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Everything posted by selfish_meme
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Ships...and the short kerbals who sail them
selfish_meme replied to StinkyAce's topic in KSP1 The Spacecraft Exchange
I have been looking for a hull like that, do you have a mod link? -
@RoverDude I have found an issue that has been vexing me for a while. I used to be able to switch the textures on fairings, and I recently figured out why it did not work anymore. The below code works, on load you are using the new texture. I can't find out enough info about the old FSTextureSwitch configs to get that to switch in game. @PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:NEEDS[Firespitter] { @MODULE[ModuleProceduralFairing] { name = FStextureSwitch @textureURL = DCK/Camo/fairings_diff_white } } If I try the proper method with FSTextureSwitch2 it does not work (from the DCK mod) PART[fairingSize1]:NEEDS[Firespitter] { MODULE { name = FStextureSwitch2 moduleID = 1 objectNames = fairingSize1 @MODULE[ModuleProceduralFairing] { textureNames = Squad/Parts/Aero/fairings/fairings_diff;DCK/Camo/fairings_diff_white textureDisplayNames = Stock;White } nextButtonText = DCK Next prevButtonText = DCK Previous statusText = Current repaintableEVA = true showPreviousButton = true updateSymmetry = true showInfo = false debugMode = false showListButton = false } } If I try a fusion of the two, it does not work either @PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:NEEDS[Firespitter] { @MODULE[ModuleProceduralFairing] { { textureNames = Squad/Parts/Aero/fairings/fairings_diff;DCK/Camo/fairings_diff_white textureDisplayNames = Stock;White } nextButtonText = DCK Next prevButtonText = DCK Previous statusText = Current repaintableEVA = true showPreviousButton = true updateSymmetry = true showInfo = false debugMode = false showListButton = false } } My guess is that FSTextureSwitch2 does not work the same way as FSTextureSwitch, or that the way I am trying to address it is completely wrong, any ideas?
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Guess what I got working? At least on load, no in scene switching. Details to follow, will try and get it as integrated as possible into your current code. OK, I know why no-one has been able to get it to work, FSTextureSwitch2 does not work the same way as FSTextureSwitch, I am guessing you borrowed your code from FSTextureSwitch2, I cannot figure out why they don't work the same way, and how to add in the texture changing buttons, going to ask @RoverDude in the Firespitter thread
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- tires and rims
- part skins
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I've got a feeling you need a mask to use the color editor like @Manwith Noname is doing with the Kerbpaint masks
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totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Just been soldiering away on my new film -
I have been using the lander quite a bit recently, coordinates seem good to me now, On the other hand I thought I would report some other behaviour I noticed. Not exactly bugs. I was landing a craft on top of another craft I had landed so coordinates were exactly the same, the craft below instantly blew up, even though the second craft was a hundred meters above it. I did not try to replicate a second time. This was over water. It would be nice if the orientation of the vessel with regards to the horizon would be respected, I only say because I am moving boats around and they are hard to pivot. Oh. and the Save Landing Spots does not seem to work outside of a game, e.g it gets reset to default saved coordinates after a stop and start Great job fellas keep up the good work!
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I know no one is following this but I have been making slow progress, it is changing a bit as I get a feel for what will work, and how to turn t into watchable film Testing Post processing Testing shaders
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totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Looks like another x-wing on the way? -
Hey @Electrocutor I made some one part configs for KAX, Airplanes Plus and Open Cockpit because I was making a movie prop, here they are if you want them, they are much simpler than yours because I am not great with Module Manager. TU_OpenCockpit https://drive.google.com/open?id=1AsZnZd8OcOj13lOvwa4iF_-duQstXy0l TU_KAX https://drive.google.com/open?id=12JRANXmxjK-L0j_FOF9OjbQPVeVnFWKX TU_AirplanesPlus https://drive.google.com/open?id=1NyFvJ-djihC3yjYil8sbY360-xKUn8BT Also I came across an issue with the propellers, adding the TU config to an engine stuffs up the prop animation turning it into a disk, not sure how to fix this one, I think it needs applying to the right mesh but I am not sure how to do that
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Hi @blackheart612 I have been playing with Textures Unlimited and building a prop for a movie, here is the config I made for the Airplanes Plus parts I used, maybe you want to do something with the rest of the parts Download See what it does here to the Mk1 Junior tank (link if gif does not show https://gfycat.com/DeterminedSociableAppaloosa)
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@SpannerMonkey(smce) I have a little Christmas present for you, I have been playing with and falling in love with Textures Unlimited, I was building a prop for a movie and made this config, which only covers one part, but the rest would be easy, as would all your parts packs Download See what it does here for the D-25 Radial (not sure why gif is not dsiplaying properly, link here https://gfycat.com/DeterminedSociableAppaloosa)
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The Atlas 109-D Atlas and Mercury Capsule piloted by John Glenn was the first US Astronaut to orbit the earth. Download
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After a lot of testing I have pretty much setup my new install graphically, played around with the new post processing mod KS3P need to turn down the bloom and lens dirt, getting about 40FPS here And my Atlas Mercury with the bloom reduced
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I am finding if I try and force d3d11 I get a very subtle effect, on some parts none on others, but not forcing anything gets me mirror finishes on most things. Using an AMD RX-480 on Windows 10, not sure what to make of it, trying to force opengl crashes my game Oh I am using vens, and porkjet overhauls with electrocutors configs, Astronomers, Kopernicus and TRR, no scatterer
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totm june 2018 Work-in-Progress [WIP] Design Thread
selfish_meme replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Just want to show you guys something, I updated my PC and had a crack at getting this working -
Jett Quasar's Star Wars Replicas
selfish_meme replied to Jett_Quasar's topic in KSP1 The Spacecraft Exchange
In my testing it requires a lot of SAS to keep it from falling over, but my mechanism is one taken from a real walking example and moves the foot in the required cycle, then it needs to bedriven from one wheel with the driver attachment points in the right place. It will work, for a while, long enough probably for some epic video -
Jett Quasar's Star Wars Replicas
selfish_meme replied to Jett_Quasar's topic in KSP1 The Spacecraft Exchange
I was going to have to build some vehicle for it to be fitted to regardless, and I thought to myself ages ago that it would be fun to see if I could get yours to move. But yeah, weight will be a definite issue, also balance, though enough reaction wheels will balance anything