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    Sr. Spacecraft Engineer

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  1. I haven't had time to check any recent updates, basically waiting for the final update before checking it out. But try this previous fix and let me know. If you updated TextureReplacer, it might have changed your setting if you had it correctly set previously.
  2. It looks like you’re using TextureReplacer. In the TextureReplacer UI, there’s a button near the bottom that says something like “personalized skins” or “personalized suits” that needs to be unchecked (off) for the suits to display properly while TextureReplacer is installed.
  3. If you copy the .DDS files into the "Suits" TextureReplacer directory I believe they should work. You may need to rename them to the default suit names and put them in their own folders, but they should still be compatible with TR with a little work.
  4. Okay, Version 1.7 is now up! This makes the Dragon and Cygnus styled parts compatible with the stock inventory system in KSP 1.11. It allows gives the Handrails and Greenhouse parts the ability to be stored as cargo with said inventory system, and the Atratus Cargo tubes (Cygnus) have been moved from the Payload tab to the Cargo tab. Tested against both unmodded and modded versions of KSP 1.11. As always, if you run into any issues just drop me a line here and I'll see what I can do. Enjoy! I'm glad these parts are finally compatible with stock KSP! The new inventory and EVA assembly mechanics should be super fun.
  5. Is there a way to flip the gold visor down permanently, or does it just come down for the EVA construction animation?
  6. Hello all! I very briefly checked this mod against stock KSP 1.11 and it seems to all be functioning (excluding mod dependencies). I'm going to tweak the inventory system to work with stock KSP before I push an update but in the meantime, feel free to download the current mod version (1.6).
  7. New update is out! Version 1.6 adds: New Greenhouse part that uses the Snacks! mod and recycles Soil and Electricity into Snacks! Balanced for 4 Kerbals, give or take. Total overhaul on EVA suit textures, which now don't require TextureReplacer and work with the stock suit switcher. Colors are: Red, Orange, Tan, Blue, Green, Purple, Grey, and Plain (white). Additional patterns: Ad Astra camouflage, Grey Tigerstripe camouflage, Colonial Marines camouflage, and Alien! I also did some other config tweaking, but nothing that should affect parts or gameplay. Just some organizing to make things easier to look at and edit/tweak in the future. As always, post on here or message me if you're having problems / noticed a bug / etc. My mods usually do all right since they're mostly just parts mods. Expect an update after the new KSP update drops (soon? Sometime?).
  8. Just wanted to pop in and say this has got to be one of my favorite and most useful mods! It’s such a lifesaver. I’ve only just discovered it but I used to spend hours on every update I did to prune through parts to only keep my favorites. Thanks!
  9. Interesting, I’ll have to download that mod and rummage through the configs before I bug him.
  10. Here's a sneak peek at some of the new suits! I decided to re-make the entire texture as I can't figure out a way to change the suit normal map with the stock suit switcher, so I re-made them to fit with the default normal maps. I wasn't sure how many color variations to do - I don't want to inflate everyone's suit catalog but it's very fun to have different colors. I might just include all the colors I've done before (Orange, Blue, Green, Red, Brown, Black) as well as a new white 'Plain' suit. I also did a couple of new patterns as well: the camouflage used in Ad Astra and my personal favorite camo pattern in greyscale - Tigerstripe! I'm also almost done with the Snacks! Greenhouse part as well as converting most of the textures into .DDS
  11. Okay, the new version is up and fixes the missing parts problem from 1.5.1. Sorry! As a quick sneak peek, I'm currently working on replacing the texture files with .DDS cut down on size and loading times, adding a small greenhouse part to work with Snacks!, and re-making the suit textures to work with the stock suit switcher as suggested by @The Dressian Exploder
  12. Oh no! It was definitely not intended. I will have to take a look and see what I goofed up. I’m very sorry and thank you for bringing that to my attention. EDIT: I'm not quite sure how that happened but I'm repackaging it now to fix. Thanks, @HawkEngineer
  13. @JPLRepo Someone asked before me, but is there a way to change the normal mapping on the suit textures? Or are we just allowed to add in new diffuse textures? Also, how are we to do an icon/sprite without a proper Kerbal model to take a snapshot of?
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