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About Araym

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    Spacecraft Engineer

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  1. After "KSP 1.4.1" release Note: I do not plan to redo the suit pack, so, if nothing major will happens to TRR, it should be compatible even after 1.4.1... ... but I have NO CLUE at all about the modding status of the new release, so basically at the moment it's guaranteed only for KSP 1.3.1.
  2. OOoooOOOooooooh! My suit pack in a video!!!!!
  3. Araym

    [1.3.1]TextureReplacerReplaced v0.5.4

    To have a "non transparent" visor, you have to add a "grey" visor with no trasparency at all (so a solid block of grey) and then find the right color hue with the color option in TRR settings for it (if you look in my suit pack, I added a semi-trasparent visor, and colored gold-ish for the EVA used in space... yours should be simply "non transparent" )
  4. It's easy for a dumb and old user pop-ut from nowere with the classic and overrated "uber-idea-of-the-week", but I was randomly surfing the forum and I'm probably just in the mood to practice a bit of english (not my native language: "sempre grazie, @sarbian per mantenere mechjeb" <--- italian thanks ): I remember, Long-Long-Long ago, in both early KSP and mechjeb development, a neat function that I always found a bit of a shame that was removed when Mechjeb became "v.2.-someting"": "manual throttling" using the Ascend Guidance. Surelly mechjeb now is a complete suit of programmable parameter both to manage the launch profile and the engine, BUT in the early versions I always liked to use the throttle by myself ([Shift]/[CTRL]] like a manual launch, leaving to Mechjeb just the "keep the rocket pointed in the right direction". That could be my only "wish-list function", if it possible to address this laters year development. Seeing it back again could make an old 42yo pal smiling like a kid at the Christmas morning
  5. I happily introduced in my suits pack a dedicated "enhanced tourist suit" once I discovered your mod, @whale_2. I hope do not mind if I pop here a notice and a link, just because since I made that suit, your mod has a place on the "supported mod" of my choice
  6. -- version 0.9.2_FinalReleaseTEST (26.01.2018): DROPBOX: **Changelog** - Testing the format, basically already the "final release" - All planned job-traits finished (as those listed in "Comunity Trait Icons") - Added customized and specific suits for the "Original 4" - Some outdated NRMs brought in par with corresponding textures (Scrubbed for the moment Spacedock, availability on DropBox untill tested enough to be sure is in the final state)
  7. "Kouston... Are we ready to go???" ... waiting patiently Spacedock to upload the final release...
  8. ... and the "Medic Team" is ready to sweep the rest of carbonized kerbonauts......ehhhrrrr! I MEAN: work hard to save kerbonauts lifes in danger! Jobs-classes done. A bit of testing, a couple of controls to be sure that everything is properly set, the addition of a "bonus" I was thinking and then I'm probably near to a full release. In hours.
  9. Problem discovered in the latest release just today, meanwhile I was continuing making textures for all the other job-traits aside stock: the EVA suit NRM was not updated to the actual suits (last modification was on the EVA boots, but the normal map was not updated). It's a very minor flaw almost unnoticeable in game at the actual point, but it's now addressed in my working-in-progress. I was thinking to make another pre-release to fix that, but meanwhile, I'm now in the "awesome" phase to define all the color differences on my pack and create that half of a ton, repetitive but necessary, textures, so probably the "next" public release will be the "final" one... ... and noticed now that even if I stated that my point was "to not create a rainbow suit pack" but being closed to a stock-ish look (chosen to stay on 3 base colors + gray + orange-veteran), once I put all the suit together in a single picture it starts to resemble a power-ranger assembly: Long story short: I'm almost done with "all" the suits, then it will be added a "bonus" just because I got an idea that will be revealed just on release date.
  10. Araym

    [1.3.1]TextureReplacerReplaced v0.5.4

    And by the way: Waiting impatiently to exploit no spacesuit kerbal models! I have half a ton of ideas about it e new... well... at that point even "dresses", not only suits!!!
  11. Just because is still working in KSP 1.3.1and now it works even better if added to my suit pack just released... (Shamefull bump... I know...)
  12. **FIXED RELEASE** Actual version 0.3.0_Pre-ReleaseBETA - 24.01.2018 DROPBOX: DOWNLOAD HERE!!! **Changelog** - New .dds format Normal Maps for overall improved shadow quality (thanks to @HaArLiNsH advice) - removed unwanted or duplicates files bound for error - added Normal Maps to any suit directory, to avoid conflicts, unwanted errors or other problems if installed along side other suit packs (thanks to @HaArLiNsH advice) - Support up to now limited to stock job-traits suits (Pilot, Engineer, Scientist, Tourist)
  13. @HaArLiNsH I did some "dds conversion" attempts for NRMs and after a bit of test, I managed to obtain the effect that you probably were advicing to me... ... compared to an early screenshot where the conversion was not done (and it's visible the "unwanted edges" on the shadow) Now I have probably to smooth out some details on the original png that (with all the new smooth transitions) stick out like a sore tumb... ... but the normal conversion worked overall
  14. @CeteraThanks for the compliments And "YES": those kerbals have the tendencies to "move around on their own", not only between different reloads, but even during the process to arrange them or when I left them unwatched.... @canisinThere will be differences, but overall it will be a less "rainbow" pack, even sporting all the classes. I want to keep it "close" to stock, but also "reality". Basically all the designs for suits will be on 3 main colors (red green or blue) on white EVA plus the orange-veteran. The IVA suits will be just 3 colors (orange-veteran, green-badass, blue-normal) ispired by shuttle IVA suits (and stock veterans) orange, by the green on jet-fighter pilot suits, and the blue ispired by the KSP video about the selection progress: ... with added details in the 3 main colors selected already (green, red and blue) for any specialization. I'm probably going to integrate some "grey" variations, re-utilizing assets used for the creation of the "grey-tourist". To recognize the actual job there will be the icon stickers on the helmets. Why only "3 colors" (or 4, added the grey one), despite having to do, up to now, a total of 15 job-traits (14, excluding the tourist one)? Because mostly this pack suit was always linked to my "Custom Ribbons" (link in my signature) for Final Frontier mod, where the "ranks" for the "Kerbal Space Agency" designed by me are cut in those 3 colors for scientific, technical and pilot-commanding roles. And because I do not wanna create, anyway, a "rainbow" pack. @HaArLiNsHLike stated, it's just a release in a VERY WIP state. Basically ripped off directly by my texturing-test installation and also basically with some "extras" I forgot to erase. I just noticed the duplicates on my installation and got rid of doubles. I'm taking notice of the idea to add NRM to each suit, just in case a "Default" set differently on user side. BUT about the NRM creation by itself, I'm completely on the loss side after your explanation: I'm basically just a random guy with some drawing abilities but NONE on actual modelling. This means that my "empirical knowledge" about importing things for KSP stops on having at disposal JUST only an old Photoshop (v.7), a bit of ideas and "try and error" attempts to achieve a decent effect. ... attempts still on the run, being now focusing just on the "colored textures" to make the color coded for each job-trait... I'm going for the next attempts to try xNormal as program to generate the next NRM set, or the nVidia tool for Photoshop I just downloaded (I used up to now another filter), but I'm totally at lost about setting both of them... and for DDS conversion my only tool at disposal is the "old" DDS4KSP program going around in this forum. I should try it just to see the different results (I noticed a loss of detail on the colored textures, so up to now I avoided to make any conversion in dds just to judge later the "final release state"). If you eventually have more explanation, it could be really appreciated (maybe even on private message... or even not, as my struggles could be useful for other pack creators ). I'm an old 41 y.o. pal that at most had draw some random stuffs as hobby, but this is the real first attempt to a complete, proper, set of textures for KSP, so I coming from an era in which "videogames" were linked to "8-bit bitmap pixellated sprites moving on a monitor", rather than modern 3d texturing