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notJebKerman

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Everything posted by notJebKerman

  1. 2nd stage is looking great! I've done some testing with the new Proton and it's well balanced for 2.5x system, way better than the old version. With Blok D it's just powerful enough for a Zond circumlunar mission and it's LKO payload capacity is just right for Salyut/Mir core module.
  2. Just a small problem with textures on Salyut/Mir/Zvezda parts... Is this a known problem or is there just something wrong with my install of Tantares or DnD_Alt?
  3. This mod at some point (I think it was version 7.0 or 8.0) had Connected Living Space compatibility patch. Is that still a thing? I've checked a few previous versions of this mod and was unable to find it...
  4. Are you planning to rebalance Proton? It's way overpowered even for the 2.5x system and in a lot of cases either the 2nd or the 3rd stage add barely any additional performance...
  5. Is there a way to use this mod without actually having real life fuels and only use the features that limit restarts and throttling capability?
  6. @linuxgurugamer Is there any chance that an automatic ullage system (when you throttle up, if the engine has ullage simulation enabled, RCS will automatically fire first) similar to that in RO could be added to this mod?
  7. I think there had been a similar issue with the Mariner solar panels in @CobaltWolf's Bluedog DB but I don't know whether it was solved or not...
  8. TU config is here. I was planning on adding multiple texture types but the current preset for metal is fine for both Apollo CM and steel balloon tanks of Centaur, Atlas, Vega and (I'm assuming) some versions of Agena. Most of the time I was working on this was just experimenting with changing different properties so this is just a modified version of the original config by @Electrocutor. @REFLECTION_CONFIG[default]:NEEDS[TexturesUnlimited] { %enabled = true } @PART[bluedog_Apollo_Block2_Capsule,bluedog_Apollo_Block2_Parachute,bluedog_Apollo_Block2_ParachuteMount,bluedog_Apollo_Block2_ActiveDockingMechanism,bluedog_Apollo_Block1_Nose,bluedog_LEM_Descent_Tanks,bluedog_Apollo_Block3_Capsule,bluedog_CentaurT_ShortTank,bluedog_CentaurT_AdapterTank,bluedog_CentaurT_WideTank,bluedog_Vega_Tankage,bluedog_Vega_EngineMount,bluedog_Vega_Avionics,bluedog_Agena_MaterialsBay,bluedog_agenaLongTank,bluedog_agenaPort,bluedog_agenaProbeCore,bluedog_Atlas_AdapterFuelTank,bluedog_Atlas_LongFuelTank,bluedog_Atlas_MediumFuelTank,bluedog_Atlas_ShortFuelTank]:NEEDS[TexturesUnlimited&Bluedog_DB] { MODULE { name = KSPTextureSwitch sectionName = Appearance currentTextureSet = Bluedog_Metal TEXTURESET { name = Bluedog_Metal } } } KSP_COLOR_PRESET:NEEDS[TexturesUnlimited] { name = rgb_gray title = RGB Gray color = 127,127,127 specular = 0 metallic = 0 } KSP_TEXTURE_SET:NEEDS[TexturesUnlimited] { name = Bluedog_Default title = Default recolorable = false TEXTURE { shader = SSTU/PBR/StockMetallicBumped PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } COLORS { mainColor = rgb_gray secondColor = rgb_gray detailColor = rgb_gray } } +KSP_TEXTURE_SET[Bluedog_DefaultMetal]:NEEDS[TexturesUnlimited] { @name = Bluedog_Metal @title = Metal @TEXTURE,0 { @shader = SSTU/PBR/Metallic @PROPERTY[_Smoothness] { @float = 0.75 } } }
  9. Thank you! The cfgs are already available on the Electrocutor's thread. However, they require setting the texture type prior to launch and have to be manually set for each part. I will probably add more different types of metal (but of course they will be preset) so for example, the CM will be more reflective than Agena or Star. But those will still be affected but have a less polished look. The problem with Skylab was the adapter but that was because I was assuming that it had a similar look as CM. However, I could add a texture switch or an additional config to give some other Apollo parts and upper stages a metal look.
  10. For the Dragon V2 catch... I think it should open enough to allow docking with CxA's PMA adapter with the hatch on the top (I think I already posted an image a few pages back)
  11. About the TexturesUnlimited thing... There is a few things I have no idea what to do with. Apollo CM should definitely have a shiny metal texture and the SM should just keep the texture it already has. But what about the Skylab and Spacelab modules? And AARDV? And Apollo engines (SPS, APS, DPS)? Also, Agena, versions of Centaur, Atlas, Vega and Star SRMs will have the metal texture too.
  12. I don't know how much this has to do with PP mod itself, but this message for some reason can't be removed after the game loads, I've tried changing the .version file but that didn't help. Otherwise it works fine in 1.3.1.
  13. Nice find. Probably one of the few things about R7 not explained by astronautix...
  14. So I did some testing with TU configs by @Electrocutor and while they still aren't quite finished the results were amazing...
  15. That's... actually not a bad idea. But you might want to keep a full part for a few versions.
  16. Is anyone planning on making a TexturesUnlimited config for this mod? Apollo and Atlas parts would look amazing...
  17. @IronCretin Btw, how is the landing gear going?
  18. Grid fins for this mod are provided by KRE Like the stock parts, it's best for 2.5x system and from my testing that provides the ideal delta-v requirenments. Like most other mods, it's overpowered for stock system, but it's definitely underpowered for RSS.
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