minutes ago, KimKerman said: *Bites nails* This wait is more tantelizing than going to the cinema! I can hardly wait as well! Quote Link to comment Share on other sites More sharing options...
Sandworm Posted April 24, 2016 Share Posted April 24, 2016 23 hours ago, Murdox said: Horraay i was just messing around with old 0.5 KSPRC in 1.1 and must say it looks gorgeous already but collisions with terrain scatters will add lot of fun in gameplay for sure... Kerbals seems to be always ready to hit some rocks n' rolls at least in my game Edit: I should maybe ask this in Texture Replacer thread but since i got this error from 0.5 ksprc textures i'll just leave it here too. Several game crashes while doing Mun mission. I'm using Texture Replacer Pre-release version for 1.1 so anyone knows what is there anyway i can fix this? thanks [OD] ERROR: getting pixelColD with unloaded map TextureReplacer/Default/NewMunSurfaceMapDiffuse.dds of path TextureReplacer/Default/NewMunSurfaceMapDiffuse.dds, autoload = True (1) A new version of TextureRrplacer for 1.1 is out. Ignore the thread title. Check the github page. (2) KSPRC looks great under 1.1, but a couple things obviously are borked. Visors reflections just aren't there. Not a big issue imho. But I just did a night launch and the smoke/plume textures aren't rendering. It looks like the rocket is climbing up a big pile of confetti. Deleting the various smoke/plume textures from KSPRC solves the issue. Quote Link to comment Share on other sites More sharing options...
Synthesis Posted April 24, 2016 Share Posted April 24, 2016 1 hour ago, Sandworm said: (1) A new version of TextureRrplacer for 1.1 is out. Ignore the thread title. Check the github page. (2) KSPRC looks great under 1.1, but a couple things obviously are borked. Visors reflections just aren't there. Not a big issue imho. But I just did a night launch and the smoke/plume textures aren't rendering. It looks like the rocket is climbing up a big pile of confetti. Deleting the various smoke/plume textures from KSPRC solves the issue. Could just be how I got it working, but additionally, one Kerbal is missing a head texture (or rather, his head is just a blank white, like an untextured part)--the one in the lab coat. Pretty minor issue. Quote Link to comment Share on other sites More sharing options...
Murdox Posted April 24, 2016 Share Posted April 24, 2016 1 hour ago, Sandworm said: (1) A new version of TextureRrplacer for 1.1 is out. Ignore the thread title. Check the github page. (2) KSPRC looks great under 1.1, but a couple things obviously are borked. Visors reflections just aren't there. Not a big issue imho. But I just did a night launch and the smoke/plume textures aren't rendering. It looks like the rocket is climbing up a big pile of confetti. Deleting the various smoke/plume textures from KSPRC solves the issue. Sorry forgot to mention completely that i was using latest TextureReplacer (2.4.13) version while got these errors yesterday and several gamecrashes near Mun. And yeah i noticed that confetti effect also with some smoke/plume textures so deleted em also Pretty much using only suits/skyboxes atm. Thanks Sandworm! Quote Link to comment Share on other sites More sharing options...
Probus Posted April 25, 2016 Share Posted April 25, 2016 Here are some screen shots of some KSPRC launches. I got around the engine plume issues by using real plumes stock configuration (which I helped configure a while back with @Felger). The first is a good shot of scatterer and KSPRC. The second is of the beautiful reflection on the ocean with a bit of lens flare. The third is of the plumes and the KSPRC background. The fourth is of a Mk3 shuttle using the new shuttle boosters and a Kerbal Konstructs launch tower with my personal smokescreen (maxed) real plume effects mixed with @Proot's. Quote Link to comment Share on other sites More sharing options...
Holyvision Posted April 25, 2016 Share Posted April 25, 2016 1 hour ago, Probus said: Here are some screen shots of some KSPRC launches. I got around the engine plume issues by using real plumes stock configuration (which I helped configure a while back with @Felger)..... The fourth is of a Mk3 shuttle using the new shuttle boosters and a Kerbal Konstructs launch tower with my personal smokescreen (maxed) real plume effects mixed with @Proot's. Evil, you dangle such sweet treats in front of us like we're a bunch of cats. You totally forgot to put science parts for teh science on that Mk3 shuttle! If you look closely you can almost make out the form of Bill running out of the smoke. Can't wait! Quote Link to comment Share on other sites More sharing options...
KimKerman Posted April 25, 2016 Share Posted April 25, 2016 Seeing others getting this to work allready makes me jealous XD Though the evil within me hopes it won't be near as good as when Proot is done updating this beautiful piece of art! Quote Link to comment Share on other sites More sharing options...
Proot Posted April 25, 2016 Author Share Posted April 25, 2016 Sorry for the delay. I'm following this tutorial by @Poodmund before the update: more and better clouds with less memory usage! Quote Link to comment Share on other sites More sharing options...
Murdox Posted April 25, 2016 Share Posted April 25, 2016 (edited) 17 minutes ago, Proot said: Sorry for the delay. I'm following this tutorial by @Poodmund before the update: more and better clouds with less memory usage! Definitely no need to be sorry for delays and especially if working with improvements like this is! Didn't even noticed that Pood have made that kind of guide for cube maps and definitely interesting reading for myself too cause i've been also working with some texturing/cubemaps with other games lately. It's been always interesting to see how other guys doing their work and also you can learn something new or even how to do things easier/less pain way. I honestly admire how you both Proot & Pood work for these stunning visualmods in KSP Thanks! Edited April 25, 2016 by Murdox Quote Link to comment Share on other sites More sharing options...
FizzerUK Posted April 25, 2016 Share Posted April 25, 2016 32 minutes ago, Proot said: Sorry for the delay. I'm following this tutorial by @Poodmund before the update: more and better clouds with less memory usage! No way dude.... I am still trying to get all the other mods in and working.. I will wait a year for this (OK well not quite that long), the work is awesome. NO APOLOGIES.. Quote Link to comment Share on other sites More sharing options...
jpinard Posted April 25, 2016 Share Posted April 25, 2016 Will this work well with the following graphic mods (or am I creating some redundancies with some of these)? Distant Object Enhancement Environmental Visual Enhancements Stock Visual Enhancements Planetshine Thanks for the brainy information! Quote Link to comment Share on other sites More sharing options...
KimKerman Posted April 25, 2016 Share Posted April 25, 2016 2 minutes ago, jpinard said: Will this work well with the following graphic mods (or am I creating some redundancies with some of these)? Distant Object Enhancement Environmental Visual Enhancements Stock Visual Enhancements Planetshine Thanks for the brainy information! KSPRC depends on all these mods, as far as I know. Quote Link to comment Share on other sites More sharing options...
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