This will allow you to define a color for each individual star. You can add as many of these as you like to cover as many stars as you have in your planet pack. All you have to do is change the name of the body name in as shown below. and paste it directly below the first one. To add a star from a planet pack to this mod, copy the entire body node in the FlareReplacer cfg. That being said, you can leave the first Kopernicus node alone. They may be renamed once kopernicus loads but they are still technically "Sun". To add compatibility with other planet packs *NOTE: ALL planet packs have a star named "Sun" as the center of the system, or should. The further out you go the more saturated the colors will look. *NOTE these screenshots were taken around Moho, so the flares are extremely bright and desaturated. Here are some screenshots of the colors in action You can come up with whatever color you can think of, these are just examples and probably the most popular. Using a value less than 1 causes some odd looking sun flares. 1 should be the minimum, and there is no maximum, these are just the values I prefer. The higher the value, the more saturated the color. Replace the value 1,1,1,1 with any of the recommended values below: The color is in decimals, or float value. Open the FlareReplacer cfg and find the parameter %sunLensFlareColor = 1,1,1,1 Screenshots are also available in the each zip file, so you can easily see what each looks like without having to come back to the forums over and over. There are some basic, no-nonsense flares for those who like realism, and there are some flares that JJ Abrams would be proud of, and a few in between. I think I covered most niches when it comes to sun flares. These sun flares are ported over from Galileo's Sun Flares.Īll flares are 4k (stock's are 1k if you are wondering). For the price, it's nice to also get the big dump of new, historical parts, but Making History is great for the making, not the history.Flare Replacer is a mod to replace the stock sun flare without using Scatterer.Ĭurrently there are 15 different flares to choose from. The KSP community is fantastic, and more ways to create and share space adventures is exactly what it needed. Given tools to catalog, share, and have other players replay their epic missions (or painful failures), this same community could become expert story scripters as quickly as they've become expert rocket scientists.ĭespite the huge number of free mods, KSP's developers found a way to make their expansion valuable: They built a new set of tools that the community hasn't provided for itself. Mission write-ups are common on the subreddit, and these chronicles, especially those that revel in constant missteps, are often charming and sweet. When you're telling a story about the Kerbals-slapstick doofuses that they are-the explosive incompetence of amateur rocket designs makes it hard for KSP not to be funny. There's also a lot of comedy baked into KSP. I've been astounded by KSP modders' technical skill and devotion to historical engineering minutiae, and I'm sure that will all be applied here-perhaps with minute-to-minute recreations of Apollo 11 driven by actual radio transcripts. These tools are powerful enough to do that. The building blocks are simple, but there's no limit to how deep you can stack all the Mission Builder's scripted emergencies and radio messages. Making History is great for the making, not the history. Start at Kerbin with a ship weighing less than 40 tons, land at Mun in less than 3 days and plant a flag in the East Crater and your thruster tanks exploded so you can only thrust to the left. Give the player a choice between salvaging precious data and saving a stranded Kerbal. Zoom in a bit and tweak a menu option to make the objective more specific. Start at Kerbin, land at Mun in less than 3 days. Drop a score bonus and a time limit, and draw new lines to wire them in to the script. To script a mission to the Mun, drop a Spacecraft Launched icon and a Spacecraft Landed icon and draw a line to connect them. Thanks to Making History, space can be an inherently dangerous place again: random failures a la Apollo 13 might cut a mission short a freak micro meteor shower might puncture all of my solar panels, leaving a deep-space mission stranded until help arrives.Īll of these variables are available to use in the Mission Builder, which is an excellent tool for scripting your own stories, as if you're a sci-fi dungeon master running a deep-space tabletop RPG.Įverything in the Mission Builder is drag-and-drop. Thanks to Making History, space can be an inherently dangerous place again.įor long-time KSP players, improvisation and surprises only happen as a result of our own incompetence.
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