Jump to content

-ctn-

Members
  • Posts

    637
  • Joined

  • Last visited

Posts posted by -ctn-

  1. On 3/7/2022 at 5:19 AM, Stolas said:

    My suits don't work even though I did everything the README told me (1.11.2)

     

    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. 1 hour ago, alberro+ said:

    Playing in 1.8.1, with texturereplacer. Been using this mod's suits for good while, but the current release doesn't work with texturereplacer. Is there any way I can use the new suits without having the new suit picker thing?

    On 2/13/2021 at 10:29 AM, -ctn- said:

    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. 

    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. On 2/10/2021 at 4:22 PM, SirBlob said:

    @-ctn- Maybe you could help me out I was trying to use your suits. And they just all just look like this, KSP seems to load all stock suits meshed togehter. Happens when I select your suits inside the vab and from the launchpad.

    khHdGcB.png

    Here is my KSP log.

    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. 1 hour ago, Hohmannson said:

    Those are gorgeous! BTW Texture Replacer still works with 1.11 backpacks change and it is the only way to change suits on Kerbals "born" by USI Life Support, Civilian Population, MoarKerbals and... well, no more functional mods like that so far. Will it be possible to use them with TR?

    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. 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?).

  7. 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

    xHYIupF.png

  8. 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

  9. 1 hour ago, HawkEngineer said:

    Hi, I just updated to version 1.5.1 of the mod.  When I loaded my previous save game, I get an error at the main menu indicate that some of the probes could not be loaded since it couldn't find phoenix dragon solar part.  When I compared my previous mod download file (version 1.3), I noticed that version 1.5.1 is missing several parts file.  Was this intended to remove the parts from the latest version?

    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

  10. 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!

  11. On 9/27/2020 at 2:00 AM, The Dressian Exploder said:

    Is this mod being updated for 1.10? More specifically, would it be possible to use the suits with the stock suit changer?

    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. 

  12. On 9/4/2020 at 2:13 AM, J_KING30 said:

    I'm having a few problems with the audio where the sound would just cut out all of sudden, any suggestions?

    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. 
     

    On 9/9/2020 at 3:54 PM, EimajOzear said:

    Love the music! Is there any way to allow any track to play in any circumstance? I'd much prefer some music to play rather than none when I'm visiting non-stock planets.

    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. 

  13. On 8/20/2020 at 9:48 PM, bcink said:

    Thank you! I've been on hiatus for some time so at the moment, nothing additional. It is not forgotten. I will try and put some time in on this :)

    Dude this is entirely understandable. Getting suspension working is full on crap for some reason. 

     

    I could give it a try if you still have em @-ctn-

    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.

     

    On 8/20/2020 at 12:14 PM, TheKurgan said:

    Those wheels look sooo nice though. Perhaps someone, some other modder, who has more experience with wheels, and suspension could get them working for you... if you still have the models.

    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
     

     

    On 7/10/2020 at 11:40 PM, DefenderX1 said:

    Ahh.. things get confusing when you have two mods that add the same thing w/ the same name... :confused:

    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.

  14. On 8/7/2020 at 5:06 PM, Aelipse said:

    Quite an interesting music you've got there. Shamefully, I am unable to install the mod as I play under an older version of the game, but I am used to listening to playlists on youtube while playing KSP. I think I managed to find your channel there and am currently listening to the 'Celestial' album, which I assume is the one you used for this mod. Time-wise, however, it seems to be somewhat shorted than the advertised two hours, so I am wondering if there might be a few pieces in the mod not uploaded to youtube?

    Anyhow, I too tend to dip my toes into music production and I have to say your music has a lot of atmosphere to it! What a marvelously pleasant surprise.

    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!

     

    23 hours ago, The_Arcitect said:

    I have a question, I tried to get Duna space  working but it appears to not work.

    Here is the code, you can tell me if I should talk to the developer of the soundtrack editor or not.

    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. 

  15. On 7/3/2020 at 9:06 PM, DefenderX1 said:

    Lovely little rover. I'm curious what happened to the cool looking wheels (that matched the ones in the movie)?

    This is from @-ctn-'s WIP thread. They were in the game at some point because Kotobo's video of the pre-release has them.
    1UL5sgp.jpg

    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. 

  16. 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.

×
×
  • Create New...