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Everything posted by Eudae55
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Gas Giant Textures (4k Resolution) - Taking Requests
Eudae55 replied to Eudae55's topic in KSP1 Mod Releases
okay. What style of Gas Giant were you after? Something smoother and less colour variation? Any inspiration material would be appreciated -
Gas Giant Textures (4k Resolution) - Taking Requests
Eudae55 replied to Eudae55's topic in KSP1 Mod Releases
Could you perhaps clarify what you're referring to. The black hole and worm hole in the movie are quite distinct. Thanks -
Gas Giant Textures (4k Resolution) - Taking Requests
Eudae55 replied to Eudae55's topic in KSP1 Mod Releases
Something like this? Full Resolution Download -
Here's a config that makes the following changes: Gilly = Stock Radius, 6.4RSS Density Bop = Stock Radius, 6.4RSS Density Minmus = 3.2RSS Radius, 6.4RSS Density I can't seem to get Gilly go back to the Stock shape through PQS mods as it keeps breaking. Anyone have any ideas?
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I adjusted the Mun heightmap for my own taste. I've made the difference in terrain more exaggerated so craters are a little bit better. I suspect there are few more tweaks I could do to further improve it. How to put this in your game: 1) Edit your RSS config so the section regarding the Mun looks like this: 2) Put this image in GameData/RealSolarSystem/Plugins/PluginData, saving it as MunHeight.png (case-sensitive) ------------------------------------------------------------------------------------- If anyone needs the other heightmaps, I exported them for you here:
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Make a poll? Personally I'd like to see Bop, Gilly, and Minmus retain their original size but perhaps be equal in density relative to the other bodies (they would thus have much less gravity than what they currently have)
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Gas Giant Textures (4k Resolution) - Taking Requests
Eudae55 replied to Eudae55's topic in KSP1 Mod Releases
License is Public Domain. -
Gas Giant Textures (4k Resolution) - Taking Requests
Eudae55 replied to Eudae55's topic in KSP1 Mod Releases
You can replace Jool's texture with one of the one's I've provided if you have Texture Replacer; or, if you use a mod like Planet Factory, RSS, Kopernikus, you can use the textures to create your own unique planets. Edit1: As an example, this is what Jool looks like in my game after I replaced the texture with my own watermelon coloured one. -
This is my Gas Giant texture collection that I've been working on. The textures are free for you to use however you wish (I'm releasing them as public domain) ------------------------------------------------------------------------------------------------------------ Required: Texture Replacer or a mod that replaces textures of planetary bodies. Install: If using Texture Replacer, drag the file to the 'Default' folder in the Texture Replacer folder. Make sure it is named gas1_clouds. Downloads: Neptunian - Blue Neptunian - Pink Saturnian - Cream Jovian - Mustafar Jovian - Green (Jool Alternate) Jovian - Nebula Jovian - Zoisite Gas Planet 2 I'm also taking requests if anyone is after something specific. Fulfilled Requests: Deadpangod3 (Jovian Mustafar) CaptRobau (Gas Planet 2) ​Thanks ------------------------------------------------------------------------------------------------------------ This work is free of known copyright restrictions.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Eudae55 replied to Ven's topic in KSP1 Mod Development
I think there's a limit to the amount of RCS jets a part can have in Unity (someone will need to confirm this) but there's no reason there couldn't be a separate part containing the thrusters and have them attach to a special node. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Eudae55 replied to Ven's topic in KSP1 Mod Development
Suggestions on what to do next? Mk-3 parts (unless you're happy with the revamps already attempted by other modders - namely Nazari's) -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Eudae55 replied to shaw's topic in KSP1 Mod Releases
I have excluded every head png file except a file called head4.png. However, generic kerbals still seem to be getting the excluded heads. Have I stuffed up somewhere here? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Eudae55 replied to Ven's topic in KSP1 Mod Development
This mod is absolutely incredible. I gave it a shout-out on /r/KerbalSpaceProgram here: http://www.reddit.com/r/KerbalSpaceProgram/comments/2l5562/the_best_mod_youve_never_heard_of_vens_stock_part/ Keep up the fantastic work Ven -
K-P0110 - Apollo-like crew module, now with source files included
Eudae55 replied to Ledenko's topic in KSP1 Mod Releases
Post #40 has a link to it -
Have you got some visual concepts of what you want the models to look like if someone made them for you? In KSP, I really want a way for probe landers to transfer scientific data onto a science container and be able to send the data back home on a return stage. If that's possible with this mod (I only just came across it, I could attempt to model and texture something for you)
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K-P0110 - Apollo-like crew module, now with source files included
Eudae55 replied to Ledenko's topic in KSP1 Mod Releases
-------------------------------------------------------------------------------------------------- I converted all of the .tga's to .png for you and anyone who needs it. -------------------------------------------------------------------------------------------------- Extract to the KerbonTech folder then, after ensuring that in the KP0110 and KP0110Internal Folders there are duplicates, delete the .tga files. It should work after that. -
K-P0110 - Apollo-like crew module, now with source files included
Eudae55 replied to Ledenko's topic in KSP1 Mod Releases
Looks fantastic! I'll test it when I next have time to play KSP. -
K-P0110 - Apollo-like crew module, now with source files included
Eudae55 replied to Ledenko's topic in KSP1 Mod Releases
Have you got a screenshot of it? -
K-P0110 - Apollo-like crew module, now with source files included
Eudae55 replied to Ledenko's topic in KSP1 Mod Releases
You could try converting the .tga's to .png and see if that works? -
K-P0110 - Apollo-like crew module, now with source files included
Eudae55 replied to Ledenko's topic in KSP1 Mod Releases
I'm happy to call this finished. Download It Here Instructions: 1. Have K-P0110 already installed. 2. Drag KerbonTech folder into your Gamedata folder. 3. Overwrite existing files. 4. Done I hope you find it to be an improvement PS: This is my first ever attempt at a mod/re-texture. Given how its turned out, I might do some more in the future. ---------------------------------------------------------------------------- This work is free of known copyright restrictions. -
K-P0110 - Apollo-like crew module, now with source files included
Eudae55 replied to Ledenko's topic in KSP1 Mod Releases
Here's what I've been working on. The door is about as best as I can do without attempting to recompile the .mu file and fixing the model. I need to add a few scrathes, dirt, burn marks etc still Does anyone approve? -
K-P0110 - Apollo-like crew module, now with source files included
Eudae55 replied to Ledenko's topic in KSP1 Mod Releases
In that case, I'll definitely post my re-touch when its done -
K-P0110 - Apollo-like crew module, now with source files included
Eudae55 replied to Ledenko's topic in KSP1 Mod Releases
I hope you don't mind but I've been re-texturing the capsule for a more stock-alike look. I gave it a new door though I'm not sure how to shape it correctly to stop it from warping. Definitely a WIP I would never release it without your permission of course. -
I'm not sure if you have realfuels installed but I do. I found a file called "Tweakscale_remover.cfg" in the RealFuels folder and deleted it and hey presto, my engines can scale now. Hopefully this doesn't break anything as I haven't tested anything other than the fact that the thrust and weight scales correctly for me. Edit 1: This has broken the Procedural Fuel Tank part (its able to be placed but RMB doesn't do anything for this part) of the Procedural Parts mod. The other procedural parts are unaffected.
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Hi guys I've been experiencing a similar problem described earlier: This is my Gamedata folder This is my Output_Log file As stated above my problem is with engines not showing the scale editor on right click - Eg: The stock NASA pack engines like the S3 KS-25x4 Engine Cluster I am able to re-size the fuel tanks no problem. I'd be grateful if someone had the time to look through the information I've provided and help me solve the problem. Thanks Eudae55 Edit1: It seems that Jet Engines (Stock & Non-Stock like B9 for example) are able to be scaled. Every other type of chemical rocket engine is not (I didn't check Ion Propulsion). Edit2: Every instance of KSPAPIExtensions.dll is the most up-to-date version.