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[1.12.X] Tantares - Stockalike Soyuz and MIR [26.0][18.12.2023][Soyuz Revamp Again]


Beale

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21 minutes ago, Beale said:

The new engines have me nervous!

The stock ones? Those use a completely different shader though! Are any of those screenshots you posted using PBR?

EDIT: Couldn't let you be the only one trying it...

WRB3CmT.png

Edited by CobaltWolf
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24 minutes ago, CobaltWolf said:

The stock ones? Those use a completely different shader though! Are any of those screenshots you posted using PBR?

EDIT: Couldn't let you be the only one trying it...

WRB3CmT.png

Beautiful!

Do you have more information on the shader? Interesting.

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8 minutes ago, Beale said:

Beautiful!

Do you have more information on the shader? Interesting.

well, from my quick test converting KSP bumped-specular to the Standard Unity 5 shader, I just dropped the diffuse (which had the specularity mapped to the alpha) into the Metallic slot in the shader. Albedo is diffuse, normal is normal but I cranked it to 3. If I played with the actual textures and the settings a bit I could get results very close to the new stock engines. I just booted up Unity to check real quick.

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On 9/4/2016 at 6:01 PM, CobaltWolf said:

just make all possible permutations

On 9/5/2016 at 11:08 AM, Beale said:

But of course, that is still only 11 :wink: 

Still, I cannot think many people would want...

Oh, but I can! 

Mq91WYD.png?1

Actually, you have a couple I don't, and I had a few more planned besides those, but still.  In fact, your blocks have the same shape but much better texturing, so if you cover all the possibilities I can even stop maintaining these!

Edited by Starbuckminsterfullerton
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14 hours ago, Z3R0_0NL1N3 said:

Oh no! I liked Beale Grey. (And, honestly, the Soyuz has a thermal blanket on it, so it shouldn't be that reflective.) The Apollo CM definitely does well with the shininess though!

2 hours ago, tjsnh said:

Love the styling on the new textures - but please for the love of Korolev, make sure they stay "stock alike" and don't go all FASA on us. :-)

Hehehe, you both misunderstood I think.

That is the same texture, but under a procedurally based rendering shader, which will one day be standard in KSP, just a little preview :)

7 hours ago, Starbuckminsterfullerton said:

Oh, but I can! 

Mq91WYD.png?1

Actually, you have a couple I don't, and I had a few more planned besides those, but still.  In fact, your blocks have the same shape but much better texturing, so if you cover all the possibilities I can even stop maintaining these!

Youve convinced me :)

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On 9/8/2016 at 7:33 AM, tjsnh said:

Been discussed.

Clip some fins into the tanks.

 

21 hours ago, Beale said:

 

Strange... I have no problems with N1.

Can you try delete partDatabase.cfg?

 

 

Fins and gridfins for block A helped a lot, but then block V gets out of control! I had to tweak a lot of fuel and thrust values in order to make it into orbit. Thanks! 

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1 hour ago, captainradish said:

FASA was/is extra-shiney, however.

 

I DO really like FASA's launch towers. Beale, how-about you and/or CobaltWolf create some? FASAs are getting a bit long in the tooth.

BDB has apollo-style launch clamps in the roadmap

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27 minutes ago, tjsnh said:

I meant generally having textures that look slightly "shiney" and don't fit with the stock parts.

Well that's because they had a plugin that added metallic reflections to the parts. Seeing as metallic reflections are going to be a sort of 'default' for exposed metal in the new artstyle...

(Check out the leaked image in the dev notes thread if you haven't seen them)

1 hour ago, minepagan said:

BDB has apollo-style launch clamps in the roadmap

... crap.

 

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8 hours ago, Beale said:

That is the same texture, but under a procedurally based rendering shader, which will one day be standard in KSP, just a little preview :)

Youve convinced me :)

So could it be applied to any texture? I thought it was a special normal map or something, and I was about to suspend my modding efforts because I can't make those, but if it can be added to existing parts like you've done I might keep at it.

Also yes more RCS blocks!

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2 hours ago, captainradish said:

Did you forget already? :D

I'd really like to see a Soyuz or an N1 stand. I like the Soviet-style launch platforms.

c6jRIGB.jpg

This was posted in this thread about a year ago and was made by SnowWhite but the last time she visited the forums was in May and she wasn't very active then either

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9 hours ago, NeoFatalis said:

 

This was posted in this thread about a year ago and was made by SnowWhite but the last time she visited the forums was in May and she wasn't very active then either


That would be killer as a Kerbal Konstructs site.

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wJ7sQZC.png

So... this is my issue. I can't change sizes at all. How do I fix this? What did I do wrong?

The parts are the Soyuz Orbital Module and the CLV boosters. My standard Soyuz is sandwiched in the middle.

Modlist is as follows:

 

Spoiler

KSP: 1.1.3 (Win64) - Unity: 5.2.4f1 - OS: Windows 10  (10.0.0) 64bit
000_AT_Utils - 1.0.2
Toolbar - 1.7.12
B9 Animation Modules - 1.0.3
B9 Part Switch - 1.4.3
Boosteriferous - 0.2.2
CactEye 2 - 1.1.3.4
Chatterer - 0.9.90.1289
Community Resource Pack - 0.5.4
Connected Living Space - 1.2.3
CriticalTemperatureGauge - 1.1.3.3
CryoEngines - 0.3.6
DMagic Orbital Science - 1.3.0.2
CapCom Mission Control On The Go - 1.0.2.4
Contract Parser - 1.0.4
Contracts Window Plus - 1.0.6.4
Progress Parser - 1.0.5
Elephant Engine - 0.2
Engine Lighting - 1.4.5
EvaFuel - 1.2.2
EVA Struts - 1.0.2
Firespitter - 7.2.3
HeatControl - 0.3.2
HullcamVDSContinued - 0.1.1
Interstellar Fuel Switch - 2.1.4
JSIAdvTransparentPods - 0.1.7
RasterPropMonitor - 0.27.1
RPMEDP - 1.2.1
Kerbal Attachment System - 0.5.9
Camera Mode Persistence - 1.0
Kerbin Environmental Institute - 1.1.1
KerbalAtomics - 0.2.6
Kerbal Engineer Redux - 1.1.1
Kerbal Joint Reinforcement - 3.2
KerbalKonstructs - 0.9.7.3
HyperEdit - 1.5.2.1
KeridianDynamics Vessel Assembly - 0.8
InlineBallutes - 1.2.4
Kerbal Inventory System - 1.2.12
KSP-AVC Plugin - 1.1.6.1
KWRocketryRedux - 3.0.11
MarkIVSystem - 2.2.1
ModularFlightIntegrator - 1.1.6
ORIGAMI Antennas - 0.9.5
Docking Port Alignment Indicator - 6.4
NearFutureConstruction - 0.6.4
NearFutureElectrical - 0.7.8
NearFuturePropulsion - 0.7.4
NearFutureSolar - 0.6.2
NearFutureSpacecraft - 0.5.1
EVAHandrailsPackContinued - 0.2.1.2
Final Frontier - 1.0.10.2467
No Crew Requirement Continued - 1.0.1
Outer Planets Mod - 2.0
PartCommander - 1.1.1
PersistentDynamicPodNames - 0.1.2
Kerbal Planetary Base Systems - 1.1.4
PoodsOPMVO - 0.2
Procedural Wings - 0.11.1
Radio Free Kerbin - 1.1.2
RCS Sounds - 5.0
RealChute - 1.4.1.1
RealPlume - Stock - 0.10.9
ReentryParticleEffect - 1.1
RemoteTech - 1.7.1
AmpYear - 1.3.6
DeepFreeze Continued... - 0.22.3
SafeChute - 2.0
SCANsat - 1.1.6.6
ShipManifest - 5.1.2.2
Sigma Binary - 1.5.5
Sigma: Eve Recolor - 1.2.1
Sigma: OPM Recolor - 1.2
Sigma: OPM Tilt - 1.2
SmartParts - 1.8.1.1
SmartStage - 2.9.4
SpaceY Expanded - 1.1.11
SpaceY Lifters - 1.13.1
StageRecovery - 1.6.4
StationPartsExpansion - 0.4
TextureReplacer - 2.4.13
ThrottleControlledAvionics - 3.2.3
TrackingStationAmbientlight - 0.3.3
Trajectories - 1.6.3
Kerbal Alarm Clock - 3.7.1
Alternate Resource Panel - 2.8.1
Transfer Window Planner - 1.5.1
TweakScale - 2.2.13
VaporVent - 1.1
VenStockRevamp - 1.9.5
VesselViewerContinued - 0.8.1
KSP Interstellar Extended - 1.9.11
WildBlueTools - 1.5.1
Buffalo - 0.7
[x] Science! - 4.20

 

Edited by DJ Reonic
Stuff
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11 hours ago, DJ Reonic said:

So... this is my issue. I can't change sizes at all. How do I fix this? What did I do wrong?

The parts are the Soyuz Orbital Module and the CLV boosters. My standard Soyuz is sandwiched in the middle.

Modlist is as follows:

(bunch of mods)

I don't want to sound rough, but man, what do you expect with so many mods? Current Tantares version is working (I have a nearly Tantares-only save that I use for compatibility purposes), so it must be a problem of mod conflict

Edited by trooperMNG
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