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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]


Thesonicgalaxy

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Sonic, this is getting better and better :)

I can't wait for Rbray to build his new aurora and Rings features, then you'll make rings that are even more impressive ! :)

So is it technically possible, maybe through tricks, to get conic shadow on rings ? ^^

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Sonic, this is getting better and better :)

I can't wait for Rbray to build his new aurora and Rings features, then you'll make rings that are even more impressive ! :)

So is it technically possible, maybe through tricks, to get conic shadow on rings ? ^^

Hmm, possibly in a future EVE where I can make the shadow layer stay at the back at all times.

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Hmm, possibly in a future EVE where I can make the shadow layer stay at the back at all times.

Well, more like built-in shadows. I have a few ideas. I really want the moon to have proper phases.

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This looks gorgeous :) You don't want by any chance make some of those nice planet screenshots without orbital lines.So they can make some nice wallpapers, as a kind of pre-release treat:) I would like to change my wallpaper but don't want to wait for the new version release .That would be awesome

Sure, I'll put together some later.

For now, you can have this:

gL8r1tm.png

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I'm really excited to see V5, although I still prefer the luminescent clouds on Laythe in Astronomer's pack. Gives it a bit of mystique. I've had a lot of trouble trying to combine that to your pack, with no success. Any tips?

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I'm really excited to see V5, although I still prefer the luminescent clouds on Laythe in Astronomer's pack. Gives it a bit of mystique. I've had a lot of trouble trying to combine that to your pack, with no success. Any tips?

It should just work. Just hit Alt+N and remove any unwanted cloud layers.

Here's the new White Kerbol from Eve and some pre release wallpaper treats.

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Edited by Thesonicgalaxy
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Did you use a different method to change its color or is it the replace game files one from the Universe Replacer thread? If so could you share the files? I'd really like a white sun for RSS.

We're using the Unity Assets Explorer method for changing the flare color, and we're using EVE for actually changing it up close.

RmK9OY9.png

Any chance you could create a yellowish color for kerbol?

Don't see why not. I guess I could release it with an optional no white sun .cfg

Edited by Thesonicgalaxy
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That is so amazing! Don't suppose you could provide a download could you? Really think this is something spectacular, but I have no idea how to do this stuff.

On a slightly unrelated note, do you think the surface of Eve is a bit... overwhelming? It's just such a bright colour. Is there a way to tone it back a little?

Sure, here is my config for Eve:


CLOUD_LAYER
{
DEFAULTS
{
body = Eve
altitude = 4000
volume = True
color
{
r = 0.05
g = 0
b = 0.1
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 1
offset
{
x = 0.9218211
y = 0
}
speed
{
x = -2E-05
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.9218211
y = 0
}
speed
{
x = -0.0001
y = -0.0001
}
}
}
SAVED
{
body = Eve
altitude = 12601.94
volume = True
color
{
r = 1
g = 0.8640776
b = 1
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 1
offset
{
x = 0.9218211
y = 0
}
speed
{
x = -2E-05
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.9218211
y = 0
}
speed
{
x = -0.0001
y = -0.0001
}
}
scaled_shader_floats
{
falloffPower = 2
falloffScale = 3
detailDistance = 0.00875
minimumLight = 2
fadeDistance = 0.4
rimDistance = 1
}
shader_floats
{
falloffPower = 2
falloffScale = 3
detailDistance = 2E-06
minimumLight = 2
fadeDistance = 8
rimDistance = 0.0001
}
}
}
CLOUD_LAYER
{
DEFAULTS
{
body = Eve
altitude = 6000
volume = True
color
{
r = 0.13
g = 0
b = 0.2
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 1
offset
{
x = 0.8436421
y = 0
}
speed
{
x = -4E-05
y = 1E-05
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.8436421
y = 0
}
speed
{
x = -1E-05
y = 1E-05
}
}
}
SAVED
{
body = Eve
altitude = 4504.854
volume = True
color
{
r = 0.3427185
g = 0.3106796
b = 0.4067961
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 1
offset
{
x = 0.8436421
y = 0
}
speed
{
x = -4E-05
y = 1E-05
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.8436421
y = 0
}
speed
{
x = -1E-05
y = 1E-05
}
}
scaled_shader_floats
{
falloffPower = 2
falloffScale = 3
detailDistance = 0.00875
minimumLight = 2
fadeDistance = 0.4
rimDistance = 1
}
shader_floats
{
falloffPower = 2
falloffScale = 3
detailDistance = 2E-06
minimumLight = 2
fadeDistance = 8
rimDistance = 0.0001
}
}
}
CLOUD_LAYER
{
DEFAULTS
{
body = Eve
altitude = 8000
volume = True
color
{
r = 0.2
g = 0
b = 0.3
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 1
offset
{
x = 0.4609106
y = 0
}
speed
{
x = -1E-05
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.4609106
y = 0
}
speed
{
x = -1E-05
y = 0
}
}
}
SAVED
{
body = Eve
altitude = 7145.631
volume = True
color
{
r = 0.4735922
g = 0.3553398
b = 0.5524272
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 1
offset
{
x = 0.4609106
y = 0
}
speed
{
x = -1E-05
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.4609106
y = 0
}
speed
{
x = -1E-05
y = 0
}
}
scaled_shader_floats
{
falloffPower = 2
falloffScale = 3
detailDistance = 0.00875
minimumLight = 2
fadeDistance = 0.4
rimDistance = 1
}
shader_floats
{
falloffPower = 2
falloffScale = 3
detailDistance = 2E-06
minimumLight = 2
fadeDistance = 8
rimDistance = 0.0001
}
}
}
CLOUD_LAYER
{
DEFAULTS
{
body = Eve
altitude = 10000
volume = True
color
{
r = 0.2
g = 0
b = 0.4
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 1
offset
{
x = 0.1718219
y = 0
}
speed
{
x = -2E-05
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.1718219
y = 0
}
speed
{
x = -2E-05
y = 0
}
}
}
SAVED
{
body = Eve
altitude = 9572.815
volume = True
color
{
r = 0.6398059
g = 0.4815534
b = 0.6815534
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 1
offset
{
x = 0.1718219
y = 0
}
speed
{
x = -2E-05
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.1718219
y = 0
}
speed
{
x = -2E-05
y = 0
}
}
scaled_shader_floats
{
falloffPower = 2
falloffScale = 3
detailDistance = 0.00875
minimumLight = 2
fadeDistance = 0.4
rimDistance = 1
}
shader_floats
{
falloffPower = 2
falloffScale = 3
detailDistance = 2E-06
minimumLight = 2
fadeDistance = 80.5
rimDistance = 0.0001
}
}
}
CLOUD_LAYER
{
DEFAULTS
{
body = Eve
altitude = 15000
volume = True
color
{
r = 0.33
g = 0
b = 0.5
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 1
offset
{
x = 0.08436437
y = 0.5
}
speed
{
x = -4E-06
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.08436437
y = 0.5
}
speed
{
x = -4E-06
y = 0
}
}
}
SAVED
{
body = Eve
altitude = 2990.291
volume = True
color
{
r = 0.2165048
g = 0.2524272
b = 0.2524272
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 1
offset
{
x = 0.08436437
y = 0.5
}
speed
{
x = -4E-06
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.08436437
y = 0.5
}
speed
{
x = -4E-06
y = 0
}
}
scaled_shader_floats
{
falloffPower = 2
falloffScale = 3
detailDistance = 0.00875
minimumLight = 2
fadeDistance = 0.4
rimDistance = 1
}
shader_floats
{
falloffPower = 2
falloffScale = 3
detailDistance = 2E-06
minimumLight = 2
fadeDistance = 8
rimDistance = 0.0001
}
}
}
CLOUD_LAYER
{
DEFAULTS
{
body = Eve
altitude = 200000
volume = False
color
{
r = 0.5
g = 0
b = 1
a = 0.6019418
}
main_texture
{
file = BoulderCo/Clouds/Textures/atmo
scale = 1
offset
{
x = 0
y = 0
}
speed
{
x = 0
y = 0
}
}
scaled_shader_floats
{
falloffPower = 3
falloffScale = 1.2
detailDistance = 0.00875
minimumLight = 0.5
fadeDistance = 0.4
rimDistance = 1
}
shader_floats
{
falloffPower = 3
falloffScale = 1.2
detailDistance = 2E-06
minimumLight = 0.5
fadeDistance = 100
rimDistance = 0.0001
}
}
SAVED
{
body = Eve
altitude = 35000
volume = False
color
{
r = 1
g = 0.8796117
b = 1
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/atmo
scale = 1
offset
{
x = 0
y = 0
}
speed
{
x = 0
y = 0
}
}
scaled_shader_floats
{
falloffPower = 2
falloffScale = 2
detailDistance = 0.00875
minimumLight = 2
fadeDistance = 0.4
rimDistance = 1
}
shader_floats
{
falloffPower = 2
falloffScale = 2
detailDistance = 2E-06
minimumLight = 2
fadeDistance = 200
rimDistance = 0.0001
}
}
}
CLOUD_LAYER
{
SAVED
{
body = Eve
altitude = 1854.369
volume = True
color
{
r = 0.08737865
g = 0.1650485
b = 0.1262136
a = 0.3786408
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 1
offset
{
x = 0
y = 0
}
speed
{
x = -4E-05
y = -4E-05
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0
y = 0
}
speed
{
x = -4E-05
y = -4E-05
}
}
}
}
CLOUD_LAYER
{
SAVED
{
body = Eve
altitude = 3990.291
volume = True
color
{
r = 0.2815534
g = 0.2815534
b = 0.2815534
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 1
offset
{
x = 0
y = 0
}
speed
{
x = -4E-05
y = -4E-05
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0
y = 0
}
speed
{
x = -4E-05
y = -4E-05
}
}
}
}
CLOUD_LAYER
{
SAVED
{
body = Eve
altitude = 5699.029
volume = True
color
{
r = 0.4271845
g = 0.368932
b = 0.4660194
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 1
offset
{
x = 0
y = 0
}
speed
{
x = -4E-05
y = -4E-05
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 1
offset
{
x = 0
y = 0
}
speed
{
x = -4E-05
y = -4E-05
}
}
}
}
CLOUD_LAYER
{
SAVED
{
body = Eve
altitude = 8262.136
volume = True
color
{
r = 0.5048544
g = 0.3980583
b = 0.6116505
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 1
offset
{
x = 0
y = 0
}
speed
{
x = -4E-05
y = -4E-05
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 1
offset
{
x = 0
y = 0
}
speed
{
x = -4E-05
y = -4E-05
}
}
}
}
CLOUD_LAYER
{
SAVED
{
body = Eve
altitude = 10825.24
volume = True
color
{
r = 0.8349515
g = 0.6504855
b = 0.8640777
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 1
offset
{
x = 0
y = 0
}
speed
{
x = -4E-05
y = -4E-05
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 1
offset
{
x = 0
y = 0
}
speed
{
x = -4E-05
y = -4E-05
}
}
}
}
}

Go to BoulderCo/Clouds/datacloudLayers-BetterAtmospheres.cfg, find and remove all CLOUD_LAYER sections with 'body = Eve' in them and paste the above. Also remove all the CLOUD_LAYER sections with 'body = Eve' from cloudLayers.cfg

You can tweak it to taste by bringing up the GUI (alt+n) in game.

BTW, here are some photos of Venus's surface made by Òõýõрð probes:

Venus-surface-Venera.jpg

The brightness is most likely bulls#$@ and I think we've established that whatever crap the Evian clouds are made of, it is much darker and let's less sunlight through then Venusian sulfuric acid clouds. Still though, it gives a good idea about colors and contrast. I hope s1 develops a way to change surface detail texture/it's color, bc it would make more sense if it was darker purple than clouds.

Also I really like what the bottom clouds look like on Sonic's last screenshots, it may not have the whole optic backstory behind them but they are aesthetically better then my green above purple. With darker surface it would look like a true Kerbal version of Venus.

Also here is the diagram of Venusian atmosphere:

AT_7e_Figure_09_17.jpg

It seems that if we want Venus-like Eve, the clouds should be at somewhere between 25 an 20km (keeping Kerbal scale). Below that, there should be less opaque clouds to simulate haze (athough haze is already in development for EVE).

Fun facts: On surface level CO2 is supercritical, so it behaves similarly to liquid. One may say it's an ocean of CO2. On the other side of clouds, at 50km you could place a floating base, that would not only have very Earthlike outside conditions - to a level at which people could go outside with oxygen mask alone (unless a sulfuric acid cloud comes close) - it would also float without additional lifting gas, since O2-N2 atmosphere would provide enough lift against CO2.

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BTW, here are some photos of Venus's surface made by Òõýõрð probes:

http://astrobob.areavoices.com/files/2014/03/Venus-surface-Venera.jpg

The brightness is most likely bulls#$@ and I think we've established that whatever crap the Evian clouds are made of, it is much darker and let's less sunlight through then Venusian sulfuric acid clouds. Still though, it gives a good idea about colors and contrast. I hope s1 develops a way to change surface detail texture/it's color, bc it would make more sense if it was darker purple than clouds.

Also I really like what the bottom clouds look like on Sonic's last screenshots, it may not have the whole optic backstory behind them but they are aesthetically better then my green above purple. With darker surface it would look like a true Kerbal version of Venus.

Also here is the diagram of Venusian atmosphere:

http://physics.uoregon.edu/~jimbrau/BrauImNew/Chap09/7th/AT_7e_Figure_09_17.jpg

It seems that if we want Venus-like Eve, the clouds should be at somewhere between 25 an 20km (keeping Kerbal scale). Below that, there should be less opaque clouds to simulate haze (athough haze is already in development for EVE).

Fun facts: On surface level CO2 is supercritical, so it behaves similarly to liquid. One may say it's an ocean of CO2. On the other side of clouds, at 50km you could place a floating base, that would not only have very Earthlike outside conditions - to a level at which people could go outside with oxygen mask alone (unless a sulfuric acid cloud comes close) - it would also float without additional lifting gas, since O2-N2 atmosphere would provide enough lift against CO2.

I could raise some of the cloud layers and lower the dark purple one for makeshift haze. There's also the off chance that it might make the surface appear a little darker.

Anyway,

Here's some new shots of Kerbol from a space telescope for you guys.

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I was also thinking about a Name Change as this is expanding way beyond just Better Atmospheres. I think I'll put a Poll up soon to see what people would like better.

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I was also thinking about a Name Change as this is expanding way beyond just Better Atmospheres. I think I'll put a Poll up soon to see what people would like better.

I would probably just write BetterAtmospheres + More or something so that people who have known the mod by its current name will still know it. You could write BetterAtmospheres + whatever-else-you-want-to-write-here.

Thanks for replying to my previous question about extending the cloud limits! I guess I won't be doing that if it won't allow me to have volumetric clouds on Jool anyway, but that's fine.

Kerbol looks awesome! I'm all pumped for v5!

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