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Green Skull

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Everything posted by Green Skull

  1. Glad to see you are still making KSP a more awesome place rbray! Keep up the good work!
  2. If you want stock suits remove all of the contents in the default folder.
  3. It should be a case of putting the desired suit into the default folder. So long as the name hasn't been changed it should be your kerbals default suit unless you have changed the configuration file.
  4. Which version of texture replacer are you using? You will need the latest version to work in 0.25
  5. After a summer break from KSP the 0.25 update has tempted me back! Expect an update soon...
  6. @jrandom download and install my ATM configs. I have settings and configuration files to optimize ATM for most applications - instructions are included. @Heldiver config will be ready tomorrow - just need to make a couple of test flights / checks etc
  7. 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.
  8. Place both folders into Game Data ActiveTextureManagement and Boulder Co
  9. 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.
  10. Looking awesome! Any plans for RPM, DRE or real chutes?
  11. 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?
  12. If there is / was a problem it will be because I probably tabbed between some lines on the config. Shaw as always excellent work in the support you give for your mod
  13. I do have a very rough race suit but it's no where ready for release. As a huge formula 1 fan I should get on and finish it. If you are Lewis Hamilton or a famous racing driver IRL I will make it ASAP - proof and bribery is required I do see the racing league on the forum and if I had time I'd take part
  14. I'm not sure if I made a mistake or if texture replacer version changed how it works but thanks for pointing this out. I will address this in the next release.
  15. OMG HGR stock a like Mir, skylab and ISS pleeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeease Also loving the soyjuice rocket my new standard launch system
  16. Thank you Shady. I've managed to get some time to KSP today so I've uploaded version 1.1 of my configs. There are now three options - regular, high saving and optimised for GFX. Also included are all of my optional configs which are scattered in a few downloads. *PLEASE NOTE* These configs are written on my PC for windows. They should work on other systems but you may have to adjust some settings yourself to optimise for your own system or requirements. DOWNLOAD HERE Green_Skull_ATM_configs_v1.1
  17. Couple of questions mariner. 1. which folder did you put the helmet texture into? 2. have you tried changing the assignment of textures from consecutive to random?
  18. At a guess without knowing the exact issue probably. Sorry I missed this but I'm real busy IRL.
  19. The spacesuit looks ok to do... Any pics of a soviet one?
  20. It's a clash with active texture management. I solved this a while ago but basically all RPM folders in game data have to be excluded in ATM configs. Even in individual mods, like the KSO or OLDD mods for example. There is a bit more info starting from here in the ATM thread. http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs%21?p=1116712&viewfull=1#post1116712
  21. The texture has to stay named as it is, but put the helmet texture in the folder with the corresponding spacesuit (in the texture replacer file in game data). The suit can then be excluded in the @config. OR create a folder in the spacesuits folder in texture replacer containing just the helmet and exclude this folder in the @config.
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