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SlimPickens

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  1. I tried the rusty look and didn't like it, there is a lot of wood but the skins really need some contrast in them or they just look messy and rusty steel + brass does not look good. I'll play with it some more, there are a few parts that I plan on altering. ---- The textures don't replace your standard skins, the names have an SP on the end of the file so if you go into the part file you can switch them back without any trouble. I might alter names to make new parts entirely but I'd feel obligated to mess with the numbers for the parts and I don't want to balance that at the moment, I currently have my own textures in a completely separate KSP folder because they don't fit in. --- I do not plan on making my own models, as awesome as that would be. I have very limited experience with those types of programs and don't have the time to learn. I imagine the textures here would be a good starting point so somebody who wanted to model didn't have to retexture the normal parts, maybe just change some saturations/contrasts/lightness to fit their own work better.
  2. My kerbonauts survival rates didn't really resemble the shiny technology of their rockets. Instead of altering code to increase engine power, fuel load, and module strength, I went the opposite direction and made the modules look more appropriate for their kindling-like power and strength. I put quite a bit of detail into the textures. Wooden fuel tanks, Brass fittings and rivets, etc. (Almost everything lines up, a few things don't when you look really close) Here's the parachute made from potato sacks. A couple close ups to show some more detail. 1.0 - All stock parts retextured 1.1 - All Parts no longer overwrite old ones (except command module; due to game mechanics it is required) cfg's edited for more engine power but more weight, less fuel, and less control. Won't be highly noticeable (yet, i may make it more drastic) Two more modules (from Sunday Punch) retextured: Small Fuel Tank and NERVA Engine (Nerva took a long time)
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