Green Skull

Members
  • Content Count

    673
  • Joined

  • Last visited

Community Reputation

119 Excellent

About Green Skull

  • Rank
    The Armani of Spacesuits

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Glad to see you are still making KSP a more awesome place rbray! Keep up the good work!
  2. If you want stock suits remove all of the contents in the default folder.
  3. It should be a case of putting the desired suit into the default folder. So long as the name hasn't been changed it should be your kerbals default suit unless you have changed the configuration file.
  4. Which version of texture replacer are you using? You will need the latest version to work in 0.25
  5. After a summer break from KSP the 0.25 update has tempted me back! Expect an update soon...
  6. @jrandom download and install my ATM configs. I have settings and configuration files to optimize ATM for most applications - instructions are included. @Heldiver config will be ready tomorrow - just need to make a couple of test flights / checks etc
  7. What are the diffuse files names? I will make one up for you ASAP.
  8. Yes reaper. The most simple and straight forward way is to edit the main configuration file which is located in the ActiveTextureManagement folder - the address is something like - C:\KSP_win\GameData\ActiveTextureManagement First find the folder and copy to desktop as a backup. Find the section where it says "OVERRIDES" Then you will have to add this part to the configuration file in the ATM folder: .*/Spaces/.* { compress = true mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true } So it looks like this: OVERRIDES { .*/Props/.* { compress = true mipmaps = true scale = 1 max_size = 0 } .*/Spaces/.* { compress = true mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true } .*/Flags/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } This should now exclude IVA's from being squeezed too much. Be warned though IVA's can take up a fair chunk of memory.
  9. I'm so making a giant robot(s). can't wait for this
  10. Place both folders into Game Data ActiveTextureManagement and Boulder Co
  11. Adding this to the config for the heatshield should give DRE compatibility. Just vary the amount of ablative shielding as require e.g. change 1000 to 500 etc MODULE { name = ModuleHeatShield direction = 0, -1, 0 // bottom of pod reflective = 0.05 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 320 // peak ablation at 1000 degrees C key = 3000 400 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin dissipating at 300 degrees C key = 500 90 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 1000 maxAmount = 1000 } } As for real chute I'd ask stupid chris for his advice on his thread.
  12. Looking awesome! Any plans for RPM, DRE or real chutes?
  13. KSO/RPM/.* { compress = false mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true } KSO/Spaces/.* { compress = false mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true } The RPM (props) and spaces exclusion are all ready in your config... What do you want ATM to do or not do to the KSO?