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Gaalidas

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Everything posted by Gaalidas

  1. The issue with renaming that is that, essentially, it is ride height too. I use it often to lower my rovers down closer to the ground in order to load/unload kerbals. I think I'm done with any polishing I need to do for TweakScale and DustFX for the time being. I'm sure some tweaking will need to be done over time, but it's as ready as it can be at this time. I did some testing last night before KSP crashed on me, and it's rather awesome to have the config GUI open and be able to turn off the camera/dust modes in real time. I didn't get a chance to test the per-wheel toggle, so that's next on my to-do list. My own to-do list (for development) is going to include adding the ability to adjust more of how the base particle settings are handled, and perhaps adding a few more toggles (such as for the repulsor lights, and maybe for the light-type) but, for the time being, it's ready for the public to start messing with. lo-fi, another thing to look at when updating configs would be the configs for the stock wheels.
  2. As long as you're using the recent edition of Kerbal Konstructs, you can rest assured that this will work for pretty much any future versions of KSP. As long as KK works, this will too. - - - Updated - - - That's news to me. They might not natively support it simply because their configs are based on the coords on a regular scaled planet, but beyond that I don't see why it wouldn't work if you placed the static objects yourself using the KK interface.
  3. Of course we can't do a real ABS system. All we really need is a really good fake-ABS really. The currently available ABS mod simply pulses the brakes until the rolling craft comes to a complete stop, then disables itself. Implementing the pulse method would actually be more compatible with mods that change the way the wheels work (such as Kerbal Foundries).
  4. As for the insane amounts of heat, a fix has been committed and will be in our nearly-complete 1.9 update.
  5. I was going to mention a delay as well. Granted, if they are going to follow you up you probably want them to go away immediately, but if they aren't going to follow you and you still want them gone as soon as you no longer need them, the added visual of the clamps releasing and you rising up between them is nice to have available still. I suppose when it comes down to it, if you need a delay then you probably don't need this mod at all. However, if you use multiple launch site mods, or EPL, this kind of mod would allow you to continue to use clamps on these other launch pads and not have to worry about them not being cleared when you launch something new.
  6. By signing this agreement (the "agreement") you are hereby acknowledging that you (the "user") are fully aware that the use of this product (the "product") may or may not cause one or more of the following: insanity, dementia, schizophrenia, gigantic eyeball, funny balls, keyboard imprints on the face, slow death, agony, and/or a runny nose. All warranties (of which there are none) are made void if product (the "product") is removed from the package, of which there is none. Signed ________________. Enjoy your buggy product.
  7. And those babies will toss up a monster truck load of dust into the air when going at full speed over rough terrain. At least, that's my goal. - - - Updated - - - HAH! That's awesome.
  8. Yeah, half of that flew right in one ear and out the other. Oh well.
  9. Quality over quantity is how I like to do everything. For instance, I'm in two choirs at my college and while I don't have a strong voice, I try to keep the output from my voice as high quality as possible. It's worked well so far as long as I avoid doing solos. What those huge wheels need is less acceleration I think. It's way too easy to flip those due to their high acceleration and extremely free-moving suspension.
  10. Indeed, I've always wanted to be able to seamlessly set up beams.
  11. Good point. There are some limitations I believe, such as textures with one side's length being a primary or something, where it may have issues. I've done 25% reductions before on textures I wanted to reduce for performance on my machine, but wanted to keep the higher details that kept getting aliased in the smaller size. - - - Updated - - - You ungrateful shine-hater you! No no... I agree. There is a point where too much shine is worse than no shine at all. I've removed entire hull type mods just because one part had a strange super-shine on half of a part due to a badly formatted normal map or something. It's really distracting.
  12. Ah, I thought that was all you. Didn't you mention an alternative model for that thing a long while back? I'm not even going to try and search back over the 344 pages of posts.
  13. Now we just need some sort of ABS system integrated into this (pulsing the brakes, or slow application of the braking force) to help with those cases where the rover is going too fast and the brakes are too strong, and physics is being a ... donkey? Yeah, that's the word.
  14. Holy expletives... I totally didn't notice it was that big back then. So yeah, you'll probably want to double check all of those assignments then, because there are other cases of mismatched normals in there too. Is it intentional that the APU has a normal map, but the normal map appears to be completely flat? Just curious. If it is completely flat, at the very least that texture could be reduced to 25% of its current size without running into darkening artifacts (sometimes hits you when you resize flat textures under a certain set of dimensions, usually below 24x24). if that old texture was 80meg @ 4096, I kinda wonder how anyone can run entire solar system replacement mods using textures that are 8192 range. That must really bog down the system a lot. hell, I remember downloading a mod once for Skyrim that included the lowest resolution textures all boosted to at least 4096, with the others scaled accordingly, when the default lowest resolution was something along the lines of 256x128 for gold coins and such, ranging to 2048 range textures for character skins. Insane stuff.
  15. UV I know nothing about, but if you compare the track surface textures to their corresponding normal maps, you'll notice that some of them have normal maps that look more like the mole track surface textures, when in fact their surface texture is much different. For example: the texture labeled "model002" and its corresponding normal map would be "model003_NRM" I'd assume. In the github right now I have an altered normal map texture that fits really well but, in the default set of textures which you likely have on your machine still, "model003_NRM" is a normal map of a completely different surface texture. I basically just used Gimp with the normal mapping plugin to take "model002" and run it with a Prewitt 5x5 filter, scale 1.0, everything else defaulted. For others I used a Prewitt 3x3 when the 5x5 got a bit too weird. One time when I was messing with the normals for other parts as well, I even went as low as a simple 4-sample with a scale of 4.0. I've had a lot of success with doing normals this way for games like Bethesda's Elderscrolls series games, but the other normal map formats are pretty foreign to me. For instance, the STALKER series of games used an 8 bit unsigned normal map format, while a number of KSP parts use something that more resembles a height-normal map. One of these days I must figure out what all is done to make these parts, especially if I want to look into splitting up the rover body into several pieces in the attempt to make a modular expandable rover body.
  16. Well, I just did a reversion on github and I think we're back to normal... except I committed my altered normal maps for a few of those track surfaces. Still might be better if you went over them, since mine are based purely on the textures and not what the model is supposed to feature. The rover body textures remain in an unaltered state. Also, everything loaded in MS Paint looks like kerbal poo. It's the nature of MS Paint. I could be biased of course... and I probably am... cause to be honest I don't open anything in paint anymore. I guess I'm just enjoying bashing MS Paint for no reason. What I like in my textures are darker features. All this white just annoys me to no end.
  17. The only other plugin that could be used to a similar effect would be the hangar mod. In this case your hangar would be virtual (since you can't pack a whole rocket into the interior of that tiny little launch pad) and when unpacked, it would show up on the launch pad provided. You'd have to pre-pack the vessels you want to launch from it though, and the launchpad would gain the mass of the packed parts. EPL is then the best solution. I wouldn't mind getting the assets available to Kerbal Konstructs though, for use in permanent bases.
  18. Or maybe the converter tool is missing something. Or... maybe you're used to higher quality than I am because your system is more beefy than mine. Hard to tell. Lets just revert the whole batch then. I'll still include my modified normal maps for some of those track surfaces if you'd like, but it looks like DDS isn't going to work out. What I don't get is why all the other mods using DDS look awesome still. As for normals, I scale those all the time. Locally anyway. I really have to watch my performance and the more a normal map is being used to change what is rendered, the more my performance drops. Those results in your game could be due to your graphics device as well, but if you're running anything modern-ish then it shouldn't cause such a dramatic reduction.
  19. Well that's total ... kerbal excrement... (do kerbals even poo? never mind....) Alright, we've gotta revert that stuff. One thing though, the one part you decided to test out is the one part that I kept the mipmaps on because it's too freakishly huge of a texture. what about the other parts? Anyway, the alpha channel still exists, it's just not as easy to view when previewing DDS files. It's still there, however. EDIT: oh wait... I think I know why the rover body lost it's alpha channel... oops. I always strip out the alphas from textures (especially those with pure white alphas covering the entire image which are completely useless) unless they're required for the part to look right (such as launch clamp tower transparency between the bars) to increase my performance. Anyway, if we can get that rover body texture down to at least 1024 in it's original format, it'll make it easier for everyone to use it. Remember all those ATM users having lock-ups when loading it for the first time? I think we do need to go back to mainly PNG again though if they're all going to get that bad.
  20. Those mole tracks are definitely meant for this kind of application. Kerbal Foundries will be releasing a new version soon... not sure what the scale on "soon" is, but it's getting super close. Mostly a code update, but it definitely improves the tracks a lot.
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