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MelancholyFlapper

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Posts posted by MelancholyFlapper

  1. Is there a realism overhaul patch for this? I'd love to make room for Hermes in my program plan. Maybe on top of a Saturn I derivative... If there isn't, I might get to work on one. I did a personal one with Cormorant Aeronology and it works pretty well.

  2. I have a Cormorant Aeronology patch I homemade to RO-ize the parts, and the cockpit has got an FSTextureSwitch module. I'm not sure if that's the problem (it swaps the cockpit textures between stock, shuttle-like and buran-like) but when I set up the windowshine patch up for it using the example patches as a base, and following the style of the alpha channel editing that windowshine does on the correct textures, the entire cockpit is shiny instead of just the windows and the shadows on it are all screwy. Any idea why this might be?

    Crossposting this in the relevant threads, this is driving me nuts.

    I can post the relevant patch on pastebin; here it is.

    https://pastebin.com/NTsVRMxB

  3. I have a Cormorant Aeronology patch I homemade to RO-ize the parts, and the cockpit has got an FSTextureSwitch module. I'm not sure if that's the problem (it swaps the cockpit textures between stock, shuttle-like and buran-like) but when I set up the windowshine patch up for it using the example patches as a base, and following the style of the alpha channel editing that windowshine does on the correct textures, the entire cockpit is shiny instead of just the windows and the shadows on it are all screwy. Any idea why this might be?

    Crossposting this in the relevant threads, this is driving me nuts.

    I can post the relevant patch on pastebin; here it is.

    https://pastebin.com/NTsVRMxB

  4.  

    I have a Cormorant Aeronology patch I homemade to RO-ize the parts, and the cockpit has got an FSTextureSwitch module. I'm not sure if that's the problem (it swaps the cockpit textures between stock, shuttle-like and buran-like) but when I set up the windowshine patch up for it using the example patches as a base, and following the style of the alpha channel editing that windowshine does on the correct textures, the entire cockpit is shiny instead of just the windows and the shadows on it are all screwy. Any idea why this might be?

    Crossposting this in the relevant threads, this is driving me nuts.

  5. I'm trying to make a windowshine compatibility patch (I already edited the textures to alpha correctly) for the Cormorant and SPT shuttle parts, namely the texture-switching cockpit that uses FSTextureSwitch and the radiator cargo bays. However the textures don't apply correctly - the bay has weird checkerboarding effect going on, and the cockpit is bright featureless pink. What did I heck up? http://i.imgur.com/8WXUuAg.jpg

    Here's the patch I made:

    
    
    @PART[mk3Cockpit_Shuttle]:FOR[WindowShine]:AFTER[CormorantAeronology]
    {
        %MODULE[TRReflection]
        {
            %name = TRReflection
            %shader = Reflective/Bumped Diffuse
            %colour = 0.7 0.7 0.7
            %interval = 2
            %meshes = cockpit
        }
    	
    	@MODULE
    	{
    		@textureRootFolder = TextureReplacerReplaced/Default/Cormorant Aeronology/Assets/mk3_Shuttle/
    	}
    }
    
    @PART[CRG_100R]:FOR[WindowShine]:AFTER[SPT]
    {
        %MODULE[TRReflection]
        {
            %name = TRReflection
            %shader = Reflective/Bumped Diffuse
            %colour = 0.45 0.45 0.6
            %interval = 2
            %meshes = Radiator 2.001 Radiator 2.004 Radiator 2.006 Radiator 2.005
        }
    }
    
    @PART[CRG_150]:FOR[WindowShine]:AFTER[SPT]
    {
        %MODULE[TRReflection]
        {
            %name = TRReflection
            %shader = Reflective/Bumped Diffuse
            %colour = 0.45 0.45 0.6
            %interval = 2
            %meshes = Radiator2.001 Radiator2.004 Radiator2.006 Radiator2.005
        }
    }

     

  6. Thank you very much, I appreciate it. :D

    If I posted the patch I made, would you be able to tell me what I did wrong? I calculated the correct (I think) numbers for the size of the tanks working backwards from the real shuttle and scaling down the volumes appropriately, and altered the RCS/OMS bits to use RF in the correct ratios, but it didn't work right - partly because dedicated tanks are unavailable, I think?

  7. 1 hour ago, MalevolentNinja said:

    This doesn't happen with just stock + Vens, so you'll have to narrow down which mod is causing the docking ports, etc. to misbehave. Start with stock + Vens and add your other mods one at a time.

     

    If by "memory" you mean hard disk space, then yes you can. I wouldn't recommend it though. If you want to revert back to stock you won't be able to and you won't save much space, maybe a 100 MB.

    If you really do mean memory (i.e. RAM), then no - deleting the stock squad parts with Ven's installed won't make any difference.

     

    Actually, it should - IIRC, Squad's asset loader loads EVERYTHING in the gamedata folder into memory on initial load, and that would probably include the squad parts. Minus those, you might save some memory. I MAY be wrong, though.

  8. I'd really like it if the bottom patches could be brought back - I'm told they were removed? I'd like one in the standard Mk3 fuselage lengths - specifically the short fuselage (the one that's larger than the monoprop fuselage but shorter than the long one). I tend to want more DV in my shuttles and therefore I add an additional fuel segment between the rear and the cargo bay.

    Edit: also, as far as retractable docking ports go, the SSTU mod has a retractable docking port/airlock that fits in both its shuttle and the Mk3 cargo bay.

  9. If Pak doesn't get around to it, I could probably whip up some Big-S wings with tiles on their undersides, if he'd be okay with that! Shouldn't be too hard to copy the tile texture from the body and photoshop it onto the Big-S wing, then use the magic of cfg editing to make the left and right wings with tiles their own parts. Of course, that wouldn't look as nice as remodeled ones but it'd be a stopgap.

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