





Some more screenshots of my mod.
going away on holiday tomorrow so development will be halted for a while, sorry.






going away on holiday tomorrow so development will be halted for a while, sorry.
been working on a mod for a couple days that streams real map data into KSP as the player flies, rather than the "one big texture" approach. it works, but is SUPER janky and needs a lot of tweaking and debugging. I've not tested any of this from space yet, I'm still get the mod to work at ground level. so far progress has been super promising, and I'm excited to hopefully have a release out soon. (all shots are from in game)
Has anyone built or seen a mod that streams real map/satellite imagery onto KSP terrain in real time as you fly (not a static texture pack)? I've got a proof-of-concept working with OpenStreetMap tiles on a Sol/RSS Earth and I'm curious if there's prior work I should look at before going further, especially for proper per-tile UV placement instead of a single repeating texture.
I'm a noob who is working on a KSP mod that streams real-world map tiles (currently OpenStreetMap) onto Earth in Sol. The idea is to replace the terrain colour dynamically as the player moves, rather than using one huge global texture.
My current approach is:
PQSMod_VertexColorMap.MapSO.MapSO that returns colours from the downloaded tile only within that tile's geographic bounds, and falls back to the original map everywhere else.MapSO to PQSMod_VertexColorMap.vertexColorMap.RebuildSphere() so the terrain refreshes.Everything appears to work from the code's perspective:
PQSMod_VertexColorMap is found correctly.MapSO is assigned.RebuildSphere() definitely runs (and is very expensive).However, nothing ever changes visually.
I also added logging inside my custom MapSO.GetPixelColor(), expecting it to be called during terrain generation, but it never logs at all. That makes me wonder whether my MapSO is actually being used.
I've already ruled out a few things:
The biggest practical problem is that RebuildSphere() freezes the game for 1–2.5 seconds every time a tile changes, so even if the rendering worked, rebuilding the entire planet per tile clearly isn't viable.
So I have two main questions:
PQSMod_VertexColorMap for close-range terrain rendering, or is the visible terrain colour coming from somewhere else entirely (triplanar textures, Parallax shaders, etc.)?RebuildSphere() on the entire planet?If anyone has experience with Kopernicus internals, PQS, Parallax, or has experimented with runtime terrain modification, I'd really appreciate any pointers. At this point I'm trying to determine whether I'm debugging the wrong system entirely, or if this project is feasible at all..
Lots of extreme weather recently, this summer is going to be exciting...
Hi, I'm going to alton towers on Tuesday with my school but I'm slightly worried that the heat is going to be a bit extreme. Currently a high of 32c. Any tips for not having a terrible time?