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RaginCaucasian

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Everything posted by RaginCaucasian

  1. Comparing our mod lists, I don't have Kronometer, but I do have these mods that you don't have: DeployableEngines v2.2.0.0 DistantObject v2.0.2.0 SigmaDimensions v1.0.0.0 Removing these while leaving FAR enabled still results in the menu bug.
  2. Has this bug been documented to be fixed with v16.0.3? I am getting the same issue with FAR (16.0.3) in KSP 1.12.1
  3. My long-awaited second mod is finally here! I present to you: The Program Ribbons Pack A set of ribbons for @Nereid's Final Frontier mod. These ribbons are based on patches, emblems, etc. for historical space programs, primarily from the US and USSR. Currently, these ribbons must be awarded manually. There is no planned development for this mod, just whatever strikes my fancy for new ribbons. If you have a suggestion, feel free to let me know. Download: Spacedock Installation: Extract into KSP GameData folder. The pack currently uses a Base ID of 4000. If this conflicts with one of your mods, you can chance the BASE in FinalFrontierCustomRibbons.cfg to some other number. Compatibility: Should work with KSP 1.7+. Final Frontier 0.9.1 or later is required. Requirements: Final Frontier 0.9.1 or later is required. Changelog: 0.1.0 Initial Release
  4. I think the objective you wrote is spot-on: graphical method for viewing and editing the tech tree. The idea for using a MM patch is good. I think this would work best as a standalone program (without needing to run in KSP). I definitely have interest in this!
  5. Oh, man! I've been waiting for this to come back! Thanks so much!
  6. Working on revamping the textures so the mod takes up less memory. Here's a preview of the new cockpit:
  7. Glad you're enjoying the parts! For a bomb-bay, I think the fillet might get in the way. If I used just the straight portion for the doors, maximum width would be a little less than 1.875m. I don't know about including the fillets, because they would intersect the area where wings are probably going to be mounted.
  8. DAMMIT! I guess not all engineers are detail-oriented...
  9. Hey, great mod! You captured the stockalike feel perfectly, I think. Is there a download mirror now that Kerbalstuff is down?
  10. Thanks for the suggestions @Kerbas_ad_astra! Also thanks for going through the config files, too :P. I didn't expect that much scrutiny...
  11. So I guess after all that work setting up CKAN to grab the mod from KerbalStuff, I'm gonna have to figure out another way to set that up.
  12. Yeah, I've updated the mod file structure so that (hopefully) it'll work on ckan. Thanks for the advice!
  13. The textures are done in photoshop, at 2056x2056 resolution. Believe me, out of all the effort I put into the mod, creating the textures was by far the most difficult. I must have put in 10-20 hours over all the iterations of the textures. Step one involved looking at a lot of references from stock parts & spaceplane images I found online. I wanted to get a minimum level of detail over the entire model - the tiles naturally have a lot of variation, so I had to match that elsewhere on the parts. Stock parts have all sorts of lines, panels, scoring, etc. that add some really nice detail. I tried to do the same anywhere I had any huge blank spaces. I usually use the paintbrush to add some colors that are very slightly different to the base. There are also some filters that can add noise. Next comes the strategy in unwrapping the model. I tried to make sure that any surfaces in the model that would have a similar texture would be overlapped on the UV map. This means that I could make the most of the texture real estate. I also experimented with different texture file formats when writing the part from Unity. I heard that MBM was better than TGA, but I actually had the best results just preserving my PNG's. Yeah, I could use the Mk2 as a placeholder, I guess. I'd still like to create my own IVA eventuallly. I mentioned this above, but I think I'm going to stick to fuselage components for now, because there are already some great aero surface mods. I'd suggest B9 procedural wings.
  14. I guess I could use the mk2 to start with. They might not match up exactly with the window pattern, but it's a start. I still want to try making an IVA for it myself, eventually.
  15. Not yet. That's on my to-do list after the cargo bay.
  16. I may also make a nosecone/drone core, but for now I'm going to keep the scope of the mod to fuselage parts. There are already some good aero surfaces mods.
  17. This is a parts pack of 2.5m spaceplane parts with a flat bottom, possessing a bit of aerodynamic lift. I am going to be updating this mod sporadically, and I would appreciate any comments, critiques, etc. I would especially like to know people's thoughts on the balance of the mass and lift. As of 5/12/17, I have changed the license for this mod to MIT Download: Note: updating to 1.3 renames/replaces many of the parts. Spacedock: http://spacedock.info/mod/194/Mk2.5%20Spaceplane%20Parts Curse: http://kerbal.curseforge.com/projects/mk-2-5-spaceplane-parts-flat-bottom-spaceplanes Part List: Check out this video from Kottabos! If you're interested in using the Mk2.5 Specification, you can use this drawing: Changelog:
  18. I was using an outdated version of PartTools. Once I installed the most recent version, I saw the option in the PartTools window.
  19. I've been experimenting with creating a parts mod, and I just finished my proof-of-concept. When I loaded it into KSP, I noticed that the edges of my part stood out. Comparing my part to a stock part, I can't see any huge difference in the number of Tris. Lighting in the word vs. hangar doesn't seem to affect it, either. The part looked fine in Blender, but the edges look as shown in Unity and in KSP. For my material in Unity, I picked KSP/Diffuse, as suggested in some tutorials I saw. Could that have something to do with it?
  20. I've tried searching through this thread, but no joy; Is there a way to change the directory you set for GameData when PartTools was first loaded?
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