I camt help but realize how much TakeTwo fumbled the bag by being so careless with KSP2, these mods alone in a 10+ year old game look amazing! i hope a better developer is able to buy the IP and give it some proper treatment
Yeah that is our best hope, and it would be really cool if the source code for KSP was made public. The modding potential of the game would simply explode.
Hey, just wanna let you know that someone is creating a Restock config for TURD on the forum page. It's not done yet, they say it might take a while still, but it's in the works, so that's cool!
14:15 I had the exact same glitch (if this is even a glitch as I don't know) with the SRB's plume being blue, I reinstalled smoke-screen I think or another mod and that flame was back to normal...
Thank you for this video and I also extend my sincere gratitude towards the developers who actually should get paid by the developers....They keep this game alive!!!
still... this growing trend of paid mods is as troubling as the rise of paid on disk DLC some 15 years ago. You see where we are now with paradox games and I believe you understand my point.
Would be awesome, dude. Though I doubt that would happen. To be fair I read some time ago that the mk.2 spaceplane parts had never been intended as stock parts and that they originated from a mod which later was sort of integrated in KSP.
Love this list! A word of warning though: I run KSP on a 3070 and tbh even this mid to top tier card struggles with frames. I'm averaging about 60-70 fps. On vanilla I avg. 144+ easy.
Yeah I have to agree with you that the framerate is quite lower with these mods, I'm not surprised that you get around 60-70 fps modded cus I experience aroun 60 with my GPU
KSP 2 has been in development since 2017, BlackRack was hired by them only a year ago so that KSP 2 could have better cloud effects. Also BlackRack was selling the Volumetric Clouds mod since before he was hired for KSP 2 so I don't understand what you are talking about, it's not his fault the KSP 2 game was abandoned or sucked.
That's entirely due to the type of anti-aliasing that you apply through the in-game settings menu (none, 2x, 4x, 8x) or through the TUFX menu (none, fast-approximate morphological, sub-pixel morpohological, temporal). Try out these various settings and see which one works best with your screen for a crisp image result. It varies from screen to screen.
@@leonardobonanno5115 there's only one issue, it don't work with parallax and additionally you will need install TU fork by blackrack, and with this mod planetshine is obsolete
ReStock and Ven's Revamp should create new part not replacing stock part, essentially leaving the stock part accessible in their stock configuration. This will remove all conflict with Texture Unlimited Recolor Depot. One little change and we could run those 5 mod together.
Ostensibly the paid aspect of volumetric clouds is because it's not released yet. Blackrack provides access to their in development stuff through their patreon.
I had a few problems with fuel tanks in Restock, I couldnt place things on top of them, then I couldnt take them off. I had to quit out of the VAB. Im not sure what conflict if any was causing it!
i doubt that tornadoes and hurricanes will be added, since they are extremely complex and getting it right without making the weather community mad is hard (cough cough outbrk)
@@ChadCarney-hu3duit’s really easy, just click on the mod you want, press the green checkmark and it downloads it for you directly into wherever it goes.
Love the video and the idea for the series as a whole. I really with that in the options for Restock they give give players the options of "Stock Difficulty", "Realistic" or "Easy Difficulty". I really enjoy upgrades to the visuals. I just feel like I am cheating if I know that drag is reduced.
Yeah i agree its a very controversial situation, I'm not entirely opposed to it when the price is reasonably small though. But yes, as a concept it's annoying to have content locked behind a paywall.
How did you track your plane on every planet same way every time? I think there was some camera mod that allows for same movement, but enclanation and perspective wise it still won't help, so you tweaked perspective on post production?
I did not make any adjustment in post production, I simply created a path for the camera to follow and then activated it on different planets. I then took the clips and matched their timing so they seemed to overlap in location.
Another stunning mod that you can add to make the game look even better is Waterfall, which changes the flame effects from engines and make them a lot more detailed and clean.
How did you decorate the planes? (If this is conformal decals mod, then how did you make it work properly because it needs shabby and shabby conflicts with turd)
Yeah this is conformal decals, honestly I wish I knew how I managed to make it work because in truth I simply installed TURD from the KSP Forum page like I normally do and conformal decals came with the Runway Project Season 6 Round 5 modpack (available on Scott Manley's Discord server for free)
@naemek9675 I used stock robotic servos, assigned them a range of rotation and used an action group to toggle the extended/folded wing position. It's actually less complicated than it looks, cus you start by making a skeleton and then attach procedural wing parts to make the wings look more natural.
which ones of these work with RO/RSS? edit: is there a way to get parallax to work on RSS? I know you can change the ground textures with it but is there a way to get the plants and stuff?
Hey! So I have never played RO/RSS and I have no idea if Parallax 2.0 is supported for rendering the foliage and the other stuff, maybe on the official KSP Forum page for Parallax 2.0 you can find the answer with some luck.
The runway lights are from the Tundra Space Centre mod which uses Kerbal Konstructs mod to work. The PAPI is from the Kerbin Side Remastered mod, it's a mod that is outdated in theory but I installed it regardless and works fine
@@leonardobonanno5115 I did that and it didn't change, and i also checked the revamp list on the forum page and there isn't a mention of the aerospike engine
I use the BD Armory mod which allows you to put autopilots on your planes and then you can instruct them to fly behind a leader plane that you pilot yourself. This makes it easy to make airplane formations.
Liked the overall presentation, but it felt a little bloated to me. Here are some things I would do to make it more consumable: 0. Provide link to mods in the description (forum post links, patreon links, ckan github) 1. Timestamps for the mods you talk about (I just want the names and features, I can figure out how to install/deps/conflicts etc, so this helps me get to relevant sections and skip the boring stuff) 2. Maybe condense the installation, dependencies, size, conflicts section into a single table and talk briefly about it. If there is some complexity to the installation, the forum post generally explains it, and CKAN prompts for selecting which config files to use, so provide links in the description and reduce on unnecessary bloat in the video. I think 1-1.25 minutes per mod can be saved here, which would cut down the video to 9-10 minutes. I really liked the overall presentations and accompanying visuals, but i just felt this was way longer than it needed to be, hence my pointers.
If the game was still supported by any official way, I wouldn't mind paying for a mod like Volumetric Clouds, but as things are standing now, I can't trust the publishers to spend any money on it. With a funky Windows update, the whole game could break forever, with no hope for recovery.