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Delbrutis

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Everything posted by Delbrutis

  1. Unless you have a really bad graphics card or SQUAD really screws up the implementation you should not see any noticeable frame rate hit from the reflections . I have been using TexureUnlimited shaders for reflections since V1.3.1. and have never seen a significant performance hit. The new SQUAD shaders should be no different from the TU shaders if set up correctly. With the bad 1.5.1 Memory leaks the new parts themselves or the new Delta-V readouts are more likely to slow down your system than the shaders. Here is a pic of the new StayputnickProbe and SilverFoil Structural Panels with TU shader in place of Squads shader. Orbiting Jool Stock No Planetshine or EVE.
  2. So I re-downloaded the file to make sure I had the right version and I tested it in four different totally clean fresh installs going back to 1.2.2 because that is what the mod was released for. And still got the Black cute cords in every test? I then loaded the Purple DDS into Gimp flipped it and saved it as a PNG and. So I loaded it back into Gimp and re-flipped it and saved it back as a DDS file. The file in the editor and the thumbnail looked jut like the old DDS ? But it loaded in game as solid white. Maybe I screwed something up in the settings converting it back? But I have 32gig of ram on my system and really don,t want to spend the time on this little mystery PNG = problem solved . "Or at least worked around to my satisfaction" Thanks again for all the Help !
  3. These are from the Porkjet overhauls that never made it in the game but got released when he left. Go look at your stock engines "LTV-30" "LTV-45" "LTV-909" The "LTV-15" and "LTV-303" were going to be new engines.
  4. I'm going to guess the yellow stripe came from someone looking at the Porkjet part revamp? In this case it would be wrong because Yellow represented JebsJunkyard-LTV series engines. The stripe for the Spark should be RockoMax Orange. Going back and looking at those pick that stripe looks like it might actually be orange? Just not a very bright Rockomax like orange?
  5. Well what's there looks really good to me . I cant tell you what a relief it is for my OCD to see a proper nozzle heat emissive ! One of the biggest let downs for me with the DLC was none of the engines having a heat emissive just does not look right. The models are fantastic but I miss my glowing engine bells at stage separation. And I was really worried when 1.5 came out and we lost the heat emissive on the hammer SRB. I like the look of it just fine just hate to see a step back on the effects. Looks really good though hope all the new engines overhauls look this good.
  6. Tyko beat me to it that was just what I was about to post. The filters work fine but you need to be able to filter by multiple category’s. Right now if you filter by profile you end up with command pods and everything else in that profile. You can also filter by fuel type but then you end up with all size tanks of that type. you need to be able to select multiple filter fields. select tanks then 1.25 size then fuel type and get only mono or whatever you chose 1.25 m tanks. The category filters are already their but I have no Idea weather the game can look at multiple ones at the same time or how hard that would be to implement.
  7. Well I think those nozzle heating animations have to be baked into or set up as it were during the making of the model. Don't quote me on that as I said I'm far from a expert. I believe that's why no one has been able to fix the original Porkjet overhaul engine emissives ? Those files were released with a full set of heat emissive DDS sheats for each engine and the module call outs wer commented out in the original config files. But once the model has been exported you can't fix it in Unity without the original file. Now Squad might very well still have those original files still on there work machines ? But it's pretty much imposable to do for anyone else to fix without essentially remodelling the whole engine. I also notice when it comes to adding reflective windows its gotten much harder all the new Pods with the exception of the new MK1 seem to have there windows on a single mesh . The mk1 is the only new pod I can get reflections working on. The big 5 Kerbal Pod at the bottom is the TaurusHVC one of my old favourite pods. It's been re-released for 1.5 in the RecycledParts mod with working lights and the landing assist engines fixed. It also has a really good IVA. You might want to check it out. https://spacedock.info/mod/1507/Recycled Parts
  8. I hear you there. My OCD is demanding that all my capsules have working crew lights to be uniform! And I suck at anything Photoshop or Gimp related. "My art talent sucks" And right now I'm Struggling trying to figure out how to set up window lighting for HGR pods. And I fear it is only going to get worse one of the things that totally killed my enjoyment of the new Making History DLC was the new engines the modelling was gorgeous and one of the reasons I bought the DLC . I was totally bummed out when I found out they had no nozzle heating emissive ? Now I see that 1.5 is out and the new SRB's look good but we lost the heating emmisive for the Hammer. If Squad redoes the old engines without the emissives then I guess they will all match.
  9. I just checked out that site it has a bunch of dead links but on the second page about four posts down https://www.dropbox.com/sh/lqqwfvi1t6k2u7r/AAD5gJxW-xEBMWVul3vHzD2Za?dl=1 That one worked for me.
  10. That's Interesting Because I took that screen shot in a completely stock install ? It was a game instance I was using for testing ? I suppose I might have missed deleting a part pack but I am 100% sure it was a clean copy without ever using TU or any configs ? I'm away from my gaming rig at work but I'll check it on a totally clean install and see what's going on when I get time. I run under Linux and my batch launcher uses -force-glcore Taskset and a bunch of other parameters to optimize the game. Did you test with TU installed and are you windows with DX11 or Glcore? Seems like I remember seeing this chute cord bug before ? I wonder if its a Linux thing? Thank's for looking into it! Really appreciate it. I'll do a clean install and try out the fix you posted above when I get a chance probably this Weekend. And thanks again for taking the time to respond.
  11. Thank,s That was the original stand alone part. I was going to try and fix the issue before I played with setting up the variant,s. Still might be the problem? I can try adding that to the original config and see if it helps. Oh and speaking of shaders I love your recolouring mod Thanks for the suggestion and taking the time to reply.
  12. So I was going through some older mods looking for interesting things to use with stock texture switching. And I came across this awesome old ESTES parachute pack by Narhiril . I thought it would be perfect to set up texture switching so they are all available in one part for the Mk16 chute. The mod was last updated for V-1.2.0 . This is basically just a texture pack the chutes work fine and the textures are in dds format but I get this effect in the game. I think I have seen this before does anyone know what needs to be changed on the texture sheet to fix this ? I assume it's some layer that needs to have transparency value or a colour change to fix the problem? I'M completely incompetent when it comes to artwork or working with textures. I am also handicapped by being on Linux with Gimp "sorry" no Photoshop. I was hoping its something easy I can do by just clicking a layer and changing a value or something ? If any of you texture gurus know what I need to do I would appreciate it. If not no problems I wouldn’t expect anyone to spend any time on the problem . this was just something I was going to do for myself and if there isn’t a easy fix I'm certainly not going to. "Thanks"
  13. I have mostly liked the new updated artwork and really appreciate the work you guys have been putting into it. So I really hate to be critical but I just cant hold my comment.That window looks HORRIBLE ! Sorry just no nice way to put it. I like the idea of the lander to rover mesh switch. Just "please" "please" change the windows. Sorry to sound so negative on this one. I liked the re-texture of the adapters last week. So the the first thing that stood out I really had to comment on was the window and that's the most obvious problem. But after going back and looking at the images I have to say the Whole thing looks fine as the Rover model. But the lander can looks Bad . I would not use it if you made me choose between it and the old one. I do like the new hatches. but really dislike the texturing on the rest of the lander can. The top and bottom look the most out of place. The new foil texture you guys used on the probe cores and new structural panels in the DLC is really good. Why not use the foil texture on the top and bottom of the can? those panels or whatever they are look not so good. Right now the whole thing looks more like some modern pre-built house from IKEA than a lander. The rover is pretty plain but looks OK .
  14. That's to bad I was really looking forward to the possibility of getting rid of the horrible neck collar. The new space suits seem nice but it looks like using all our old suit files is out? Do you know if the old suit models are still in the game? And if so would it be possible to switch between the two? I am already missing my Apollo and Soyuz suits .
  15. I played around with the configs and could never get those panels to work right. I would suggest that the easy work around is to set the panels as redeploy-able in the config file. Wont solve the underlying problem but when you load a saved craft you can just fold and redeploy the panel and they look fine until the next save. The Lima looks much better nice job. The only thing I can see that is still needed to finish bringing everything up to date would be working window lighting for all the pods Its the only thing that is still missing.
  16. Thanks for the reply like I said no hurry. I think if Texture Unlimited could be used for visor reflections it would be fantastic. I have been using TU as a replacement for Window-Shine and Planet-Shine for some time now. I really cant comment as to how it works under windows for Direct X users but with Open-GL under Linux I have not noticed any performance impact from using it. I know using TR shaders for window and visor reflections can have a noticeable performance impact depending on how they are set up and how many you have on the screen at one time. Switching to TU seems like it would take a pretty big rewrite? I have been using the Linux shader from the newest version of TR with TRR and it seems to be working fine for me. Take your time and do what you need to do. Something else will probably break when 1.5 comes out anyway so no rush. And thanks for all the work you put into this.
  17. So I am finally ready to move away from my 1.3.1 Save and try and start a 1.4.5 career game. I know that there is no official 1.4 support. and I don’t expect any. "No demands here" But I would like to know if I should just use regular TextureReplacer or Hold out on TRR? I have all my suits and sky-boxes set up to run on TRR. I have a working Linux shader and the only thing keeping my OCD from letting me use TRR is this. I haven’t seen anyone mention this on the forum and I wondered if there was some sort of ConfigFile solution I could fix on my own? Thanks in advance If no one knows no worries just thought it couldn’t hurt to ask?
  18. That looks awesome and matches the old Porkjet style perfectly. I would be very interested in just that one texture if you would be so inclined to release it ? I have been trying to bundle together my own low part count patchwork revamp . Your the first person besides myself I’ve seen comment on the lack of heating emissive's on all of the new DLC engine's. It has been driving my OCD nuts. the Porkjet engines came with a full emissive DDS sheet but sadly they appear to have never been finished. I always wondered why no one has fixed that ? I have seen several release’s with the MU reworked in Unity to combine the plain and boat-tail models for part switching. Anyway texture looks really good.
  19. Thanks I was just throwing the idea out there for making the mod more balanced by itself. I have been using the Ven's service engine as a drop in poodle model replacement for a long time. It looks just as good as the Wolfhound has a working heat emissive and the thrust is aligned straight. I haven’t tested 1.4.5 yet but the thrust of the wolfhound was still off centre in 1.4.4 . I am good with tweaking my MM configs myself but thanks I really appreciate the offer. I will be setting up a new careerer play thru in 1.4.5 and will be using these engine configs for sure.
  20. Like what you have done with the balance this patch makes the game much better with the new engines. I would vote for leaving the poodle named as is but making it the missing heavy monoprop engine Squad never gave us. Leave its good ISP but cut the thrust in half that should keep it viable as a lander engine.
  21. Really nice good looking and very stock-alike Great IVA's . This may be the first mod that might be able to replace HGR for some of my soviet style spacecraft needs. Still love HGR and its actually being kept up to date it aged incredibly well all on it's own. But with many of the part's being repeated in stock now I could maybe use a lighter weight pack to replace it. I always need to try and prune back the mod part creep. Good job !
  22. You and half the KSP community that’s been around for any amount of time.
  23. I don't think it's just the fact that the tree is not historical. I think most people object to the random ridiculousness of the order that the parts are unlocked in. And the fact that You do seem to unlock the whole tree to quickly making many of the parts that should be used to build early rockets redundant and unused in carrier mode. I see you haven't played career mode much.
  24. The DDS / DXT problem has been a issue for awhile for people loading suits and custom textures with TRR. Squad went to the texture compression at 1.0 to help with the lower end marginal PC setup and speed up game loading DDS quality has been pretty horrible. And I think the consensus over on the TRR thread has been for Texture&Suit authors to mostly just eat the extra overhead and use PNG's instead. So I can see what your doing sounds like the only solution that makes sense. I know you could never release a mod that does this but I'm curious. have you tried or do you know if the Squad textures can be replaced with a different texture format and still load properly ? Either way this is looking good so far and squads stock textures are pretty rough and pixelated anyway. So what people get is what they get. Wish I had something constructive to say but I don't Know? Good luck.
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