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Everything posted by Electrocutor
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Honestly, I wish all modders would just have less toolbar spam altogether and find a way to better integrate the interfaces into the game itself. Most of the gameplay settings displayed there could easily just be setup as GameSettings or DifficultySettings instead of having their own settings window that pops-up from the toolbar; and most other things could be integrated into the right-click menus of parts or added into already-existing GUI elements on the HUD. Many settings could also just be delegated to a config file, as only very few people would be interested in changing them from default values (like pop-up window transparency and such).
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Request for a contract tweaker mod
Electrocutor replied to Corinthas's topic in KSP1 Mods Discussions
*rolls the dice* "the runes say 'No'." However, when you say that Contract Configurator is not the answer, do realize that most games, including big-named ones like Skyrim, are largely not even playable without mods. Honestly, I think if Squad/Take-Two, or whoever it is that owns KSP now decided to setup a website where people could submit ideas, estimate dev cost, vote on, and allow payments toward new features, they could make KSP pretty profitable while still continually adding features and updates. We'll see how the DLC goes for them, as I suspect Take-Two will not be interested in funneling money into a black-hole if it doesn't do well: in which case, mods are all we have. -
In all likelihood, stock KSP 1.4 will work perfectly fine in dx12 mode, just like the current version works fine in dx11. Unfortunately, that does not mean that all the mods will.
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Which is probably why KSP 1.4 will only be using Unity 2017.2. I know that scatterer is currently being worked on, but I'm not sure if dx11 is on his to-do list or not; which other mods do not support dx11? I cannot tell if Kopernicus is or not because KSPRC terrain seems to like dx11 just fine, but SVT does not.
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You may consider thinking about what options you want available before pouring in your time. KSP_MODEL_SHADER forces whatever you set to be the default. You may have noticed that my newer cfgs are instead using the KSPTextureSwitch part module, because then the person can choose between default, having it be metallic, but using the built-in specular values, forcing it to be metallic, or custom painting. You can also create your own versions of textures/patterns and things like the B9 or Firespitter partmodules.
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Greetings, Are there any mods that add normal maps to the KSC buildings, pavement, airstrip, pad, tanks, dishes, launchpad, etc? SVT and KSPRC both do not contain these.
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@PART[*]:FOR[zzzz_PorkjetStock]:HAS[#author[*Porkjet*]&!@MODEL[*]|@MODEL:HAS[#model[Squad*]]] I'm looking for (author=*Porkjet* && (no MODEL node || MODEL.model=Squad*)); but this doesn't seem to work? on the syntax page it says that ORs have priority of order so that a|b&c|d would be ((a || b) && (c || d)), but this doesn't seem to actually be the case? [Update] Ignore. I think my test environment had gotten gummed up.
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So... basically I am working on building smarter cfg files that will detect mods and such. Porkjet has both his own mod pack (Part Overhauls) and parts that he made that are in stock. The parts that he made in stock are more complete than the stock parts made by other authors, so they are much easier to make work properly with TU. The TexturesUnlimited_Stock.cfg is the 'generic stock' I listed above. It was my first pass to just get metal stuff kind of working. If you combine Ven's and Porkjet's stock parts, it pretty much covers all stock parts and the result looks far superior to just using all stock parts. Porkjet's Part Overhaul does not overwrite any stock parts, so it is its own thing. so... Option 1: Generic Stock Option 2: Ven's + PorkjetStock Additional: Porkjet's Part Overhauls
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Quick Consolidation... 1. Download Textures Unlimited Mod Here 2. Set your KSP shortcut to use DX11 or GLCore ...\KSP_x64.exe -force-d3d11 ...\KSP_x64.exe -force-glcore 3a. Download Ven's VenStockRevamp and the VenStockRevamp TU_Config 3b. Download Porkjet's stock TU_Config 3c. Download generic stock TU_Config (* don't use this if you are using Ven's and/or PorkjetStock) 4. Download Porkjet's PartOverhauls and the PartOverhauls TU_Config Stock and Ven's config can be considered as pass1, Porkjet's can be considered as pass2. Ven's look much, much, much better than stock due to the original models and textures being more complete. [Update] Fixed landing gear issue. Fixed transparency issue. PorkjetStock Pass 2 PartOverhauls Pass 2 VenStockRevamp Pass 1 B9Aerospace Pass 1 RemoteTech Pass 1 FarFutureTech Pass 1 DMagicScience Pass 1 UniversalStorage Pass 1 // white tanks are silver
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Electrocutor replied to RoverDude's topic in KSP1 Mod Releases
I wonder if there could be a setting on the drive to control the size of the bubble: larger would allow bigger ships, but require exponentially more power (and create more heat) to activate. -
Is there a way to copy nodes between different roots? for example, something like: +PART[OldPart] { @name = NewName +Child(PART[OldPart2].MODULE[ModuleName]) } The idea if there are tons of properties set in some other parent node, it'd be easier to just copy them than to re-write it all; it would allow you to pull in any value changes from other mods from it.
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You can use the paint png's from that with the PBR-Masked shader to do recoloring on stock parts if you wish. From a quick look, it seems that most of the paint masks are not stock but instead have designs such as added stripes, gradients, and other details to 'make it look cool'.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Electrocutor replied to RoverDude's topic in KSP1 Mod Releases
Using The ease of converting parts to use it on depends on the attention to detail of the original models and textures. (diffuse, specular, normal, material meshing) I've been working on a USI patch, but it will take quite a while finish as most of the parts have a simple model/texture (like non-pork stock), thus more manipulation is needed to make them look right. -
Just wanted to share some engines from Porkjet and Ven... so dramatically better than stock.
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@REFLECTION_CONFIG[default] { %enabled = true %interval = 1 } KSP_TEXTURE_SET { name = reflect TEXTURE { shader = SSTU/PBR/StockMetallicBumped mesh = WINDOWS2 PROPERTY { name = _Metal float = 0.0 } } } @PART[<partname>] { MODULE { name = KSPTextureSwitch currentTextureSet = reflect TEXTURESET { name = reflect } } } or @REFLECTION_CONFIG[default] { %enabled = true %interval = 1 } KSP_MODEL_SHADER { model = <model path> TEXTURE { shader = SSTU/PBR/StockMetallicBumped mesh = WINDOWS2 PROPERTY { name = _Metal float = 0.0 } } }
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For those who like to tinker, and for those who really want metal in their mod parts before any compatibility patch comes out... This is what I use as a base to work backward from; it will allow you to set all parts to a couple of basic metallic, specular, or dull options. Of note: it will make anything that uses transparency look horrible, and how good each part looks by default depends on how well the textures were originally made.
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so... is it designed behavior for any cloned parts to also be affected by future cfg edits to their parent? Test.cfg: +PART[fuelTank] { @name = TestFuelTank @title = TestFuelTank @mesh = Squad/Parts/FuelTank/fuelTankT400/model -mesh = DELETE -MODEL {} MODEL { model = Test/fuelTank } } ModuleManager.ConfigCache: UrlConfig { name = TestFuelTank type = PART parentUrl = Squad/Parts/FuelTank/fuelTankT400/fuelTankT400 PART { name = TestFuelTank ... MODEL { model = VenStockRevamp/Squad/Parts/Propulsion/T400Tank } } }