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Everything posted by dboi88
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Please don't edit your posts so much, I've written 3 responses that I've had to go back and change so far because you keep editing it every 2 minutes. The Nvidea plug in works in Elements by the way. I don't see why there would be a need to flip the green channel in PartTools. Just crate the correct map to being with. i'm not sure what you mean in regards to spec channels, if your calling for them to be automatically generated i'd hate that, auto generated maps rarely look good and most of the time they look down right terrible.
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You can't fix in unity/part tools. Photoshop should do it. If you can export bump maps instead of normals I'd can highly recommend the nvidea photoshop plug in to create fresh normals which has the invert options.
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Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
With a lot of help on the coding side I've manged to get animated docking ports working, a little proof of concept below. http://i.imgur.com/BEFjqFT.gif -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
I think you're right about the search. Best thing to do us add any requests/suggestions as issues on github. This allows organised discussion and I can plug the issues directly into my road map. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
That's a bug I've forgot to fix the atmosphere thrust after doing some part testing. As the engine is so powerful i wanted to be nearly useless in atmosphere to try and balance it. This will likely be fixed in the next release. The Kontainers are all provided by USI Core, you can store Karborundum in the Kontainer Tank - Clusters I don't think any of the other form factors provide storage for Karborundum. These ones -
[1.2.2] Space 1999 Eagle Transporter 3 Pack v1.03
dboi88 replied to MajorTom69's topic in KSP1 Mod Releases
Finally! I've been waiting for weeks for you to start a thread here. I love this ship and I plan on using it as a support vessel for my Cargo Freighter.- 114 replies
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Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Yeah it's all worked out now, it was included in the last few releases, for me i had actually set it up slightly wrong and had used a a box collider in place of the hanger space mesh. -
[WIP] GoingUnderground - Subterranean Habitats Mod
dboi88 replied to steedcrugeon's topic in KSP1 Mod Development
EVA. . Boring! I can't wait to fly a ship into it! -
Some questions about resources and their associated .cfg files
dboi88 replied to MarcRan17's topic in KSP1 Mod Development
I'd highly recommend taking a look at Karbonite which achieves everything you are trying to do. This would be a great place to find all the answers you're looking for. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Final progress shot before i have to go back to real work. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Here's the 3.75m version, i'm going to put two nodes on there with a dynamic mesh so you can also mount a on a 2.5m stack. I've also been trying some new painting techniques to create chipped/scratched and worn paint (the blue paint on the struts), I quite like the effect. The rest it just block colours with an AO bake at this stage in the process, lots more detailing to go. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Some progress on a new docking connector for the Kontainers -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
I've been working on incorporating docking connectors into the rear truss and the 5m Kontainers, i'm quite happy with the results, with Hanger support added in the last release you can now carry a tug with you and then undock and deliver the Kontainers at your location. You can even re-dock empty Kontainers to take back on the return trip. Once I've finished with some appropriately sized docking connectors to use on the tug side i'll get a new release out. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Cheers for the report, I've taken a look and it seems i only added in the Productivity Modules and not the actual converter (slaps head) Here's a hotfix, just download this file and replace it with the same file in the mod folder, i'll include the fix in the next release https://github.com/dboi88/CSI-Cargo-Freighter/blob/master/FOR_RELEASE/GameData/CoyoteSpaceIndustries/Freighter/EPL.cfg -
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
dboi88 replied to dboi88's topic in KSP1 Mod Releases
I see you sorted it, i was going to say the storage modules have always been 25tons empty and haven't changed. -
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
dboi88 replied to dboi88's topic in KSP1 Mod Releases
That's right, but there are parts planned that will allow this. -
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
dboi88 replied to dboi88's topic in KSP1 Mod Releases
Latest Release v0.2.2 v0.2.2 Fixed slight misalignment on Hanger Bay Added Crew Hatches & Ladders To Recyler, Workshop Fixed missing side panels on greenhouse module Crew Transfer Fix -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
I couldn't replicate the issue at all on a clean install so the next step before I look into it any further is always a request for the GameData folder, so it does make sense, it takes a few seconds to do so when you are looking for support and someone asks the polite thing to do is just provide it, it makes the process that much easier. However, that being said I did manage to replicate the black windows on a different install, but just copying my exact GameData folder to a clean install fixed the issue. I'm pretty sure at this point the BlackWindows is a KSP bug, the shader i use is little used. In regards to the rest of the post, i'm not sure what you are telling me. -
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
dboi88 replied to dboi88's topic in KSP1 Mod Releases
How awesome is this? Cheers @DiscoSlelge -
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
dboi88 replied to dboi88's topic in KSP1 Mod Releases
Cheers, and don't worry about it, i wouldn't want you taking time away from your stuff to debug the issue. At least with the mod list i can cross check if anyone else reports. -
[1.12.x] JSI Advanced Transparent Pods (V0.1.24.0) 12th Sep 2021
dboi88 replied to JPLRepo's topic in KSP1 Mod Releases
@JPLRepo sorry for bothering you, on further testing I've now been able to recreate the issue without JSI. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
That,s really odd because i seem to have traced the issue with the Black windows to JSI which is included with a number of mods. Can you send me a copy of your gamedata folder? I have traced the crew transfer issue, it isn't anything to do with IVA's it's being caused by a stock bug in relation to physicsless parts. I've found a work around for now which will mean crew transfers will work properly with the next release. -
[1.12.x] JSI Advanced Transparent Pods (V0.1.24.0) 12th Sep 2021
dboi88 replied to JPLRepo's topic in KSP1 Mod Releases
Ohh I know its not enough info I just didn't want to investigate any further if it was a known issue with a known solution. As it's not I'll put together a full report. I'd also agree that it's an incompatibility issue rather than a bug. Apologies if that wasn't clear to begin with. -
[1.12.x] JSI Advanced Transparent Pods (V0.1.24.0) 12th Sep 2021
dboi88 replied to JPLRepo's topic in KSP1 Mod Releases
@JPLRepo This mod seems to be breaking my transparent windows, it turns them all black, i can only recreate the issue with JSI installed. Before i do any further digging/investigation and put up a full bug report i wanted to just check this wasn't a known problem. I'm keeping my fingers crossed that it is and you can point me in the right direction (my mod has no JSI configs). Cheers -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
@Sevgenko The greenhouse side panels will be fixed in next release, the black windows, they are deff being caused by either a broken install, or a conflict with another mod, I've tested with a clean install and with dependencies and i can't replicate at all. Do you have any mods that mess with shaders? Like the one that makes windows shiny, or something that messes with emissives like indicator lights? I've confirmed the crew transfer bug, no idea what that is, but will look into it.