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The Armani of Spacesuits
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[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
Green Skull replied to rbray89's topic in KSP1 Mod Releases
Glad to see you are still making KSP a more awesome place rbray! Keep up the good work! -
Yes reaper. The most simple and straight forward way is to edit the main configuration file which is located in the ActiveTextureManagement folder - the address is something like - C:\KSP_win\GameData\ActiveTextureManagement First find the folder and copy to desktop as a backup. Find the section where it says "OVERRIDES" Then you will have to add this part to the configuration file in the ATM folder: .*/Spaces/.* { compress = true mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true } So it looks like this: OVERRIDES { .*/Props/.* { compress = true mipmaps = true scale = 1 max_size = 0 } .*/Spaces/.* { compress = true mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true } .*/Flags/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } This should now exclude IVA's from being squeezed too much. Be warned though IVA's can take up a fair chunk of memory.
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
Green Skull replied to nli2work's topic in KSP1 Mod Development
I'm so making a giant robot(s). can't wait for this -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
Green Skull replied to nli2work's topic in KSP1 Mod Development
Adding this to the config for the heatshield should give DRE compatibility. Just vary the amount of ablative shielding as require e.g. change 1000 to 500 etc MODULE { name = ModuleHeatShield direction = 0, -1, 0 // bottom of pod reflective = 0.05 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 320 // peak ablation at 1000 degrees C key = 3000 400 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin dissipating at 300 degrees C key = 500 90 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 1000 maxAmount = 1000 } } As for real chute I'd ask stupid chris for his advice on his thread. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
Green Skull replied to nli2work's topic in KSP1 Mod Development
Looking awesome! Any plans for RPM, DRE or real chutes? -
KSO/RPM/.* { compress = false mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true } KSO/Spaces/.* { compress = false mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true } The RPM (props) and spaces exclusion are all ready in your config... What do you want ATM to do or not do to the KSO?