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Enceos

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Everything posted by Enceos

  1. Yeah, it's possible to replicate, but animating each segment of the circle will be a pain in the ass. Rigging the construction with bones to help the animation will also be one big trouble.
  2. As the title says, I know no mods that have an ability to change the mission flag on the fly. With the release of Historian mod many people encountered a strong need to change the mission flag for screenshot purposes. We usually forget to set the mission flag during construction in VAB, and in some cases it's impossible. For example after launching a rocket with two vessels designed for different mission or constructing a ship via KIS addon. I know how to do it via save editing, but that's a time consuming workaround.
  3. I'm currently using the Stock Fairing Texture Switcher provided by amazing Thomas P. : LINK Fairing base textures are easily changed by the Firespitter Texture Switcher. Still you'll need to draw some textures for yourself. I duplicated and recolored the stock texture for myself.
  4. @nightingale For some reason I started getting stock science contracts today... I have latest versions of everything.
  5. Yorshee, did you try out the Tourism Plus contract pack? It does everything you described and more.
  6. Haha, I constantly have the same story forces me to go out of IVA mode and see which type of port I'm actually approaching.
  7. There's a plugin called Nvidia Texture Tools for Adobe Photoshop. It enables Photoshop to open and edit DDS files directly. On opening it will ask how to open: Then after resizing the image on save it will open another window: For resizing use sizes 256, 512 or 1024, other numbers are bad. Don't change the DXT format, it usually chooses the best depending on channels present. Change "MIP Map Filtering" to Mitchell and tick "Generate MIP Maps". Use Total Commander, TreeSize or other similar software to detect big folders. Small textures are not so good for close up screenshots, but perfect for everything else. While writing this I noticed that Kerbal Engineer has oversized non DDS textures for two tiny parts. Fixed
  8. Just checked, you were right. Material Extractor collider has physics issues. We'll fix that, thank you for the report.
  9. @StarWhip Could you please try opening this .blend file: https://www.dropbox.com/s/br0wzpisgp4si9k/OMS%20Apple.rar?dl=0 I packed all external data before saving. The craft inside is similar to this: [TABLE=width: 500] [TR] [TD][/TD] [TD][/TD] [/TR] [/TABLE]
  10. I made a part with three animations: - Heating up - Working animation - Lights I'd like to group the first two animations and run them in sequence when a "turn on" event occurs: - Heat up (till animation finishes) - Working (loop) and then animator should loop the second animation until the "turn off" event occurs after which it should end both animations simultaneously in this fashion: - Heat up (backwards animation) - Working (stop looping) The key is blending them together. For the "lights" animation I wish it didn't interrupt the "working" animation. I'm searching for the code which my friend could implement into his plugin. Is there any mod that has a similar animation code? Where should we look?
  11. @KospY What are these parameters in the settings? EvaPickup { . . . allowPartAttach = false allowStaticAttach = false allowSnapAttach = false . . . }
  12. Love Andrew Price, his Blender tutorials are very informative. I usually watch them on higher speeds (1.5 is mostly)
  13. Rocket parts are hard to manufacture and they are rocket parts. 3D printers use different materials (metals, plastics, ceramics and other powders). OSE Material Extractor is a very lightweight solution to extract those from the stock resource. Secondly we wanted to make OSE Workshop independent from MKS and EPL.
  14. KIS was updated only 7 hours ago... OSE is very sensitive to changes in KIS code, soyez patient s-il vouz plait.
  15. Hi Starwhip! May I import the craft into blender myself and give you the blender file with textures?
  16. If you are into career mode I strongly strongly suggest installing the Contract Configurator mod and several contract packs. The Field Research contract pack fixes stock research contracts in a very pleasant way. After installing it you will receive science contracts only for biomes and science instruments that will actually give you science. This contract scans all the biomes of planets you have orbited for available science and gives you contracts with appropriate instruments. Other contract packs: Anomaly Surveyor - will send you on a journey across Solar system to find all the easter eggs left by developers Kerbin Space Station - will reward you for building stations and will provide many missions for vessels marked as station. Tourism Plus - a better alternative to stock tourism contracts (tourists will want to visit your stations) To get more contract offers you can change a line this file: GameData\Squad\Contracts\Contracts.cfg AverageAvailableContracts = 20 Default value is 10, which is a darn small number if you love contracts.
  17. For some reason QuickStart kills the WaypointManager mod. WM Icons are never shown and an NRE spam begins in map and tracking station view. If I go back to the main menu and reload the game - the problem disappears.
  18. Oh, great! Thank you so much! You definitely should make it a mod ) I can provide textures. Name it Stock Fairing Texture Switch, so people know it's for stock fairings.
  19. There's no texture sharing in any of the versions.
  20. That's not a "recycled" menu, that's a menu of "recyclables", which means everything in your inventories is there if you wish to recycle something. To get the parts open your inventories directly.
  21. @toadicus Would you please tell me which files I need to keep to have only RCS and EVA thrust sliders? I'm cutting down my mod list.
  22. -- Copying my post from another thread: My KSP install has 100+ mods and never crashes. Almost all of the mods today come out with converted .dds textures and Active Texture Management can't do anything with them. On my install I scanned the GameData for the biggest folders and went over part textures in each of them. Many parts made by Squad and modders have overly big and detailed textures for parts as small as Telus Mobility Enhancer, plus some parts don't really need normal maps. The rule of thumb was: No small part should have texture sizes over 1200Kb (which is 1024x1024px), so I downsized most of the textures to 512px and even 256px in some cases, and deleted many normal maps. In total my 100+ modded GameDada folder now weights only 610Mb, Squad folder included. For ATM: it needs to find a way to resize .dds textures, cause many of them are too big.
  23. Has anyone delved into the /Parts/Legacy folder? There are 12 parts which use only 3 textures, and those textures are duplicated in each folder which is VERY RAM UNFRIENDLY. I deleted all the duplicate textures and reassigned config files to use 3 textures from one folder + converted them to .dds. This effort downsized the Legacy folder from 47Mb to 4Mb! I wish Sirkut gives more love to MSI parts in the next update. RAM friendly = User friendly.
  24. IF you're not sure about EPL, you can get the lighter version OSE Workshop which was made for KIS and is very lightweight. It will let you build simple probes and stations KIS EVA style, I find the process quite fascinating. It still has KIS limits outside of VAB (no angle snap or symmetry). There's usually only one reason for modded KSP crashes, which is RAM issue. I don't find many mods which conflict with each other these days. There's also a reason why my 100+ mods never crash my game. Almost all of the mods today come out with converted .dds textures and Active Texture Management can't do anything with them. On my install I scanned the GameData for the biggest folders and went over part textures in each of them. Many parts made by Squad and modders have overly big and detailed textures for parts as small as Telus Mobility Enhancer, plus some parts don't really need normal maps. The rule of thumb was: No small part should have texture sizes over 1200Kb (which is 1024x1024px), so I downsized most of the textures to 512px and even 256px in some cases, and deleted many normal maps. In total my 100+ modded GameDada folder now weights only 610Mb, Squad folder included. KSP never crashes. This is my recipe.
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