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Ger_space

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Posts posted by Ger_space

  1. On 3/19/2023 at 11:06 PM, Foehammers said:

    Has anyone tried adding in the KSP 2 space center back into KSP 1? I've been searching around, but its surprisingly hard to get any reasonable results. Maybe there is a list of all the mods for Kerbal Konstructs somewhere?

     

    No. 1. You cannot legally distribute KSP2 assets, 2. Even if you had the original assets, chances are high, that they use Adobe Substance for texturing (as they use for the parts) and that you cannot use in KSP1

     

  2. On 11/13/2022 at 2:45 PM, Gameslinx said:

    I am trying to get this patch out some time during this week. There are a bunch of other things I had to investigate with the update to 1.12.4 and I've had a reasonably busy schedule. Cheers for being patient.

    BTW, with how Kerbal Konstructs decals work, the area of 'scatter removal' is effectively a square the size of the decal radius - it is unaffected by the heightmap or colour map of the decal. This isn't really something I can control, as I just hook into the existing system in place by Squad. Hopefully it's good enough for your needs

    What should KK do, to make it right? I only set a flag for a basic map decal and KSP removes the scatters there. Most modders just used a simple black mapDecal for making a flat area, which makes somewhat sense. 

  3. 18 hours ago, PocketBrotector said:

    During an effort to track down sources of savegame bloat, and possible related performance impacts, I've noticed that ScenarioDestructibles comprises about 20% - 40% of the number of lines in my persistent.sfs file. (In my current savegame it's about 73k lines, and in a previous game it had bloated up to 223k lines). 

    I presume this is from the numerous destructible buildings that exist in JNSQ with KK. Is there any conceivable impact from having all of this virtually unused data in my savegame? And would there be any upside or downside to deleting it?

    This are basic KSP code, as I don't add them directly. people wanted destructable buildings and this is what happens when you get it. The performance impact should be neglectable and only visible on a scene switch. 

  4. On 1/1/2021 at 2:37 PM, luisitoISS said:

     

    dude, i tried it on 1.9 but it just didn't show the ships, :/ and i doubt it will work.

    I'll have a check when I'm back home in an week from now. 

    I'm still alive and kicking, only RL is taking all modding time. Right now I'm far away from any ksp capable computer in sight. 

    Jetlag will be horrible, so I I guess in 7-8 days from now I should have something working. At least when squad didn't kill this mod with an update. 

  5. On 12/19/2020 at 3:04 AM, eberkain said:

    I see a way to change the grass color, is there a way to do that for all the buildings in a group?  

    Not in an easy way. Editing the configs manually and replace the grassColor values is probably faster than going through the editor ingame. 

    So the worklflow is like... Pick a color code ingame, write that down, then close ksp and edits the configs. 

  6. On 11/27/2020 at 12:01 AM, cyberKerb said:

     

    Below are all the textures and models related to Minmus that I could grab. I've also added a cactus and water from Kerbin to see if this works with odd shapes. I'm still investigating how to get surface textures & colors like the Minmus flats before I move further in the development.

     

    surface colors and textures are a bit complicated. it is stored in the shader of the surface PQS quad. Also the coloring is done by a triplanar shader with height information. I didn't found a way to get the exact height color from a position, except using a cam that takes a picture of the surface below. 
    Also note: normal surface shaders combine textures and colors differently than what some the KSP surface shaders do, even when you get the textures and right color values, the result could be much to dark. 

  7. 3 hours ago, ussoldier2002 said:

    Good evening everyone. I have an odd question. I want to edit Kerbin. I have created a world in SimCity 4 and I want to export the gray scale maps from that game and use them on Kerbin. Also, I want to take screen shots of my towns and overlay them on the land. Another thing, I have city lights or whatever that mod is called (I can't remember off the top of my head) but I would love to be able to adjust those lights and put them on my towns and cities. One other thing, I know axial tilt is impossible on this game but can I change the inclination of Kerbin to fake axial tilt? If anyone can point me to some tutorials or walk me through it I would be eternally grateful. Thank you for your time.

    greyscale maps work within KK, you can place them as PQSMapDecals some documentation how this works 

    Then use the KK editor in PQS mode to place them.

    Axial Tilt: Tilt'em  

    This was done by placing greyscale (and color) maps onto kerbin... 

    ExOtHBb.png

     

     

     

  8. 11 hours ago, Aazard said:

    Now I find this, after reading 6 hours or russian and chinese translated:

    There are "material lists" for what seem textures related to the space center and other "scenery", this is related to the mod:

    Texture replacer user same (I assume its the "default") naming convention/syntax

     

     

    KSC Materials with KSP 1.8, by Christian Bronk

     
     
      Reveal hidden contents

     

    Christian Bronk edited this page on Oct 17, 2019 · 3 revisions

    You can find the list in a better format here:

    https://github.com/GER-Space/Kerbal-Konstructs/raw/master/Docs/KSC%20Materials.xlsx

    Material Shader name texture (tiling) color value
    apollo_cinderblocks_01 KSP/Scenery/Bumped _MainTex: VAB_Bricks_d ; (0.2, 0.2) _BumpMap: VAB_Bricks_n ; (0.2, 0.2) RGBA(0.642, 0.642, 0.642, 1.000)
    apollo_cinderblocks_02 KSP/Scenery/Bumped _MainTex: apollo_cinderblocks_02 ; (0.5, 0.5) _BumpMap: cinderblocks_Normal ; (0.5, 0.5) RGBA(0.779, 0.779, 0.779, 1.000)
    apollo_cinderblocks_02 KSP/Scenery/Diffuse _MainTex: apollo_cinderblocks_02 ; (1.0, 1.0) RGBA(0.627, 0.627, 0.627, 1.000)
    apollo_cinderblocks_02 KSP/Scenery/Diffuse _MainTex: apollo_cinderblocks_02 ; (1.0, 1.0) RGBA(0.699, 0.699, 0.699, 1.000)
    apollo_corrugated_metal_01 KSP/Scenery/Diffuse _MainTex: apollo_corrugated_metal_01 ; (0.5, 0.5) RGBA(0.706, 0.706, 0.706, 1.000)
    apollo_corrugated_metal_02 KSP/Scenery/Diffuse _MainTex: apollo_corrugated_metal_02 ; (0.5, 0.5) RGBA(0.699, 0.699, 0.699, 1.000)
    apollo_corrugated_metal_02 KSP/Scenery/Diffuse _MainTex: apollo_light_blocks_01 ; (1.0, 1.0) RGBA(0.794, 0.794, 0.794, 1.000)
    apollo_dark_blocks_01 KSP/Scenery/Bumped _MainTex: VAB_Grout_d ; (1.0, 1.0) _BumpMap: blocks_Normal ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    apollo_dark_blocks_01 KSP/Scenery/Diffuse _MainTex: apollo_dark_blocks_01 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    apollo_light_blocks_01 KSP/Scenery/Bumped _MainTex: apollo_light_blocks_01 ; (1.0, 1.0) _BumpMap: blocks_Normal ; (1.0, 1.0) RGBA(0.868, 0.868, 0.868, 1.000)
    apollo_roll_up_door_01 KSP/Scenery/Diffuse _MainTex: apollo_roll_up_door_01 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    apollo_roof KSP/Scenery/Bumped _MainTex: apollo_roof ; (1.0, 1.0) _BumpMap: blocks_Normal ; (1.0, 1.0) RGBA(1.000, 0.988, 0.963, 1.000)
    apollo_roof KSP/Scenery/Bumped _MainTex: apollo_roof ; (1.0, 1.0) _BumpMap: blocks_Normal ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    apollo_roof KSP/Scenery/Bumped _MainTex: VAB_ConcretePlates_d ; (0.7, 0.7) _BumpMap: VAB_ConcretePlates_n ; (0.7, 0.7) RGBA(0.839, 0.973, 0.929, 1.000)
    apollo_roof KSP/Scenery/Diffuse _MainTex: apollo_roof ; (1.0, 1.0) RGBA(0.800, 1.000, 0.902, 1.000)
    apollo_roof KSP/Scenery/Diffuse _MainTex: apollo_roof ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    Apollo_windows_and_doors KSP/Scenery/Emissive/Specular _MainTex: Apollo_windows_and_doors ; (1.0, 1.0) _Emissive: apollo_windows_doors_01_emissive ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    Apollo_windows_and_doors_interior KSP/Scenery/Emissive/Lightmapper _MainTex: Apollo_windows_and_doors ; (1.0, 1.0) _Illum: apollo_windows_doors_01_emissive ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    apollo_windows_doors_02 KSP/Scenery/Emissive/Specular _MainTex: apollo_windows_doors_02 ; (1.0, 1.0) _Emissive: apollo_windows_doors_02_emissive ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    asphalt_holeA KSP/Scenery/Diffuse _MainTex: asphalt_holeA ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    asphalt_transition KSP/Scenery/Diffuse _MainTex: asphalt_transition ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    asphalt_transition KSP/Scenery/Diffuse Multiply _MainTex: asphalt_transition ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    bluePlates KSP/Scenery/Diffuse _MainTex: bluePlates ; (1.0, 1.0) RGBA(0.734, 0.726, 0.717, 1.000)
    burn_marks KSP/Scenery/Decal/Multiply _MainTex: burn_marks ; (1.0, 1.0) No Color
    BurnMark KSP/Alpha/Translucent _MainTex: BurnMark ; (1.0, 1.0) RGBA(0.800, 0.800, 0.800, 1.000)
    camera_VHS Legacy Shaders/Diffuse _MainTex: camera_VHS ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    ConcretePatch KSP/Alpha/Cutoff Bumped _MainTex: ConcretePatch ; (1.0, 1.0) _BumpMap: ConcretePatch_n ; (1.0, 1.0) RGBA(0.802, 0.802, 0.802, 1.000)
    ConcretePatch2 KSP/Alpha/Cutoff Bumped _MainTex: ConcretePatch2 ; (1.0, 1.0) _BumpMap: ConcretePatch2_n ; (1.0, 1.0) RGBA(0.802, 0.802, 0.802, 1.000)
    ConcretePatch3 KSP/Alpha/Cutoff _MainTex: ConcretePatch3 ; (1.0, 1.0) RGBA(0.800, 0.800, 0.800, 1.000)
    ConcretePatch4 KSP/Alpha/Cutoff _MainTex: ConcretePatch4 ; (1.0, 1.0) RGBA(0.679, 0.658, 0.625, 1.000)
    corrugatedMetal KSP/Scenery/Diffuse _MainTex: corrugatedMetal ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    darkGreyPlates KSP/Scenery/Diffuse _MainTex: darkGreyPlates ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    darkTerrain_fade KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: bunkerLvl01Mask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: darkTerrain_texture ; (7.0, 7.0) No Color
    darkTerrain_fade_alpha KSP/Scenery/Decal/Blended _MainTex: darkTerrain_fade_alpha ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    dirt_road KSP/Scenery/Diffuse _MainTex: dirt_road ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    dirt_road_end KSP/Scenery/Diffuse Multiply _MainTex: dirt_road_end ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    dirt_transition KSP/Scenery/Diffuse _MainTex: dirt_transition ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    door KSP/Scenery/Diffuse _MainTex: door ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    flagPole_lev1 KSP/Scenery/Diffuse _MainTex: flagPole_lev1 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    FrontColor KSP/Scenery/Diffuse _MainTex: ksc_exterior_terrain_asphalt ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    gasTower KSP/Scenery/Diffuse _MainTex: gasTower ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    greyPlates KSP/Scenery/Diffuse _MainTex: greyPlates ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    kap_pad_launchPad_mat KSP/Scenery/Bumped Specular _MainTex: ksp_pad_launchPad_diff ; (1.0, 1.0) _BumpMap: ksp_pad_launchpad_normal ; (1.0, 1.0) RGBA(0.627, 0.627, 0.627, 1.000)
    ksc_exterior_terrain_asphalt KSP/Scenery/Diffuse _MainTex: ksc_exterior_terrain_asphalt ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    ksc_exterior_terrain_asphalt_diffuse KSP/Scenery/Diffuse _MainTex: ksc_exterior_terrain_asphalt ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    ksc_exterior_terrain_asphalt_line KSP/Scenery/Diffuse _MainTex: ksc_exterior_terrain_asphalt_line ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    ksc_exterior_terrain_asphaltDark KSP/Scenery/Diffuse _MainTex: ksc_exterior_terrain_asphaltDark ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    ksc_exterior_terrain_asphaltDark KSP/Scenery/Diffuse Multiply _MainTex: ksc_exterior_terrain_asphaltDark ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    ksc_exterior_terrain_grass_02 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: blackSquare ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (1.0, 1.0) No Color
    ksc_exterior_terrain_grass_ACLvl01 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: AClvl01GrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (15.0, 15.0) No Color
    ksc_exterior_terrain_grass_AClvl02 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: AClvl02GrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (10.0, 10.0) No Color
    ksc_exterior_terrain_grass_AClvl03 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: ACgrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (10.0, 10.0) No Color
    ksc_exterior_terrain_grass_adminLvl01 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: adminLvl01GrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (2.0, 2.0) No Color
    ksc_exterior_terrain_grass_adminLvl02 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: adminLvl02GrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (4.0, 3.0) No Color
    ksc_exterior_terrain_grass_adminLvl02_groundTransition KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: adminLvl02GoundGrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_ground ; (2.0, 2.0) No Color
    ksc_exterior_terrain_grass_adminLvl03 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: adminMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (10.0, 10.0) No Color
    ksc_exterior_terrain_grass_crawlerwayGround KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: crawlerMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (10.0, 10.0) No Color
    ksc_exterior_terrain_grass_crawlerwayLvl01 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: crawlerwayLvl01Mask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (25.0, 25.0) No Color
    ksc_exterior_terrain_grass_crawlerwayLvl02 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: crawlerwayLvl02GrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (10.0, 10.0) No Color
    ksc_exterior_terrain_grass_fillerX1Lvl01 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: x1FillerGRassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (0.5, 0.5) No Color
    ksc_exterior_terrain_grass_fillerx1lvl03 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: x1Lvl03grassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (10.0, 10.0) No Color
    ksc_exterior_terrain_grass_fillerX2Lvl01 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: x2FillerGRassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (2.0, 2.0) No Color
    ksc_exterior_terrain_grass_fillerx2lvl03 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: x2Lvl03grassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (10.0, 10.0) No Color
    ksc_exterior_terrain_grass_launchPadLvl01 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: launchPadLvl01Mask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (250.0, 250.0) No Color
    ksc_exterior_terrain_grass_launchPadLvl02 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: launchpadLVL02grassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (15.0, 15.0) No Color
    ksc_exterior_terrain_grass_launchPadLvl03 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: mask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (1.0, 1.0) No Color
    ksc_exterior_terrain_grass_MCLvl01 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: MClvl01GrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (20.0, 20.0) No Color
    ksc_exterior_terrain_grass_MCLvl02 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: MClvl02GrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (20.0, 20.0) No Color
    ksc_exterior_terrain_grass_MClvl03 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: mcMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (10.0, 10.0) No Color
    ksc_exterior_terrain_grass_r&dLevel03 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: r&dGrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (8.0, 8.0) No Color
    ksc_exterior_terrain_grass_RnDLvl01 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: RnDlvl01GrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (20.0, 20.0) No Color
    ksc_exterior_terrain_grass_RnDLvl02 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: RnDlvl02GrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (15.0, 15.0) No Color
    ksc_exterior_terrain_grass_runwayEnd09 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: maskEnd09 ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (30.0, 30.0) No Color
    ksc_exterior_terrain_grass_runwayEnd27 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: grassEnd27 ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (20.0, 20.0) No Color
    ksc_exterior_terrain_grass_runwayLvl01 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: runwayLvl01GrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_ground ; (7.0, 7.0) No Color
    ksc_exterior_terrain_grass_runwayLvl02_asphaltTransition KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: runwayLvl02TransitionasphaltMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (1.0, 1.0) No Color
    ksc_exterior_terrain_grass_runwayLvl02_groundPlane KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: runwayLvl02GroundPlaneGrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (1.0, 1.0) No Color
    ksc_exterior_terrain_grass_runwayLvl02_groundTransition KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: runwayLvl02TransitionGrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_ground ; (30.0, 30.0) No Color
    ksc_exterior_terrain_grass_runwaySec01 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: maskSec01 ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (20.0, 20.0) No Color
    ksc_exterior_terrain_grass_runwaySec02 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: maskSec02 ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (30.0, 30.0) No Color
    ksc_exterior_terrain_grass_runwaySec03 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: maskSec03 ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (40.0, 40.0) No Color
    ksc_exterior_terrain_grass_runwaySec04 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: maskSec04 ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (30.0, 30.0) No Color
    ksc_exterior_terrain_grass_sphLvl01 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: sphLvl01GrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (25.0, 25.0) No Color
    ksc_exterior_terrain_grass_sphLvl02 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: sphLvl02GrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (3.0, 3.0) No Color
    ksc_exterior_terrain_grass_SPHlvl03 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: sphMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (10.0, 10.0) No Color
    ksc_exterior_terrain_grass_TSLvl01 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: tsGrassMaskLvl01 ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (3.0, 3.0) No Color
    ksc_exterior_terrain_grass_TSLvl02 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: TSlvl02grassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (2.0, 2.0) No Color
    ksc_exterior_terrain_grass_TSlvl03 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: TSmask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (10.0, 10.0) No Color
    ksc_exterior_terrain_grass_vabLvl01 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: vabLvl01GrassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (150.0, 150.0) No Color
    ksc_exterior_terrain_grass_vabLvl02 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: vabLvl02grassMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (11.0, 11.0) No Color
    ksc_exterior_terrain_grass_vabLvl03 KSP/Scenery/Diffuse Ground KSC _BlendMaskTexture: vabMask ; (1.0, 1.0) _FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0) _NearGrassTexture: terrain_grass00_new ; (1.0, 1.0) _TarmacTexture: ksc_exterior_terrain_asphalt ; (2.0, 2.0) No Color
    ksc_exterior_terrain_ground KSP/Scenery/Diffuse _MainTex: ksc_exterior_terrain_ground ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    ksc_exterior_terrain_tile_01_diffuse KSP/Scenery/Diffuse _MainTex: ksc_exterior_terrain_tile_01 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    ksc_fx_flare_wide_01 KSP/Alpha/Translucent Additive _MainTex: ksc_fx_flare_wide_01 ; (1.0, 1.0) No Color
    ksp_pad_concrete_mat KSP/Scenery/Diffuse _MainTex: ksp_pad_concrete_diff ; (1.0, 1.0) RGBA(0.627, 0.627, 0.627, 1.000)
    ksp_pad_cylTank_mat KSP/Scenery/Bumped Specular _MainTex: ksp_pad_cylTank_diff ; (1.0, 1.0) _BumpMap: ksp_launchpad_cylTank_normal ; (1.0, 1.0) RGBA(0.627, 0.627, 0.627, 1.000)
    ksp_pad_launchpad_grate_alpha Legacy Shaders/Transparent/Diffuse _MainTex: ksp_pad_launchpad_grate_alpha ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    ksp_pad_launchpad_grate_mat Legacy Shaders/Transparent/Cutout/Bumped Diffuse _MainTex: ksp_pad_launchpad_grate_alpha ; (1.0, 1.0) _BumpMap: ksp_pad_launchpad_grate_normal ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    ksp_pad_pipes_mat KSP/Scenery/Specular _MainTex: ksp_pad_pipes_diff ; (1.0, 1.0) RGBA(0.627, 0.627, 0.627, 1.000)
    ksp_pad_sphereTank_mat KSP/Scenery/Specular _MainTex: ksp_pad_sphereTank_diff ; (1.0, 1.0) RGBA(0.627, 0.627, 0.627, 1.000)
    ksp_pad_waterTower_mat KSP/Scenery/Bumped Specular _MainTex: ksp_pad_waterTower_diff ; (1.0, 1.0) _BumpMap: ksp_pad_waterTower_normal ; (1.0, 1.0) RGBA(0.627, 0.627, 0.627, 1.000)
    ksp_runway_lights_diff KSP/Scenery/Emissive/Bumped Specular _MainTex: ksp_runway_lights_diff ; (1.0, 1.0) _BumpMap: ksp_runway_lights_normal ; (1.0, 1.0) _Emissive: ksp_runway_lights_em ; (1.0, 1.0) RGBA(0.800, 0.800, 0.800, 1.000)
    launchDirt KSP/Scenery/Decal/Multiply _MainTex: launchDirt ; (1.0, 1.0) No Color
    launchPad_lines KSP/Scenery/Diffuse _MainTex: launchPad_lines ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    launchPad_lines KSP/Scenery/Diffuse Multiply _MainTex: launchPad_lines ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    launchPad_main KSP/Scenery/Diffuse _MainTex: launchPad_main ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    metalPlates_blue KSP/Scenery/Bumped _MainTex: VAB_pvcRoofing_d ; (1.5, 1.5) _BumpMap: VAB_pvcRoofing_n ; (1.5, 1.5) RGBA(0.750, 0.937, 0.845, 1.000)
    metalPlates_brown KSP/Scenery/Diffuse _MainTex: metalPlates_brown ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    MetalTile01 KSP/Scenery/Bumped _MainTex: MetalTile01 ; (1.0, 1.0) _BumpMap: metalTile01_Normal ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    MetalTile02 KSP/Scenery/Bumped _MainTex: MetalTile02 ; (1.0, 1.0) _BumpMap: metalTile02_Normal ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    model_scaffolding_01 KSP/Scenery/Diffuse _MainTex: model_scaffolding_01 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    model_tracking_exterior_01 KSP/Scenery/Specular _MainTex: model_tracking_exterior_01 ; (1.0, 1.0) RGBA(0.800, 0.800, 0.800, 1.000)
    model_vab_exterior_decals_02 KSP/Scenery/Decal/Blended _MainTex: model_vab_exterior_decals_02 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    model_vab_exterior_decals_02_multiply KSP/Scenery/Decal/Blended _MainTex: model_vab_exterior_decals_02 ; (1.0, 1.0) RGBA(1.000, 0.989, 0.924, 1.000)
    model_vab_exterior_details_01 KSP/Scenery/Diffuse _MainTex: model_vab_exterior_details_01 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    model_vab_exterior_details_01 KSP/Scenery/Emissive/Specular _MainTex: model_vab_exterior_details_01 ; (1.0, 1.0) _Emissive: model_vab_exterior_details_01_emissive ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    model_vab_exterior_lines_01 KSP/Scenery/Diffuse _MainTex: model_vab_exterior_lines_01 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    model_vab_exterior_lines_01 KSP/Specular _MainTex: model_vab_exterior_lines_01 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    model_vab_exterior_lines_01_decal KSP/Scenery/Diffuse _MainTex: model_vab_exterior_lines_01_decal ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    model_vab_exterior_props_01 KSP/Scenery/Diffuse _MainTex: model_vab_exterior_props_01 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    model_vab_exterior_props_01 KSP/Scenery/Specular _MainTex: model_vab_exterior_props_01 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    model_vab_exterior_tile_00 KSP/Scenery/Specular _MainTex: model_vab_exterior_tile_00 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    model_vab_exterior_tile_01 KSP/Scenery/Specular _MainTex: model_vab_exterior_tile_01 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    model_vab_exterior_tile_02 KSP/Scenery/Emissive/Specular _MainTex: model_vab_exterior_tile_02 ; (1.0, 1.0) _Emissive: model_vab_exterior_tile_02_emissive ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    model_vab_exterior_tile_04_roof KSP/Scenery/Diffuse _MainTex: model_vab_exterior_tile_04_roof ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    model_vab_exterior_tile_04_roof KSP/Scenery/Specular _MainTex: model_vab_exterior_tile_04_roof ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    model_vab_exterior_tile_05_glass KSP/Scenery/Emissive/Specular _MainTex: model_vab_exterior_tile_05_glass ; (1.0, 1.0) _Emissive: model_vab_exterior_tile_05_glass_emissive ; (1.0, 1.0) RGBA(0.349, 0.416, 0.482, 1.000)
    model_vab_exterior_tile_SEMI_PAINTED_00 KSP/Scenery/Diffuse _MainTex: model_vab_exterior_tile_SEMI_PAINTED_00 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    model_vab_exterior_tile_SEMI_PAINTED_01 KSP/Scenery/Diffuse _MainTex: model_vab_exterior_tile_SEMI_PAINTED_01 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    model_vab_interior_lights Legacy Shaders/Particles/Additive _MainTex: model_vab_interior_lights ; (1.0, 1.0) No Color
    model_vab_interior_props KSP/Scenery/Specular _MainTex: model_vab_interior_props ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    occlusion_atlas_01 KSP/Scenery/Alpha/Translucent _MainTex: occlusion_atlas_01 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    occlusion_atlas_01 KSP/Scenery/Decal/Blended _MainTex: occlusion_atlas_01 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    occlusion_exteriors KSP/Scenery/Decal/Multiply _MainTex: occlusion_exteriors ; (1.0, 1.0) No Color
    old_metal_plates_01_cm KSP/Scenery/Diffuse _MainTex: old_metal_plates_01 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    outUV_RnD_nissenHut KSP/Bumped _MainTex: NissenHut_d ; (1.0, 1.0) _BumpMap: NissenHut_n ; (1.0, 1.0) RGBA(0.800, 0.800, 0.800, 1.000)
    outUV_RnD_nissenHutFrontBack KSP/Scenery/Bumped _MainTex: NissenHutLight_d ; (1.0, 1.0) _BumpMap: NissenHut_n ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    outUV_RnD_nissenHutGreen KSP/Bumped _MainTex: NissenHut_d ; (1.0, 1.0) _BumpMap: NissenHut_n ; (1.0, 1.0) RGBA(0.757, 0.896, 0.865, 1.000)
    outUV_RnD_puente_invernaderi KSP/Scenery/Diffuse _MainTex: outUV_RnD_puente_invernaderi2 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    outUV_RnD_puente_invernaderi 1 KSP/Scenery/Diffuse _MainTex: outUV_RnD_puente_invernaderi ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    outUV_telescopios_ KSP/Scenery/Diffuse _MainTex: outUV_telescopios ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    podMemorialBase KSP/Scenery/Bumped _MainTex: podmemorial_base ; (1.0, 1.0) _BumpMap: podmemorial_base_n ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    podMemorialPod KSP/Scenery/Bumped _MainTex: podmemorial_pod ; (1.0, 1.0) _BumpMap: podmemorial_pod_n ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    Pole KSP/Scenery/Specular _MainTex: Pole ; (1.0, 1.0) RGBA(0.522, 0.522, 0.522, 1.000)
    PoolWater KSP/Scenery/Reflective Water _MainTex: Water fallback ; (1.0, 1.0) _BumpMap: Waterbump ; (1.0, 1.0) _ReflectionTex: OceanReflection ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 0.686)
    props KSP/Scenery/Diffuse _MainTex: props ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    props_apollo_01 KSP/Scenery/Diffuse _MainTex: props_apollo_01 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    props_apollo_02 KSP/Scenery/Diffuse _MainTex: props_apollo_02 ; (1.0, 1.0) RGBA(0.750, 0.750, 0.750, 1.000)
    props_apollo_02 KSP/Scenery/Diffuse _MainTex: props_apollo_02 ; (1.0, 1.0) RGBA(0.772, 0.772, 0.772, 1.000)
    props_apollo_02 KSP/Scenery/Diffuse _MainTex: props_apollo_02 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    props2 KSP/Scenery/Diffuse _MainTex: props2 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    props3 KSP/Scenery/Diffuse _MainTex: props3 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    RnD_green_cinderblocks_and_roof_tile KSP/Scenery/Bumped _MainTex: VAB_ConcretePlates_d ; (0.8, 0.8) _BumpMap: VAB_ConcretePlates_n ; (0.8, 0.8) RGBA(0.839, 0.972, 0.930, 1.000)
    Rust KSP/Scenery/Decal/Multiply _MainTex: VAB_RustDecal ; (1.5, 1.0) No Color
    Rust_wide KSP/Scenery/Decal/Multiply _MainTex: VAB_RustDecal ; (20.0, 1.0) No Color
    Smoke_Pad KSP/Particles/Alpha Blended _MainTex: Smoke_Sprites_Med ; (1.0, 1.0) No Color
    SPH_concrete_01 KSP/Scenery/Diffuse _MainTex: SPH_concrete_01 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    SPH_exterior_windows1 KSP/Scenery/Emissive/Diffuse _MainTex: SPH_interior_windows1 ; (1.0, 1.0) _Emissive: SPH_interior_windows_emissive ; (1.0, 1.0) No Color
    SPH_exterior_windows2 KSP/Scenery/Emissive/Diffuse _MainTex: SPH_interior_windows2 ; (1.0, 1.0) _Emissive: SPH_interior_windows2_emissive ; (1.0, 1.0) No Color
    SPH_interior_windows1 KSP/Scenery/Emissive/Specular _MainTex: SPH_interior_windows1 ; (1.0, 1.0) _Emissive: SPH_interior_windows_emissive ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    vab_1_interior_props3 KSP/Scenery/Diffuse _MainTex: vab_1_interior_props3 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    vab_2_exterior_props4 KSP/Scenery/Diffuse _MainTex: vab_2_exterior_props4 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    vab_2_interior_props1 KSP/Scenery/Diffuse _MainTex: vab_2_interior_props1 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    vab_2_interior_props2 KSP/Scenery/Diffuse _MainTex: vab_2_interior_props2 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    vab_2_interior_windows1 KSP/Scenery/Emissive/Diffuse _MainTex: vab_2_interior_windows1 ; (1.0, 1.0) _Emissive: vab_1_windows_emissive ; (1.0, 1.0) No Color
    vab_exterior_lines_apollo KSP/Scenery/Diffuse _MainTex: vab_exterior_lines_apollo ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    Wall Dirt KSP/Scenery/Decal/Multiply _MainTex: Wall Dirt ; (10.0, 1.0) No Color
    White_Concrete_blocks Legacy Shaders/Bumped Diffuse _MainTex: whitePlates ; (1.0, 0.1) _BumpMap: blocks_Normal ; (2.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    whitePlates KSP/Scenery/Diffuse _MainTex: darkGreyPlates ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)
    Window_gunk KSP/Scenery/Decal/Multiply _MainTex: Wall Dirt ; (1.0, 1.0) No Color
    windows_props_apollo KSP/Scenery/Diffuse _MainTex: props_apollo_01 ; (1.0, 1.0) RGBA(1.000, 1.000, 1.000, 1.000)

     

     

    these textures are only useful for people who wish to create their own static 3d-models and then use the original KSP textures. within KK there is no way you can replace them, as this is not my concern. (KK loads new objects and gives them stock KSP textures, if this is in their config. Omega and Damon use that in their assets, to give them the KSC look and feel and reduce memory load (no custom textures needed)

  9. On 8/16/2020 at 4:58 AM, Nikola said:

    Anyone know of any test flight mods  that would be compatible with this?

    I have been looking at the source code of KRASH and it seems like it would be possible to make it compatible with KK, but I dont really know CS so I really just have a surface level understanding on what its doing. Seems like by default KRASH adds the default KSC launchpad and runway to its internal list of launchsites and it would be pretty simple to add KK launchpads to the list if you could expose their gameObjects to the class in KRASH where it does this. I just dont really know exactly how to do that.

    @Ger_space wonder if you could help me out?

    Assuming KCT is functionally compatible with this mod, having a test flight mod like KRASH is pretty much the final piece anyone needs to be able to run a RO career out of a launch site made with KK.

    I'm sorry, but for now there is not much going on on regards of mod development.

    RL is keeping me busy and my gaming notebook is covered with dust.

    Integration with Krash is not planned anytime soon, at least from my side. I think that should be something done by Krash itself, not KK. I have all the functions available, so a mod could check the launchsites, but thanks to the Making History paywall, there is never a easy way for mods to support multiple launchsites without requiring the DLC.

  10. On 5/2/2020 at 1:26 AM, Superfluous J said:

     

    I know this is like a 14-month necro but this is the only part of the internet that has any information i can find on this. How would one go about removing the unity game object tag from a building?

    c# code. then you scan for the objects and then you can remove the tag... You need to write a mod for that and some knowledge what unity tags are.

  11. On 2/22/2020 at 9:17 AM, Drew Kerman said:

    yea that was my initial reaction as well (working through an upgrade from KSP v1.5.1 to 1.8.1 so it wasn't in my old install) - I thought that like some other mods, KK was bundling a separate mod for convenience. I didn't see any requirement for it in the thread so I deleted it. I figured by its name it had to do with adding stuff to the VAB Engineering Report (which I think is also a real mod I might have gotten it confused with). Then KK wouldn't work and I was like eh? Check the log and it tells me this is a dependency that isn't loading. Put it back in and everything works.

    Which makes me ask, @Ger_space - why is it in a separate folder if KK can't run without it? Why not just have it in the KK folder?

    The mod could be theoretically be used without KK, thats why its not in the KK folder. 

  12. 14 hours ago, Stone Blue said:

    @Eskandare I'm seeing the same issues as RobertME in the KSP.log... I get the explanation you gave. I use my KSP.log ALOT, to debug my installs and to tweak/fix mods that are throwing stuff in the log. I know the KK stuff can be ignored, but there *is* an awful lot of it :P

    I know it would add a dependency, but would GER_Space's Advanced Textures be useful at all to kill off all these stock asset errors? vOv

     

     

    this mod is for parts and not for statics of KK. Kerbal Konstructs has its own mechanism to load internal textures (which actually came first and then the mod for parts)

  13. On 12/17/2019 at 5:07 PM, Ruedii said:

    I keep getting massive performance loss with Kerbal Konstructs.

    Is there a way I can determine which Kerbal Konstructs mod is causing it, and change it out for something else.  (I am suspecting KSC++, but I can't be sure.)

    Kerbal Konstructs is nothing for low-end Systems. To test, just delete the mod folders out of the GameData Folder

    On 12/19/2019 at 2:22 AM, OrbitalManeuvers said:

    Man, I hate lookin like a dummy, but here goes! I'm just now trying this mod for the first time, and have read everything Google gives me, and can't figure out something incredibly basic:

    Should I be able to put down a launch pad (around KSC) and then launch from it? I've tried this twice and the little launchsite down-down menu inside the VAB never shows my launch sites (I'm in sandbox). Is that supposed to work when I do this correctly?

    What I did was: put a capsule on the runway, placed LC-something (from Tundra) next to the runway, clicked Make Launchsite, filled out some stuff (I suspect this is where I am getting lost), saved everything, made sure that KSC_Builtin (which I did not create) is the "active group", have tried making the "site category" both RP and RW, tried setting Facility Type on one of them, I've tried zeros and large values for max things like parts and weight, I could go on.

    Am I trying to do something that the mod doesn't do?

    When you create a launchSite, then you have to restart KSP to use it. There is a nice KK-button in the SPH and VAB to select the site you created.

  14. 3 hours ago, JJJacksonTyler said:

    Having a bit of trouble between launches. Generally the first time I boot up and launch, everything will be fine. 2 or 3 missions in...things will start resizing themselves. Generally they'll get bigger. (Dramatically bigger...like, dwarf the entire launch site and sticking out above the atmosphere, bigger). Also, it will often spawn me off-center of a launchpad static. Using RSS 1.7.3. Is this a known/common bug? It didn't do this on earlier versions. 

    I don't know, but the latest version released is no longer supported for KSP 1.7.X and I can't support it anytime soon again. If this problem persists when Kopernicus 1.8.X is released, then open a report on github, so it doesn't get lost. 
    there have been some changes between 1.7 and 1.8, that could affect this.

  15. A new release ahead of the things that might come in the future:

    https://spacedock.info/mod/1052/Kerbal-Konstructs/download/1.8.1.15

     

    Changes

    new Hangar module

    • you can store vessels and the crew is recovered automatically
    • you can assign crew to stored vessels and launch them from the KSC menu.

    Other

    • statics should be less bumpy after a scene switch
    • SpaceCenters are no longer focused when they are not on the Homeword. This feature will come back when it is properbly implemented
    • The KSC FuelTank is now visible again.
    • The LaunchSites are now sorted: 1. Group 2. Name

    Changes for modders

    • support for custom launchpad smoke emitters (either Unity ParticleSystem or KSPParticleEmitter)

    • GrasColor: Normal Maps are precalculated and cached unter PluginData

    • GrassColor2: Multicolor Blendmasks allow blending of up to four textures (including alpha channel and mix) ( for example: grass + concrete + (worn) white stripes + dirt roads)
      This is like a light version of substance painter.

    • The GrassColor2 editor supports these changes

    • GrassColor2 : Normal Maps for each Texture are precalculated and cached unter PluginData. Only NearGrass receives those from the FarGrass (which looks better that way)

    • GrassEditor: You can convert any texture to grayscale, so some are more usefull now.

    • AnimateOnSunrise: Rewrote it to be less error prone.

    • AdvancedTextures: you can define the color of a mesh with the _Color parameter

    • Variant switching: allow transform names with whitespace in the middle

    • PadSmoke: allow transform names with whitespace in the middle

    • AdvancedTextures: allow transform names with whitespace in the middle

    • PadSmoke: You can select your smoke type

    • exports are now written as ,zip files and no longer as .tar

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