UnanimousCoward

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Everything posted by UnanimousCoward

  1. UnanimousCoward

    [1.6.x] Basic Procedural Textures

    It's a ModuleManager patch file. You can paste the contents into a file, give it any name you like that ends in ".cfg", and put it anywhere in your GameData folder.
  2. UnanimousCoward

    [1.6.x] Basic Procedural Textures

    Another way to achieve the same result is to use ModulePartVariants to apply a colour tint to the original PF fairings, rather than using the textures from this mod. I think the result looks a bit better. The MM config below adds colour tints for all the colours used in this pack to the PF fairings. The "Yellow Stripe" option does pull the texture from this mod, though.
  3. UnanimousCoward

    [1.6.x] Basic Procedural Textures

    As an alternative, the MM patch below uses KSP's built-in ModulePartVariants option to try and do the same thing without requiring any external mods. Caveat: I'm at work and can't test it, so there may be syntax errors and I'm just going off my slightly wonky memory and the info in the post above. For example, I'm not 100% sure that the bump map line is correct. I'll test it later today. Edit: OK, so after some testing, the config above should work. The striped textures don't map well to the PF sides, so I didn't include them. You can set the bump map in the TEXTURE nodes with "_Bump Map =", but for some reason they don't seem to actually show up in-game unless you use a different shader (e.g. Textures Unlimited). So I didn't include them either. (The only one that seems to map at all well onto the PF fairing sides is "Tank_NRM".)
  4. On a test install of KSP 1.4.2 -force-d3d11 with only Textures Unlimited and Module Manager 3.0.7, "directXFix" config enabled, the icons in the VAB are a rather fetching shade of blue: Pretty, but impractical. Same thing with MM 3.0.6. In game, from just a very quick test with a few random shiny parts, the actual reflections looked fine to me. A few parts (e.g. the basic fin) didn't look quite as shiny as I remember (using Electrocutor's stock config), but that's likely to be a combination of shoddy memory, subjectivity, and anomaly-hunting. Nothing else glitchy or weird that I could see.
  5. Here. It's apparently not complete, and it's not really up to date, as it doesn't have "-force-glcore". There's also this list of Unity command line arguments, which should be more up to date, but how many of them are relevant, I don't know. @Shadowmage How do you feel about people sharing TU configs for various mods on this thread? I've got a bunch of fairly basic ones I could share with people if there's any interest.
  6. UnanimousCoward

    Electrocutor's Thread

    You should be able to put it anywhere in the GameData folder, but I tend to keep all my TU configs in their own folder.
  7. UnanimousCoward

    Electrocutor's Thread

    Does this point to a custom mod folder you've created? "Mods2"? That "JebsJunkyard" texture is from Porkjet's Part Overhaul, isn't it? If so, this config is of limited use to other people who don't have the same folder structure.
  8. I don't know about the Rockomax tanks, but for the Mk1-2 Command Pod, I believe they use a combination of TechHidden = True category = none subcategory = 0 The first hides it in the tech tree and the other two in the VAB/SPH parts list, I believe.
  9. UnanimousCoward

    Electrocutor's Thread

    Actually, I managed to resolve the pink textures issue by changing the MM config to force the KSPTextureSwitch modules to the final position in the index (with "MODULE, -1 {}"). Now all the textures appear OK and persist in the flight scene. The "black" and "fuselage" texture switch options don't seem to work properly, but I can live with that.
  10. UnanimousCoward

    Electrocutor's Thread

    Hi again I'm having some problems getting your old Procedural Fairings config to work in 1.4.2. I've updated the syntax for the new version of TU just like I did with other configs, but this one doesn't work properly. In the VAB, the textures for the actual fairings and some of the interstage bases are black in the parts list, and they appear pink (missing texture, I guess) in the VAB when placed. All the referenced textures appear to be present in the right folders, and If I change the texture set in the VAB, the textures seem to work just fine; I can create custom colours and all. But when I actually launch the vessel, the fairing textures are pink in the flight scene. Here's the config I'm currently using. Would you have any pointers as to where I'm going wrong?
  11. UnanimousCoward

    [1.4.1 PlanetShine 0.2.6.1, Mar 28, 2018

    Distant Object Enhancement has a sky dimming option. I think that may be what Mr Dry is talking about. Maybe he could look at the settings for that mod.
  12. UnanimousCoward

    Electrocutor's Thread

    If that's the same one that briefly appeared on the thread, I've already got that one, thanks. I'll be looking out for more though.
  13. UnanimousCoward

    Electrocutor's Thread

    That's cool. Just make sure you keep letting us know what new configuration you've done so I can pester you for them! Thanks again.
  14. It looks like the last version of SVE to support 1.3.1 was v1.2.9.0, presumably with version 1.0.4 textures. For SVT, it looks like it was version 2.1.3. You'll also have to make sure you've got the correct versions of EVE (for SVE) and Kopernicus (for SVT).
  15. UnanimousCoward

    Electrocutor's Thread

    Could I ask you to reconsider not posting your configs on this thread? I can see how some mod authors might become touchy about you posting your configs in their mod thread, but I don't see how anybody can reasonably object to you posting them here, in your own thread. By definition, people who find and read this thread are already interested in adding TU support to the mods they have that don't include it. I can see how a mod author's aesthetic choices may lead them not to want the features that TU offers, but if we are interested in taking advantage of these capabilities for ourselves to create a consistent visual style for all parts, objecting to that would seem petty. ("Don't modify my modification.") I only discovered your thread recently, and the results I've achieved with your configs are amazing. I have no conception of how to go about creating these kinds of configs myself, so I greatly appreciated you making the results of all your hard work available. Luckily for me, I was able to grab most of the configs you had posted and convert them to the new TU syntax before you removed them. But it saddens me to think that you won't be continuing to spread shiny joy. Regardless of your choices, I'd like to thank you for all the work you've put in so far. KSP parts have never looked so good.
  16. Did you actually try reading the first post in the thread? It answers your question quite clearly: "Added clouds and scatterer support for OPM"
  17. UnanimousCoward

    [1.3.1, 1.4.1+] Settings Master

    No worries. I completely get how busy you must be. Glad to hear their finally going to fix it, though.
  18. UnanimousCoward

    [1.3.1, 1.4.1+] Settings Master

    If Squad aren't amenable to your method, would it be possible to have this mod automatically reduce the UI scale when the settings screen is activated and then restore it afterwards? On a 1920x1080 monitor, setting the UI to 80% (the minimum the settings allow) permits about 25 mod-added settings buttons before the "Cancel" and "Accept" buttons disappear. (As a reference, I run over 150 mods, and I've got 23 mod-added buttons on that screen.) Also, I've noticed that if the buttons are only just offscreen, you can still click them if you drag the mouse right to the bottom of the screen.
  19. UnanimousCoward

    [KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]

    It intercepts upgrades to facilities to make them take time to accomplish, rather than being instantaneous. I can see that there could be compatibility issues. Perhaps @magico13 could weigh in here?
  20. UnanimousCoward

    Electrocutor's Thread

    Cross-posting this here, as it may be useful for some people:
  21. I don't know if this will be helpful to many people, but you can update old configs to use the new syntax pretty quickly with some regular expression find/replace operations. In Notepad++ on Windows, these seem to work. YMMV with other text editors / operating systems. Open the .cfg file in Notepad++. Press Ctrl-H to bring up the find/replace window. Make sure that the "Regular expression" radio button is selected and ". matches newline" is unchecked. Find field: (@|\+)*?TEXTURE(,[0-9]{1,2})*?( ?// ?.+)*?( ?\r?\n?\t{0,3}\{) Replace field: \1MATERIAL\2\3\4 Click "Replace All". Then, find field: (@|\+)*?TEXTURESET(,[0-9]{1,2})*?( ?// ?.+)*? ?\r?\n?\t{0,3}\{\r\n\t{1,3}name = (.+)\r\n\t{1,3}\} Replace field: \1textureSet\2 = \4 \3 Click "Replace All". You can do this to a whole bunch of files at the same time by opening all the files in Notepad++ and clicking "Replace All in All Opened Documents" instead of "Replace All". (Obviously now I've posted this there are likely to be several embarrassing syntax errors. And yes, I imagine there is a chance of false matches or misses. Such is life. If you show me a .cfg it doesn't work for, I can probably adapt the regex.)
  22. UnanimousCoward

    [1.3] USI Life Support [0.5.0]

    I've had the same issue. IIRC, I found that it will appear properly if you go to the VAB and add a crewed part. You don't need to actually build anything, just place a crewed part and leave the VAB again.
  23. @chris1549 The wheels appear to be set up the same as the stock TR-2L wheel. The orientation is correct if you build in the VAB, but if you build in the SPH, it's off by 90 degrees. The simple solution in the SPH is to tap the 'S' key once, which will put them in the correct orientation. If you're only ever going to build these parts in the SPH (which is easier than building them in the VAB), this MM config will change the rotation of Grounded's wheel parts so they're correct in the SPH (but not the VAB): And this MM code will do the same for the stock TR-2L wheel: Edit: I've just discovered that the MM config doesn't work for symmetry pairs. It only rotates the original part, not the partner. If anybody has any idea how to resolve it, then I'd love to hear it.
  24. I just kept trying them in different orientations until it worked. Kind of hard to explain in words, but one end is a bit longer. It should go at the top. If I remember right, it's 90 degrees away from that. I'll try to post a picture tomorrow to show.
  25. UnanimousCoward

    [1.5.1+] StationKeeping Restationed - Precise Synchronous Orbits

    For RemoteTech users, there's also this one: Visual RemoteTech Planner. It will show you the distances between satellites (useful for planning orbital maneuvers), the dark time and required amount of electric charge, the dV required to get from your planned parking orbit to the desired orbit for a single launch, and 2 types of resonant orbit and the required dV for multiple-satellite launches. I'm not 100% sure that the antennas listed and their power consumption are up to date, but you can add custom ones.