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: NOTE: most people will say that these speeds/altitudes are off, these numbers are just to get you started in the new version, as you gain experiance with the new versions adjust to your own playing style.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. Get to 150 m/s as fast as possible then a slow throttle up to 200 m/s at 10k.įrom 10k to 20k a slow throttle up to 350 m/s.įrom 20k to 30k a slow throttle up to 500 m/s.Īfter 30k it's usually safe to floor it and go max throttle. If you are launching with solid rockets as your main boosters around a liquid engine, add a bit more fuel and have the liquid engine firing at low throttle for the thrust vectoring during the SRB's burn.Īll rockets and launches are different but as a rule of thumb. If you add RCS JUST for the stability assist during launch, place the monoprop tanks/RCS thrusters where they can be ditched as you reach orbit. SAS and RCS can help keep the craft stable durring the grav turn, extra SAS units can be added (and dropped) with booster stages. To be safe make sure that the DOT in the flying "V" does NOT go past the ends of those lines on the outside of the PROgrade marker during your grav turn. The PROgrade marker (Circle with 3 lines around the outside in a cross pattern) shows where the craft is GOING. The nav ball has a flying "V" with a DOT dead center that shows where the rocket is POINTED. If you are seeing MACH EFFECTS (The white speed lines around the rocket) throttle back if you can until they disappear. Turn OFF all thrust vectoring from any firing engine in each stage that is NOT dead center (can be done in VAB) (Make sure that they are NOT AIR BLOCKED by fairings or other stuff above.)įins on booster stages or fins that are NOT centerline are OK also, but remember that the fins drop off with the boosters. 1.0.+.Īdd fins to BOTTOM centerline of EACH stage of your rocket that you expect to be firing below 45k. In the newest versions of the game high speeds and hard turns in atmo equals crashes.įor improved stability from launches in Ver.
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