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-ctn-

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Everything posted by -ctn-

  1. Hi there. The suit textures no longer need TextureReplacer to work - they will work with the stock suit switcher. If you have TextureReplacer installed: in the TextureReplacer UI, there’s a button near the bottom that says something like “personalized skins” or “personalized suits” that needs to be unchecked (off) for the suits to display properly while TextureReplacer is installed. This is most likely the root of your problem, if you still have this problem, but you can pop in here and provide more details / screenshots if it persists or if you are having a different problem.
  2. I haven't had time to check any recent updates, basically waiting for the final update before checking it out. But try this previous fix and let me know. If you updated TextureReplacer, it might have changed your setting if you had it correctly set previously.
  3. It looks like you’re using TextureReplacer. In the TextureReplacer UI, there’s a button near the bottom that says something like “personalized skins” or “personalized suits” that needs to be unchecked (off) for the suits to display properly while TextureReplacer is installed.
  4. If you copy the .DDS files into the "Suits" TextureReplacer directory I believe they should work. You may need to rename them to the default suit names and put them in their own folders, but they should still be compatible with TR with a little work.
  5. Okay, Version 1.7 is now up! This makes the Dragon and Cygnus styled parts compatible with the stock inventory system in KSP 1.11. It allows gives the Handrails and Greenhouse parts the ability to be stored as cargo with said inventory system, and the Atratus Cargo tubes (Cygnus) have been moved from the Payload tab to the Cargo tab. Tested against both unmodded and modded versions of KSP 1.11. As always, if you run into any issues just drop me a line here and I'll see what I can do. Enjoy! I'm glad these parts are finally compatible with stock KSP! The new inventory and EVA assembly mechanics should be super fun.
  6. Is there a way to flip the gold visor down permanently, or does it just come down for the EVA construction animation?
  7. Hello all! I very briefly checked this mod against stock KSP 1.11 and it seems to all be functioning (excluding mod dependencies). I'm going to tweak the inventory system to work with stock KSP before I push an update but in the meantime, feel free to download the current mod version (1.6).
  8. New update is out! Version 1.6 adds: New Greenhouse part that uses the Snacks! mod and recycles Soil and Electricity into Snacks! Balanced for 4 Kerbals, give or take. Total overhaul on EVA suit textures, which now don't require TextureReplacer and work with the stock suit switcher. Colors are: Red, Orange, Tan, Blue, Green, Purple, Grey, and Plain (white). Additional patterns: Ad Astra camouflage, Grey Tigerstripe camouflage, Colonial Marines camouflage, and Alien! I also did some other config tweaking, but nothing that should affect parts or gameplay. Just some organizing to make things easier to look at and edit/tweak in the future. As always, post on here or message me if you're having problems / noticed a bug / etc. My mods usually do all right since they're mostly just parts mods. Expect an update after the new KSP update drops (soon? Sometime?).
  9. Just wanted to pop in and say this has got to be one of my favorite and most useful mods! It’s such a lifesaver. I’ve only just discovered it but I used to spend hours on every update I did to prune through parts to only keep my favorites. Thanks!
  10. Interesting, I’ll have to download that mod and rummage through the configs before I bug him.
  11. Here's a sneak peek at some of the new suits! I decided to re-make the entire texture as I can't figure out a way to change the suit normal map with the stock suit switcher, so I re-made them to fit with the default normal maps. I wasn't sure how many color variations to do - I don't want to inflate everyone's suit catalog but it's very fun to have different colors. I might just include all the colors I've done before (Orange, Blue, Green, Red, Brown, Black) as well as a new white 'Plain' suit. I also did a couple of new patterns as well: the camouflage used in Ad Astra and my personal favorite camo pattern in greyscale - Tigerstripe! I'm also almost done with the Snacks! Greenhouse part as well as converting most of the textures into .DDS
  12. Okay, the new version is up and fixes the missing parts problem from 1.5.1. Sorry! As a quick sneak peek, I'm currently working on replacing the texture files with .DDS cut down on size and loading times, adding a small greenhouse part to work with Snacks!, and re-making the suit textures to work with the stock suit switcher as suggested by @The Dressian Exploder
  13. Oh no! It was definitely not intended. I will have to take a look and see what I goofed up. I’m very sorry and thank you for bringing that to my attention. EDIT: I'm not quite sure how that happened but I'm repackaging it now to fix. Thanks, @HawkEngineer
  14. @JPLRepo Someone asked before me, but is there a way to change the normal mapping on the suit textures? Or are we just allowed to add in new diffuse textures? Also, how are we to do an icon/sprite without a proper Kerbal model to take a snapshot of?
  15. Just wanted to post and say there's a new update! After modding the config files for several of my favorite mods by @RoverDude and @Nertea for every update the past five years or so, I decided to finally just make my own parts the way I wanted them to work. Version 1.5 of my Phoenix Industries mod, which I'm calling the Deep Space Update, includes a simple reactor, ion engine, and xenon fuel tanks for all your interplanetary and deep space needs. The xenon tanks are meant to look fairly stockalike, using the same type of crinkle normal map, color scheme, and general look as the stock tanks. The ion engine is modeled after a real life Cubesat ion thruster, and was super fun to make. I've always heavily bumped the stats of ion engines in all of my installs, and so to some people this engine might feel pretty "cheaty." Feel free to edit the config as you please! As of this update, it generates 20kN of thrust and consumes (I think) somewhere around 15 or 16 EC/s. It's super unrealistically efficient but I love the bright blue colors of ion engines and would rather have an unrealistic engine in-game than wait 30 minutes every time I wanted to do a burn. The reactor is another "cheaty" item. As of this update, it does nothing but look good and generate electricity for free! It's actually balanced so that I can run 9 of my ion engines at once. The visual style is inspired by the MCU's Iron Man. I wanted a cool design to build off of, and what better reactor design than a hand-wave, fictional nuclear reactor?! There's a looping emissive animation that makes the reactor sort of pulse, which is fun! Eventually I would like to add some type of heating element / management to it, but I was having some trouble figuring that out. For a later time, I guess. Anyway, that's all for now! I guess I felt the need to explain the balancing of these new parts because I anticipate some moans and groans about them being overpowered. While that's true, I primarily make these mods as a hobby in my free time and to enhance my own playing! What I wanted was a cool interplanetary ship with a super simple reactor and cool looking ion engines! Obviously you can feel free to edit the configs to your own taste, and I'll consider adding alternate config files if there's a consensus among you guys about what would be 'properly' balanced. Have fun!
  16. Tested against 1.10.1. Some functionality may be limited if other mods aren’t updated yet. I briefly looked into the suit changer thing and I don’t think there is a way to incorporate my suits into the stock suit changer. I think KSP still bundles the suits into their .asset packages.
  17. Just wanted to pop in and say sorry @bcink, I checked both of my backup drives and couldn’t find what I was talking about... must have been mistaken.
  18. When switching songs, this can happens as the next song loads. If you mean the music stops entirely and doesn’t start playing again, then that’s a different issue to troubleshoot. There is, but it requires a lot of work with the playlists (in other words, I won’t offer support ). Using Soundtrack Editor, you can modify the songs and/or add more playlists for whatever planet mods you have installed.
  19. I really don't think I do, but give me a couple days to dig around and find my old back up drives. I think I remember seeing some KSP stuff on one, though I thought it was just the release .zips. Honestly, all it was is the TR-2 or whatever wheel with a new texture and the suspension from the RoveMax model. Part of the reason I decided to not work harder on it was because it technically isn't my modeling work, I would be repackaging Squad's stuff which I feel is a no-no. The texture is nice though, so as I said above, I'll dig around and see if I can find the old assets (low chance, but hey) and hand them over to @bcink Mine was in development quite a while before the other modder released his, but he did end up releasing his like a week or two before me.
  20. That is correct. There are some versions of cues in the mod that aren’t on the released album because they’re very similar / variations of the same cue. You can always thumb through the files but I appreciate you using a playlist as it helps me out as a musician! If you have any questions about the production side I’d be happy to answer them through PM. I’m glad you appreciate this atmospheric style! Are either of the Duna tracks working for you? Just glancing at the code it seems like it should be working. Duna Space should play while you’re in orbit / in Duna’s sphere of influence. Once you’re in atmosphere, it should cycle between the three variations of the Duna ‘ground’ cue.
  21. I never had them in game. There was another modder that their own rover models that Kottabos reviewed that had some sort of wheel model included. Mine where never in game. I couldn’t get the suspension to work so I just quickly put the model and texture together for Blender screenshots. On every release thread, I’ve always stated that it does not include wheels and that I never got them working.
  22. Make sure you delete the original Music/Playlist folder from Soundtrack Editor and replace the folders with those in my mod. Make sure you also download all the dependencies needed for Soundtrack Editor. Where did you download the mod from? Spacedock or Github? Try whichever source you didn't use before and see if a file was corrupted in the download.
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