Electrocutor

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Hey Electrocutor!

 

Would it be possible to create configs for Procedural tanks (Shielded, Unshielded, etc), procedural structures (fuselages, crew tubes, etc), and procedural decouplers? I'm using RO and most of the parts in any given ship are comprised of some combination of those. It would be high bang for your buck config files :D

 

 

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9 hours ago, Jimbodiah said:

Use SSTU!

Ah, didn't really know about it as I'm just getting back into KSP after a year hiatus. I will check it out thanks for the recc :cool:

 

 

EDIT: Downloaded/Installed SSTU: It's great, however I don't see that it has procedural tanks. I see decouplers and fairings...so I would still need help making TU config files for RO's procedural tanks. Any help is appreciated!

Edited by jstnj

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10 hours ago, jstnj said:

Ah, didn't really know about it as I'm just getting back into KSP after a year hiatus. I will check it out thanks for the recc :cool:

 

 

EDIT: Downloaded/Installed SSTU: It's great, however I don't see that it has procedural tanks. I see decouplers and fairings...so I would still need help making TU config files for RO's procedural tanks. Any help is appreciated!

The MFT-A tank is very much a procedural tank.

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Every part in SSTU is scalable and configurable in many ways. The MFT tank has so many possible itterations that even Mage has a hard time calculating all the possibilities :wink:

Edited by Jimbodiah

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8 hours ago, Jimbodiah said:

Every part in SSTU is scalable and configurable in many ways. The MFT tank has so many possible itterations that even Mage has a hard time calculating all the possibilities :wink:

Maybe my Career Config is messed up then, I dont see it in my parts list although Im pretty far along in RO.

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The MFT-A is already available in the second node I think, it just unlocks larger diameters when you progress up the tree. After you place the part, you can go into the GUI and change all the paramters like length/diameter/tank type/nose/mount/etc.

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17 hours ago, Jimbodiah said:

The MFT-A is already available in the second node I think, it just unlocks larger diameters when you progress up the tree. After you place the part, you can go into the GUI and change all the paramters like length/diameter/tank type/nose/mount/etc.

I'm trying this out in Sandbox mode. I may have missed something during installation because it seems the tank is only 1/2 (tried doing 2R similar to a procedural fairing, but to no avail). Also, should the tank node attach to the bottom of the last part I placed? It seems like the only node on the SSTU tank is in the middle. Thirdly, the GUI (resizing, etc) throws a bunch of NaN's so SOMETHING with my installation must be wrong. I'm investigating further.

Edited by jstnj

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Try removing all the SSTU directories and do a fresh install. Also make sure you have Community Resource Pack installed as well.

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I took that issue to the SSTU thread directly...so since SSTU isn't currently an option for RO users...I would still like to request TU configs for regular RO procedural tanks! Thanks

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Spoiler

 

On 18/01/2018 at 10:37 PM, Manwith Noname said:

The chances of stock recolour coming this month, are a million to one he said...

Alright, not sure I would call this a pass 3 just yet. I was going to call it 2.5 but it might be a bit closer to 2.8 in some ways. There's still a bit of work to do to keep my OCD levels happy but I figured it should be usable for most. You will need...

1) Textures Unlimited. I hope it's obvious why and hope you already have it since...well...
2) Electrocutor's Pass 0 stock config in the opening post. (For a couple of reasons but primarily so things like the engines and various other parts I'm not sure I will touch look awesome.)
3) Electrocutor's Pass 2 stock Porkjet config in the opening post. (Well, I've piggybacked on to this and reference some of the texture sets it defines.)
4) My TU Stock recolour config and mask pack which you can download here. (...because colour is awesome.)

It's very important that the folder is installed correctly as the mod relies on absolute path definitions. If it's not installed correctly, no bueno. Saying that, it's not complicated, the TU_Stock_Recolour folder just needs to be placed inside the GameData folder. Like most people do, I've already packed it inside a GameData folder to hopefully make this obvious...but...

I will probably be looking at some point to tidy up some masks as the method I used to convert them from KerbPaint style to Textures Unlimited style was mostly good but came with some minor (for my OCD) issues. I may also look at splitting up some mesh groups I could have missed to allow for further customisation. Oh, in some cases I might remove defined texture sets from parts and add replacements, I half did this as a went along but some parts can look a bit funky with certain sets. Some of these changes will cause an issue with saved craft losing their settings. Not a huge problem for craft in the hangar but may cause craft out in the world to look weird. I don't think it should break them completely though...not tested that...guarantee not included. It's unlikely for this to happen soon though, probably after KSP 1.4.

Sillyness and pics...

  Reveal hidden contents

Hey, it's a me! No, not Mario! The stock MK1-2 pod.

089A0F48FE9D624F58F1439DD60767BEB2CD96F7

I needed a new lease of life so I called the people over at Shadowmage Incorporated and they sent me one of their anonymous technicians...

194CA28A1DDE210A97AE5DEAF68BCB9A0E0AAFE3

After a bit of time in the shop I feel invigorated and ready to take the pimpin' bling lovers to the Mun.

Wacky Races

5D3FDF19E72F9EFBE4CA6C34B4FD9894C4554E70

No....I would never colour a part like that for playing. It's just a demo for six colours on a part. I'll leave you to find the one with nine.

Some caveats, I pulled the fairing config as while it worked fine in the hangar I noticed it didn't stick to launch. There may be other instances of this that I have not tested or found (maybe fuel lines and struts) so reports would probably be welcome. There's also an issue with the material bay which needs looking at.

Oh yeah...about those fuel lines...just don't try and paint them blue or you may cause your computer to explode. (Not really it's just impossible due to how the tinting mode works). Same goes for trying to paint things white, hence why most of the parts I mask are already various shades of RGB with higher values.

Sometimes, you'll need to think inside the box.

Anyway...I hope people have fun with them.

KSP_x64_2018-02-19_00-44-02.jpg

The TU complement for the Game Stock is incredible, thank you.

It would be nice if it were a separate mod, or your post, could be a separate Topic and with the links to the right files.

 

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