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WololoW

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Everything posted by WololoW

  1. I just have to say, that was a really cool post to read. You are quite the modder Taranis, my hat is off to you good sir.
  2. I have been setting up my Texture Replacer as best I can, and this is what I have for my kerbals so far (Click this link for even more screenshots)
  3. Do you have a SCANsat module on the craft in question?
  4. Far. I've already tried to implement this but I'd need better understanding of Unity. Maybe some time in the future when I have enough (= too much) time. Are you guys talking about the model itself rather than the texture?
  5. Any idea why this isnt working for me? OVERRIDES { TextureReplacer/Default/GalaxyTex_.* { compress = true mipmaps = true scale = 1 max_size = 0 make_not_readable = true } TextureReplacer/Default/.* { compress = true mipmaps = true scale = 2 max_size = 0 make_not_readable = true compress_normals = false mipmaps_normals =true scale_normals = 1 max_size_normals = 0 } } It just takes the second argument (the /Default/.*) and uses the information under that one for the GalaxyTex_ files, cant seem to get it to scale everything in that folder other than the skybox =\
  6. Nice, yeah haven't seen any incompatibility either~ Much appreciated on the word back Mihara! I plan on doing many IVA only missions utilizing your mod =)
  7. Thanks for the help with the imgur album, but if you read my post you would understand what the problem is. I underlined, bolded, and italicized the relevant part (that really is my entire post...) Found my problem, I am a noob! Oh yeah, the messup was with my ATM config =\ Stupid me.
  8. Hey there Green Skull, you have an amazing pack that I have utilized on many KSP installs! I have decided recently to try and trim my suits down to a manageable amount that are recolors of each other. So far, I'm utilizing J's Pack(+a few recolors given to me by someone) for the generic Kerbals and your Black GSI + 2 recolors for the main 3. Here's where my problem/question comes up - After editing your Black GSI suit in Fireworks, I have lost the shine and the texture doesn't look right on the helmet. Here's what I mean. I hope you can shed some light for this newb texture editor! Thanks in advance! Found my problem, I am a noob! Oh yeah, the messup was with my ATM config =\ Stupid me.
  9. Honestly the only "problem" that this thread seems to be working towards 'fixing' is that you can not browse the <insert filter here(I.E. Top Downloaded)> mods on this forum. Want to update the mods you found and added to KSP? Favorite that page in your preferred browser. Want to find a mod that fulfills X? Search for it in your preferred search engine. Want to browse mods with no filter? Welcome to the Add-on Releases and Projects Showcase! Want yet another add-on to keep up to date so that it trys to keep other add-ons up to date? Personally, no.
  10. Hey, I was trying to edit suits (from J's pack and GSI's pack) to include more colors. The program I am using is Adobe Fireworks, and no matter what I do, when I save the new .png and have a kerbal wear it, the shinyness is gone and it looks darkened. This is especially noticed on the backs of helmets as seen here. Any advice on how to rid myself of this annoyance? Thanks in advance! *Edit* Realized I needed to set the NRM's in my TextureReplacer.cfg (self made) for ATM
  11. Does this work with SCANSat's 7RC4? I am debating testing it, but cant at the moment as I am not at my computer.
  12. Great mod that I have been keeping updated in my ksp install since the first dev release! I am excited to watch it develop!(at breakneck speeds!!)
  13. I am doing exactly that when I decide that my mods are all good enough together and I config a tree that works well with remote tech 2 and my self restriction of unmanned before manned.
  14. Hey, I see it says MapTraq is depreciated, any plans to add an option so that we will not need a config for MM to add maps to all pods/probes? @PART [*]:HAS[@MODULE[ModuleCommand]] { //enables SCANsat maps on all pods and probes// MODULE { name = SCANsat sensorType = 0 fov = 0 min_alt = 0 max_alt = 0 best_alt = 0 power = 0.05 } }
  15. Any idea if this works well with 18.2? I am about to test it, will report back!
  16. If you have been to the MKS page recently, you would see it now is a 2 part mod, OKS being Orbital Kolonization System.
  17. Just look a page or 2 back, I posted a few .cfg files that fixes part costs (and other little things) to be in line with KSP 24.2.
  18. Just realized that I have 25 different kerbal heads for Texture Replacer! 1 unique head for each of the top 3, and then 22 others that are randomized. I also have 9 Suits, 1 unique suit for each of the top 3, and then 6 others that are randomized. I actually have a 10th, that is only used on the little guys in the Main Menu!
  19. I didnt see anything commented in the .cfg about auto-joining a channel. As it stands, I have to join my stream's channel every time I want to be in it on KSPIRC. Its not really a problem, just a simple /join, but would be nice if it was automated =). As always, thanks very much for your mods!
  20. Doh just realized how confusing that would be, updated my OP to show that I only use the RSS.dll for the atmosphere from ground .cfg provided by KSPRC. I have been toying with the idea of FAR/NEAR/SDF(Your mod) but I really don't know why I feel so reluctant. I want to have the more realistic aerodynamics that they provide, but find myself not wanting the reduction in difficulty they inadvertently provide. I have set up an install with FAR/KIDS and didn't really like what KIDS does, it seems to be a way to make you need the same DV, but not what I was looking for exactly. I may end up just going with FAR/NEAR and DRE to offset them, just haven't made the leap yet. Update - Something else worth noting, stability is everything for me(and yet I use x64?!), which is why I am not using KAS with its 'fixed' .dll - There are too many bugs still floating around it.
  21. I saw you reference it somewhere yesterday, I looked into it again and I am just not certain about it since I have Kerbal Crew Manifest already and utilize that when I forget to swap the top 3 out. Any benefit it has for me other than the randomizer?
  22. After all the considerations of the mods put forth in this thread, I have ended up with 37 mods now! Check out my new updated OP and let me know what you think!
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