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Everything posted by Doc Shaftoe
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VexarpIVA Developpement Thread [ Currently working on BDB ]
Doc Shaftoe replied to Vexmae's topic in KSP1 Mod Development
If you want additional reference images, NASA's technical illustrations and familiarization charts are available online. Here's a link to the Mercury page. -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Doc Shaftoe replied to Gameslinx's topic in KSP1 Mod Releases
Wow! Just, wow!- 3,181 replies
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There's a good chance it's just the usual funkiness from a KSP update. 1.12.3 dropped today, so your installed mods might not all be compatible.
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[1.12.x] Kopernicus Stable branch (Last Updated March 18th, 2025)
Doc Shaftoe replied to R-T-B's topic in KSP1 Mod Releases
That certainly sounds like a rescale issue. Check the configs to see if the scatter rescale option is set up properly. The giant boulders do look cool though! -
Those look incredible @Aahz88!
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Doc Shaftoe replied to shaw's topic in KSP1 Mod Releases
@madethisfortheguides Sure, here you go. You should be able to drop that onto your existing Texture Replacer install. It's the custom file I've been using as a default replacer, but you can drop it into your custom suits too if you want different visors. If you have it in the default folder like I do, you can run the TR reflections alongside the Vanilla suit switcher. -
[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Doc Shaftoe replied to shaw's topic in KSP1 Mod Releases
That also looks like the dds file for the pre 1.5 Kerbal model. If you're still running a pre-1.5 version of KSP then you should be fine if you flip the DDS file vertically, but if you're running a more recent version of the game it won't map to the model correctly. -
If you check one of my earlier posts on this page I mentioned that I gave up on the shuttle launches pretty earlier on. Between the wonkiness and kraken bait of using the SRMS to move modules and wasting all of my propellant trying to dock, I just used BiG rOcKeTsTM to get the job done. My solar trusses also didn't explode, but I flew them up in more traditional payload fairings so maybe it's a collider issue?
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The white bags on the express pallets are the resource containers from Habtech 2. The express pallets are attached with micro docking ports. The JEM experiment rack is just covered in different science parts from Bluedog Design Bureau, Tantares, and other mods. The large boxes are Tarsier Space Tech experiment containers. The Columbus lab has some universal storage modules attached to its exterior. At least I think they're from Tarsier Space Tech. I launched the JEM with the external rack attached, just not in a shuttle. I gave up on trying to replicate the actual ISS missions about halfway through. The lack of frames coupled with robotic arms being kraken bait was incredibly discouraging. The modules were still assembled in order, but I started using automated tugs and heavy lift vehicles instead of Benjee10's S.O.C.K.
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I don't have a single craft file for the ISS. I built it in pieces over the course of multiple launches. Very much like the real thing. HOWEVER, I'm probably never doing that again. The thing is certified Kraken bait. Not the Habtech modules though, those are all rock solid. Still, you can reproduce that pretty easily using this mod, Tantares, and Conformal Decals with Kerbalized decals and flagpack.
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I think we're all looking forward to what you come up with next, but take your time! Thank you for the awesome work you're doing, it's really breathed new life into old mods.
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Doc Shaftoe replied to DylanSemrau's topic in KSP1 Mod Development
Oh... oh my Well isn't this a pleasant surprise!- 497 replies
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Huh. Did you download the plugin from Kopernicus Extension or Kopernicus Extension Continued-er? If you got the plugin from the former, it might not be updated for the current KSP. I don't know what to tell you other than that. ModuleManager patches don't need to be in specific locations to work as long as they're within your Game Data folder. Worst case scenario you can try adding the "allowFootprints = true" section to the RSS planet configs. Good luck getting your footprints working!
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The PQS section of the Kopernicus planet config. Mars and the Moon have MM patches to add footprints bundled with this mod. Here's the patch for the Moon. Both patches should be in EVO/Configs/Misc_Configs/Kopernicus. If you want to add footprints to other bodies, just copy this code and change the body name. Do you have the Kopernicus Expansion footprints plugin? The mod's been broken up into separate plugins so there's a chance you may not have the plugin that you need. Just in case, this is the footprints file. Hope this helps!
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@Rocketry101 You'll need to make sure that all of the planet configs have "allowFootprints = true" under the PQS section. Either that or you'll need to write yourself a little MM patch to add it to the planetary bodies. I feel your pain with getting footprints to work, it's sort of an obscure process to figure it all out.
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