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Omega482

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Everything posted by Omega482

  1. So @Saybur Stuff, What are the plans for the next version? I'm interested. Also, a little something I made earlier, With a little help from this pack.
  2. Now this is really interesting! If it works how i think it works? It should make station building a dream! No more fuss docking and having to undock due to alignment. Sad to see that there are no .dds textures in this release. Its not too hard for me to convert them on my side though.
  3. @benjee10, I see that you are using .PNGs for the part textures. Have you considered using .DDS? It should help speed up loading. Loving the mod btw.
  4. The download links are broken but the files are still hosted! Here's how to get them: 1. Click the link on the pack and get it's URL e.g. "http://www./download/01cc33c111h8bem/FASA-Pack-v0.38.zip" 2. Stick in "m e d i a f i r e . c o m" without the spaces between the "www." and the "/download" As so. "http://www. m e d i a f i r e . c o m /download/01cc33c111h8bem/FASA-Pack-v0.38.zip" Dont forget to remove the spaces. 3. Use this new link to get the download. The forum says that "m e d i a f i r e . c o m" is banned from use on this site. I think that's whats caused this.
  5. @CobaltWolf Amazing! very excited about this project. I love the idea of having to set up experiments on EVA, It feels like the EVA is actually a mission rather than >plant flag >take surface sample.
  6. @CERVERUS. Wow nice agena! That looks pretty fun! Might have to make one myself!
  7. I tried making the foil on the OAS shiny but I don't think it turned out that well (see gif)... I think that the reflections work best on flat looking textures. Again, to best implement it the foil would need its own mesh. Plus, It would probably need a less crinkly texture. Also, Yup! I am using Ven's stock revamp in my earlier post.
  8. Thanks! I had a poke about in the corvus .mu to look at the meshes. As far as I can tell there isn't a seperate mesh for the window textures so I guess this is as good as I can get it. If window reflections were to be implemented fully by Orionkermin he would have to add in a new mesh with the window texture and then add the reflection module using that mesh. It would still mess with the cabin lights, I think. (Ven's stock revamp has made it so he can use window lights and window reflections, I think he has two differet meshes for the windows though...)
  9. The texture replacer thread has a some instructions. Its pretty much just adding a module to the cfg. I had a little play around with it. The Corvus sure does look good with shiny windows! At the moment I have just applied the reflection module to the whole capsule (I had to whap the alpha way up on the windows). However I feel it should be just applied to the window mesh... and I don't know how to do that. Also something I noticed. The window mesh seems a little funky, see how valentina's visor reflects the launchpad. The corvus just gets funny zaggles on its windows instead. It might be becasue I Applied it to the whole capsule though. The module has a downside of messing with the window lights too though...
  10. Couldn't resist posting some glamour shots! Hey, Orionkermin. Do you think it would be possible to add texture replacer's reflection module to the Corvus windows?
  11. That looks really good. I was worried the black ring for the decoupler would look odd but it looks great! Hey Orionkermin, also could you credit "Saybur Stuff" for the vectors on the corvus logo. I used the planets from his vector pack and its part of the liscence for that.
  12. Unfortunatley I didn't use inkscape for the clouds, or really any of my mission patch. Vectors are not my forté. So I cant exactly share them. However I'll tell you how I did it. Simply I overlaid this image on top of saybur's kerbin vector. Tweaked around the transparency and cut the overhang off. All in photoshop. Regarding sharing. I would share my .psds on here, but they're all rasterized and so it would be difficult to add them to sayburs vector pack.
  13. Those parts are looking good! I made some corvus fan art! I haven't actually been able to see the corvus in game (sigh... exams...). So im not sure if my modules are accurate! but oh well.
  14. Also. Hey Saybur, after pulling apart the layers on some of the orbital bodies I'd like to know if you did all this by hand? becuase thats a huge amount of effort!
  15. Here's some I made using your pack! Thanks so much for releasing it! Vector planets and moons are so usefull! Edit: Just realised it should say "V" instead of "IX" whoops
  16. Same here. I have previously had the bug from firing jeb. Now i have it when I travel to Duna. It feels like the same bug. Its exactly the same symptoms as when i fired jeb.
  17. Hi! The Alternate textures haven't been released in 0.25 yet. According to Beale they are coming SoonTM.
  18. Yay! The antennae are back! Removing the RemoteTech .cfg worked. I'm poking around in the VC-1 .cfg and I think I've found a fix to the right click bug. Testing all functionality now. EDIT: Functionality seems good. Bug was caused by "containerModuleIndex = X". Basically the X refers to the position of "ModuleScienceContainer" in the list of modules where 0=first in the list. I can send you my .cfg if you'd like to have a look but I'm sure you can figure it out now you know what causes it. This is my bad in the first place for saying "containerModuleIndex = 3" would make the lab work... I hadn't fully understood "containerModuleIndex", sorry. EDIT2: Oh and while we're on the VC-1 it irks me that its in the Utility tab and not the Science tab with the rest of the labs.
  19. So is anyone else having problems with the V-ODA Backup Antenna? I can't seem to deploy it... Going to poke around a bit more and see if I've accidentally broken it. Edit: Screenshots one, two and three
  20. try replacing containerModuleIndex = 0 with containerModuleIndex = 3 Seems to work for me. Edit: Disclaimer. I have no idea what "containerModuleIndex" does and so I'm not sure if this'll break things...
  21. Still no ModuleScienceLab for the Kervant edit: How did I not notice this before?
  22. I'm having the same problem. It looks like the firespitter.dll isn't working. Could be conflicting with another mod? Anybody have a solution? Running the latest version of KSP. 64 bit (KSOS worked fine before phase IV on 64 bit)
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