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Doc Shaftoe

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Everything posted by Doc Shaftoe

  1. Footprints are part of Kopernicus Extended, and require a footprints section in the planet config. TUFX adds post-processing effects and you may not have any preset active. Check in the sidebar for the TUFX icon and enable a preset from there. Double check to make sure you don't have any conflicting EVE configs, as that can make things get weird. Auroras should always be visible, so you might have something conflicting.
  2. If you're using the latest version of Texture Replacer you may need to enable the "personalized suits" option in the Space Center menu. I'm not 100% on whether or not the latest release is backwards compatible, but that might part of the problem.
  3. @Emilius73 The new visor texture is called Visor_D. It's not too difficult to get if you know how to extract KSP assets, and custom ones work with Texture Replacer. All you need to do to make reflections show up on the plated visor and not the clear one is to make the clear side almost entirely transparent. If you want to make a custom one it's a 1024x2048 texture file. I can send you the one I'm using if you'd like. @Jim Lovell Kerman you're going to need to provide more information. KSP version, Texture Replacer version, what texture packs you may or may not be using, etc. It's a weird little bug, but it also looks like the IVA camera might be placed inside the Kerbal's head. Either way, Shaw can't help you if you don't give him more to work with.
  4. @Starseeker Are you running Parallax by any chance? I only seem to have those issues with Parallax enabled, and I've got a pretty heavily modded install.
  5. The latest release of the stable branch is 37 I think. You may also want to check that your JNSQ install has all the necessary configs. If you edited the sky or ocean previously you may want to double-check that the JNSQ configs still have the "JNSQTag = True" in them. I don't believe Scatterer keeps those tags if you edit anything from in-game. You might also have conflicting configs somewhere but I'm not sure where. Your Gamedata folder looks pretty clean. Worst case scenario, you can always try reinstalling JNSQ.
  6. Cormorant Aeronology has the parts to make a Block II shuttle. Unlike SOCK it's based around the stock MK3 cockpit, but it's still a very good mod.
  7. If I remember right, it's because he doesn't like the mesh-based plumes and the downsides associated with them. IE, visible meshes and a lack of anything inside the engine bell. Nothing wrong with that, visuals are highly subjective after all. Still, I'm stoked to see this get full Waterfall support! Also @benjee10 the not-so-sneaky reveal of your planet-side parts was really exciting. I've been looking for an MMSEV mod for a long time, but none of them really fit in with the restock-alike/BDB-alike aesthetic. Now my search is over! The habs look incredible too.
  8. Metric is bestric! Although maybe that's because I just have difficulty measuring distances in football fields.
  9. @-ctn- You could ask Benjee10 about setting up custom normals with the stock suit switcher. The Apollo A7L suits he made for BDB have custom normal maps through the stock system.
  10. You're not doing anything wrong, I'm pretty sure it's just a limitation of how the decals are applied. They project textures within a volume onto whatever part the volume is attached to. It takes a little fenagling but you can get larger looking decals by placing multiple decal parts and offsetting them with the move tool. It'll look like this:
  11. I have a folder that I named "CompatibilityStuff" in my GameData folder where I dump old parts, modified cfgs, etc. You'll have to play with the part paths in the part cfgs themselves, but as long as the part name hasn't changed, the part should still work in-game. You'll need to delete or comment out the "techhidden=true" portions in the configs and probably change their title from **deprecated** to something else, but they should work out of the box.
  12. You'd have to edit the parts for each vessel using those parts in your save. It'd be easier to figure out what the parts are then make a copy of the parts outside of BDB before updating to ensure compatibility. Although I don't think anything's been hard-deprecated (read deleted) in BDB 1.7, only set to hidden in the parts lists. The old part will be deleted from the mod eventually, but that's probably going to happen in the next update.
  13. The changes for Texture Replacer compatibility aren't hard, you just need to change a few file names and flip some images vertically.
  14. What about this needs updating? Everything works fine in 1.9.1. As long as Kerbal Konstructs has a 1.10+ compatible version, it'll work in 1.10+ too. This mod is a series of configs that place OSS and TSC prefabs around the KSC. It's great, and I use a slightly tweaked version myself but you shouldn't have any problems with it.
  15. The .mu file for the double solar array is the "ht2_SAW.mu." SAW is short for "solar array wing," the technical name for the ISS solar panels. The problems HabTech2 has with 1.10 come from changes made to the way KSP handles drag cubes. From what I've gathered, existing procedural drag cubes need to be replaced. Until benjee10 alters the associated drag cube models, the parts will not be compatible with 1.10 and up. If you need to downgrade to 1.9.1 through STEAM, right click on KSP, then click on Properties, then Betas, and select 1.9.1 from the drop-down menu.
  16. I don't know about biodomes, but Kerbinside Remastered and Omega's Stockalike Structures both have helipads, although the OSS ones are on top of admin buildings.
  17. Yes, the mod works on 1.9.1, and given the title of the thread I'm assuming it works in 1.10.1 as well.
  18. @alberro+ Drakenex made a black alternate skin on Page 9, and it shouldn't be too difficult to make a metallic variant. If you're just looking for another variant, I'd make a copy of the default textures, gray it out a little, maybe play with edge highlights and then set it up as a texture variant. If you're looking for something reflective with TU, that shouldn't be too difficult either, but I'd set it up as a separate part so you can still swap between the white/black without the reflective stuff. I don't know enough about TU to know if you can make a reflective variant with non-reflective variants.
  19. Paying my screenshot tax. (It ended up as a night launch, but it certainly looks more impressive during the day.) Click the spoiler for a dark and murky launch! I don't want to stretch this page out too much. Huge shout out to @Zorg for his TUFX presets! I made a few tweaks here and there, but overall they're still basically your settings.
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