Jump to content

UnanimousCoward

Members
  • Posts

    430
  • Joined

  • Last visited

Everything posted by UnanimousCoward

  1. Actually, it should work fine if you combine them into one file. Turned out there was a superfluous curly bracket floating around, which borked the thing. I fixed the syntax above, but I couldn't be bothered to edit the post again to combine them back into one file. But I'm glad it's working for you. And if @Snark wants to roll it into Missing History, that's cool. (I can do a PR on Github if that's the preferred method.)
  2. Short answer: yes Slightly longer answer: This question has already been answered on this very same page. You could have read the page and found the answer for yourself...
  3. For some mysterious reason I can't wrap my head around, that patch to hide the engines will not work when it's at the end of the previous patch file. It fails to apply the patches to those engines. (I swear it worked yesterday when I wrote it...) But it works just fine if you cut and paste the exact same code into a separate file of its own. (My MM-fu is very limited, so I have no idea why. Any explanations would be most welcome. Perhaps I'll wander over to the MM thread and ask about it.) I've updated the code above so there's two separate patch files now. At least on my install, this works just fine. If it doesn't work for you, I'm all out of suggestions... Edit:-- I figured out what the problem was. (Syntax error, obviously.) Should be all fixed now.
  4. Aye, that's what a complete lack of testing will get you... Try it now. I've updated the patch in the post above. Should be fully functional now.
  5. MM compatibility patch for MissingHistory and ReStock/ReStock+. Applies ReStock textures to the rescaled parts from Missing History. Hides 303 and T15 engines if ReStock+ is installed. Patch 1 - for ReStock (save as something like "MissingHistory_Restock_Compatibility.cfg"): Patch 2 - for ReStock Plus (save as something like "MissingHistory_ReStockPlus_Compatibility.cfg"): Before: After: Not pictured: Aerodynamic nose cones, as they seemed to work without the patch anyway. Parts that aren't touched by ReStock. (If I missed any parts that are touched by ReStock, I'm sure someone will let me know...) For the uninitiated, to use these patches, copy the text from the code blocks above into text files, give them sensible names ending in .cfg, and place them in your GameData folder.
  6. The update added a scroll bar to the part window when it gets to a certain length, I believe. That's probably the cause.
  7. @kcs123 Further to this answer, I seem to remember that back in the day an earlier update to KSP broke the Jool monolith component of Anomaly Surveyor as well, but that was eventually fixed that time. AS hasn't been updated for some time, though. Not sure if the author is still active.
  8. You'll probably run into other errors anyway if you run it in the wrong version, even if you stay in the Kerbin system, like null reference exceptions in orbit that slow your game to a crawl. And you'd have to put up with a parade of Nyan cats every time the game is loading... That alone would be a deal breaker for me.
  9. Right-click on the command pod and click the button labelled "Data: [XX] Mb". ("[XX]" will be the amount of data that is stored.) A window opens showing the data stored on your vessel. On the right of each item, there's a little button that looks like >>. If it's black, click it. If it's blue, it's already being transferred / waiting to be transferred. There's also a setting you can enable to automatically transmit data straight away.
  10. 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.
  11. 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.
  12. 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".)
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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?
  20. 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.
  21. 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.
  22. 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.
  23. 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).
  24. 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.
  25. Did you actually try reading the first post in the thread? It answers your question quite clearly: "Added clouds and scatterer support for OPM"
×
×
  • Create New...