-
Posts
1,658 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by tg626
-
LES, IVA for the Big G like Botticelli capsule, new textures, new props. See OP for more.
-
I think somebody goofed up the export...
-
Engine suggestions (No, not new ones)
tg626 replied to tg626's topic in KSP1 Suggestions & Development Discussion
Good points, and an interesting idea. Maybe my second idea as only if the thrust is limited in the VAB? I dunno. You make a good point, but my view was that the engine is being tailored to the launcher / payload. Admittedly, I'm usually going no lower then 50%, and that's usually me doing a twin nozzle like the Titan using 2 Vectors. -
https://www.youtube.com/shared?ci=8lJDjLnzRFE I'd post more but it's been covered...
-
So we now have actuation toggles, which is AWESOME! But I have 2 more suggestions. #1 if throttle = 0 don't gimbal. #2 have the effects track the percentage of maximum *available* thrust rather then engine's absolute maximum thrust. In other words, if the tweakables slider has been set to 50% and the throttle is set to max, give us the full effects. Right now an engine with its tweakable set to 50% and throttle is at max, you see the same thing as when the tweakable is at 100% and the throttle is at 50%. This can look rather silly at launch if you've had to step up to a higher power engine, but then tweak it down to keep the TWR reasonable...
-
Halp! My fire is on fire! (seriously, anyone else getting this? You have to zoom in, zoom out and it looks normal. Tracks with atmospheric heating effects)
-
I went to the download of PorkJets part overhauls and found shaders in the source files. I copied all of them over to the shader folder of my Untiy Project, telling Windows to skip exsisting files. I got a few more shaders (most of which don't seem to work in game) HOWEVER the props that weren't loading as props started loading correctly. I wish I could figure out which shader I needed so I could cut down on the clutter...
-
Fist preview?
-
MechJeb 2 - AR202 red/green lights - only suggestion
tg626 replied to DomiKamu's topic in KSP1 Mods Discussions
OTOH, I've used ar202s as port/starboard lights on my craft. Since I always have a custom window open, one was always green. I simply disabled the other so it was always red. -
[Solved] Error with .mu file
tg626 replied to Benji13's topic in KSP1 Modelling and Texturing Discussion
There's no mods file, you need to be explicit or just stop. -
1.2.x how to watch the ingame config?
tg626 replied to Skalou's topic in KSP1 Modelling and Texturing Discussion
I think under debugging is a button to dump the database to a file. I'm not a fan. -
In other news, Squad petitions Austrian government to rename this town!!
-
I didn't see this prepatch, what did it say Found it on Reddit, seems like a real edge case...
-
This recalls memories of my Estes days. Fused canopies because I used too little wadding. What would be really funny would be being able to build suborbital rockets and have them break in two with the parachute attached to the rear of a nosecone. (Just musing, I know that's beyond what you're up to here). I remember having a fabric chute too for my V2. But I can't recall what it looked like... That V2 was an Estes Comet model, which they made from the same parts. They added a 50s style window frame to the nose cone and reshaped the fins for the Comet. I had access to a lathe and carefully shaved the window frame off, the glued the laser cut fin sheets back together and cut V2 shaped fins out of the sheets. IIRC I also had to shorten the body tube a bit, but in the end I had a V2, as if built from a then out of production Estes V2 kit.
-
I pulled the Tex from the Renaissance mod and stuck them in the default folder of texture replacer.
-
fix the runway please!
tg626 replied to yog-sothoth's topic in KSP1 Suggestions & Development Discussion
(Crawlerway) Because upgradable and destructible buildings. -
Normal maps vs. Bump maps for KSP
tg626 replied to Layer23's topic in KSP1 Modelling and Texturing Discussion
Can you say why? What I'm trying to figure out is like this: notepad and notepad+ are both text editors, but notepad+ is way more powerful. All these programs make normal maps, but are any more feature packed? -
Normal gameplay does not involve a ship instantly appearing at any given location. A quick save quickload produces the only circumstance the game engine is (rightfully) designed for. Hyper edit has done, or rather produced, this for as long as I can remember. It's not really a bug, it's just something the game engine and code weren't designed to handle. Now if stock had hyperspace fold or jump drives, then it could be considered a bug.
-
Normal maps vs. Bump maps for KSP
tg626 replied to Layer23's topic in KSP1 Modelling and Texturing Discussion
Is that a recommendation? -
Normal maps vs. Bump maps for KSP
tg626 replied to Layer23's topic in KSP1 Modelling and Texturing Discussion
This is a little old, but I am wondering are any of the tools liked above any better then nvidias Photoshop plugin?