8 Gedanken zu „Kerbal Space Program – Part Dev – Blue Moon“
  1. You mentioned other hydrology landing engines… Isn't there a deeply throttlable configuration for the RL-10 that is supposed to represent the common extensible cryogenic engine that was designed for the constellation program?

  2. Will KSP handle adding bump mapping from blender? It's pretty easy to bake it into a procedural texture and blend it with your texture image to avoid surface flatness. I don't know whether it allows bump mapping in blender's material node editor or demands a separate bump map to go with a model/texture file. But just in case.
    Node setup basically goes: Texture Coordinate (Generated) -> Mapping (Vector input/output, default settings fine) -> Noise texture (Vector input/Fac output, adjust scale and distortion as desired) -> Bump vector (Height input/Normal output, adjust numbers for heightmap range) -> Diffuse BSDF shader (Normal input, adjust colour as desired, send output to mix shader with other similar setups with brick or checker textures etc. or straight to the surface output of the material, alternatively a Transparent or Glossy BSDF shader mixed with an image texture for the surface colour).
    Hope it helps, it's a lot easier than generating any configuration of heightmaps from images or baking it into mesh displacement on the model.

  3. I wonder if the stretched variant could (notionally) be paired with a modified Soyuz descent module for a direct-ascent 1-man ultralight Lunar landing mission with a single Falcon Heavy launch…

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