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Renderer: Recommended to use DX11, but OpenGL is supported. This improves rendering performance massivelyĬPU: Parallax does not have much of a CPU impact, so this isn't really a concern Millions of objects can be generated almost instantly using compute shadersĮach object is drawn using GPU instancing, meaning there are significantly less draw calls. The scatter system is also a massive improvement over Squad's implementation: No lines/artifacts, unlike the stock shader Tessellation allows surfaces to have much more complexity, allowing for the creation of lifelike planet surfaces Normal mapped lighting is accurate and faces the right way on a surface at any angle Parallax improves upon the stock shader in a number of ways, for example: Parallax's original feature was a brand new terrain shader, but the scope has expanded to surface objects as well. The shader that Squad uses for Kerbal Space Program's terrain is extremely limited. Trees, grass and many other types of foliageĬompletely new planetary surface textures High quality terrain tessellation shader, like in No Man's Sky Here are some of the key features of this mod: More useful tools coming soon.Parallax completely replaces the terrain shader used in the normal game as well as its scatter system for placing thousands of objects over great distances. Slide the node forward by Slide angle or Slide time in the Delta-v view, and check intersection pointer is shifted properly. Create a maneuver node to perform hohmann transfer. Target the satellite which is at the first spot of your satellite chain. Adjust orbital period of the new satellites to the showed one in the information panel. Execute node and do circularize at designated altitude. Push + at Shift time and check intersection pointer is shifted properly. Open Maneuver Editor and put Slide time in the Delta-V view into Shift time. Target the already launched satellite, open Maneuver Planner and create (do not execute) hohmann transfer. Fill in the input informations if you don't already did, and press again the "Update" button, this is necessary because some of the data is depending on your current altitude. Achieve an equatorial orbit ( lower than your desired altitude, in Kerbin's case somewhere around 80-90 km) Launch the next satellite and follow from from Step 2. Achieve with MechJeb or Manual control an equatorial circular orbit at the desired altitude. The rest of the informations can be interpreted easily Start dV: your current dV and in parentheses your current altitude, dV is calculated according to the current altitude Parentheses the minimum altitude for communication possibility. Is communication possible : "Yes" if the signal between satellites it's not obstructed by the orbited Planet, "No" and in SOL (Satellite orbital lunch) : It provides multiple informations about the desired orbit. The window is togglable from the ksp stock toolbar ( a small calculator icon) Javascript is disabled. This tool / information panel is made mostly for Remote Tech users, it helps to plan your satellite network over a selected planet/moonĪt this moment it supports only 1 equatorial orbit (all satellites need to be on the same orbit). This is an in-game version of ryohpops 's online Remote Tech Planner avabile here :
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