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  1. Magpie mods applies its settings indiscriminantly, even to plumes and engine glows, the mod itself is a bit borked; I spent the same amount of time fixing it as I would have spent making model configs from scratch. The reason they're meh is because it took the list of every model the game loads and gave them a generic config, and there's no real consistency with what parts are metal and what parts aren't. On top of that they're pretty out of date
  2. Yeah, for Titan and Centaur you'd have to download the git version of the mod - the reason Titan and Centaur aren't included in the gif is because I'll be making changes that could potentially break crafts. The Atlas is fully integrated with the liveries from NIC and the configs of Agena/Titan integrate with the Delta Blue BDBNIC textures (if they're present, they incorporated into the TU texture switch menu, Atlas liveries don't require BDBNIC). The reason the Titan isn't in the zip yet is because I want to cut down its file size - all of its recolours could be represented by recolouring masks instead of having an entire set of metallic textures for each livery. Planning to have some fun with that and the Centaur this weekend
  3. Yeah! Just m,aking enough textures so things don't look too awkward. Once I've refined the Titan and the Centaur then a little pack of Atlas/Agena/Titan/Centaur will be posted on the forums. If you're impatient, In releases you'll find the Atlas and Agena whilst downloading the git will net you the Titan and Centaur as well - https://github.com/Bellabong/Bella_TU
  4. The difference between configs that mass config parts and actual proper textures is amazing. After getting frustrated with the effects just model config mod (transparent stuff wasn't transparent, too many mismatches in colours between parts and deviation from the original colours etc.) I decided to make my own textures. More Atlas stuff Titan IIIE/Centaur
  5. What do you mean it turned white? Was it working before and it has stopped working now? Centaur has joined the party: Planning to give it the same look as the Atlas - the base textures are very different to the Atlas one but it's just as shiny:
  6. It's in the description of the part... Or am I misunderstanding the "Engineers complain about weird angles" part?
  7. So the Atlas leads to a shiny Agena, a shiny GATV leads to a shiny GLV, which leads to a shiny Titan 3... Still need a lot more work though
  8. The configs are based on stock performance, which is overpowered for stock scale and more suited to 2.5x - 3.2x. Any planet pack in that range will do or just a simple rescale
  9. The Reliant and Swivel were reworked, they also still need Realplume and/or Waterfall configs which is what RF is dependant on for effects. Is this just with KWRocketry? Because on a 1.12 install with just the dependencies and KW rocketry the engines work. Going to need more information from your end such as a log file or the single part config
  10. It's one of the sunflares from but you'll have to dig around the end of the thread to get them working with current scatterer syntax
  11. One can just install the mod, load up the game without sigmadimensions, save those KK values*, so when you load up the 3.2x system, the groups aren't splayed out and you just have to move the group instance. If you're using a rescale multiplier for landscape that mimics the originals altitudes then you don't even need to adjust it. *What you can download here still has old KK values which get distorted by rescale, by loading in the game and saving those configs you're saving the values into a format that doesn't get affected by rescaling
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