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224 ExcellentAbout Kickasskyle
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Sr. Spacecraft Engineer
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As Winston said, we've fixed pretty much most of the issues. Now I've got to get 3 hours sleep before I go get a plane and go on holiday for a week, Winston will be watching so if anything goes horrifically wrong he'll be around. For the FAR users who want to use the old fairings, they're in the extras folder. There were quite a few tweaks to the thermal stuff as well, such as making decouplers hardly conductive to stop mass loads of heat transferring between stages etc. Feedback is always appreciated. Finally, big thanks to Nathan Kell for making the plugin that allowed us to make emissives w
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Turns out I'm running into some problems with unresolvable seams. The worst problem is probably the fact that I can't match the colour palettes at all, for some reason the p.fairing textures come out ridiculously darker, even a a 100% white texture will come out looking grey due to what I'd assume are lighting issues. Then there's also no specular map support, and I can't figure a way of changing the glossiness, if it's even an option. I wouldn't mind giving it a shot, but we're not the most plug-in oriented mod so I honestly wouldn't know where to start.
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I'm going to keep them around for that reason. I'll probably bump them into the extras folder. It surprised me that squads execution of procedural fairings turned out to be worse than original community made one. But regardless I'm going to have a mess around with the stock fairing system and see if I can do anything meaningful with it. It probably wont look that pretty, considering the massive abhorrent texture tile shredding that I noticed during use. The ideal fairing system (for me) is pretty much going to be what Sumghai is planning to do anyway, procedural fairings that limit you to re
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Download the file here on dropbox Funnily enough I do actually have a set of stock "balance" numbers hidden in the dark depths of a forbidden excel spreadsheet tab. Did you use any performance metrics for the engines when you came up with your numbers or did you just use straight edit the stats? Sorry for the sparse replies all around guys and gals. I'm still knee deep in various levels of work and pretty much have been over the entirety of the Christmas holiday. Although I'm fairly sure I'll get a nice chunk of free time in a couple of weeks, so I'll use that to take a look over some things
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Has anyone benchmarked and determined the rough gains you get by using .dds in ksp with the previously mentioned loaders? If it's reasonable I might think about converting all the textures on my end and doing some release magic when I get some time (dissertations and coursework up the yazoo n all that).
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http://puu.sh/d40Lb/c358723ac6.rar The specular maps are contained within the alpha channel of the main texture. I can't remember how procedural handles textures though. Stuff in the KW folder is generally finally exported as .mbm though, which is why you find anything, you can convert it but without some superPNG tweaking it'd look half transparent.
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I'm assuming you're not using version "v2.6d2". I redid the IPR config files after forgetting to commit them on the previous release. The majority of the engines should now be at scale 1,1,1 sans a few outliers. I'll be honest, I'm not the best person to do this. I Haven't dabbled enough with the cfg workings of FAR to know how to works, but I'm sure someone else in this thread has an idea. Right, guys?
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V2.6d has been released! see OP for DL's. This version mainly fixes the scale issues and changes some of the entry costs, but there are also a few other minor fixes that I've applied. I decided to delay implementing any soundscape changes and contracts stuff because it needed more testing than I was able to put in. I'll probably wrap them all up in their own mini update to be put out in the near future. A word on entry costs. I came up with (what I thought was) a nice little pricing solution for engines/solids, the jist of it is the entry cost is that it's the combination of the 'tech level (