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Everything posted by Jimbodiah
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So, I am trying to build a tug that lets me leverage modules while building a station. Anyone have a better suggestion for those arms, they look kind of clunky, but I would like to keep them in style. Infernal Roborics?
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[1.2] Active Heat Management System 0.3.1
Jimbodiah replied to Randazzo's topic in KSP1 Mod Releases
I found those threads and have been looking for old links somewhere that might have a copy. It's just for personal use. The newer units didn't look as nice as the older ones as shown in my attachment. I actually found the last version with only the AHMS units, but ofcourse that's not the one I am looking for. I used to have a zip-file with KSP 1.0.4 and 1.0.5 with all the mods for those versions, but for some reason I deleted them. Wait... I followed that curseforge link but pressed the top download button which gives the latest version, not that 23.6 one. Let me check if that is what I am looking for. -
Mage, maybe you should list it as an API in the title. Most people think it is a mod that adds shiny to everything probably. Wow, I need glasses too Was that always in the title?
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Off-topic, but... You need to have the SSTU_PBR pack installed as well, plus run on DirectX 11 (KSP runs default on DX9). 1.) Force DirectX 11 "E:\Kerbal\KSP 1.3.1 RSS\KSP_x64.exe" -force-d3d11 2.) SSTU_PBR https://github.com/shadowmage45/SSTULabs/releases/tag/PBR-0.1.0.6 3.) Latest TexturesUnlimited (updated since last SSTU release) https://github.com/shadowmage45/TexturesUnlimited/releases/tag/1.0.0.7 4.) Make sure to use the Specular and Metallic sliders in the SSTU recoloring GUI Presto! @bcink Sorry for the hijack
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[1.2] Active Heat Management System 0.3.1
Jimbodiah replied to Randazzo's topic in KSP1 Mod Releases
Does anyone still have the original version with washers, ahms and panels? I accidentally deleted my ol KSP arhives and can only find the last release with the new ahms model. I'd be so happy if anyone still has an old version somewhere! -
@Electrocutor I made a patch for the HeatControl parts following your example with the texture switch. Feel free to make it yours and add it to your list. download .cfg And I did JX2 Antenna as well @Snark download tu_jx2.cfg
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I don't drink alcohol, so I can't use that as an excuse.... but... colorable rcs effects? Just sayin'
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[WIP] Nert's Dev Thread - Current: various updates
Jimbodiah replied to Nertea's topic in KSP1 Mod Development
No problem, and you are working the station redux anyway so no rush (it's not critical anyway). Just wanted to check if logging issues there was a good idea -
1.6 released - Cleaned up config files for parts that used to have integrated docking ports before SSTU removed them due to issues. - Fixed issue with not getting 100% science anymore - Added recolor option to the Radial Science Bays - [SSTU] Removed snap angle from dockign ports - [NFP] Added clones of three SSTU rcs blocks and configured them to use NF Propulsion fuels (stock rcs effects) - [NFP] Changed resource storage and reactor outputs for the two COS miner probecores - [EPL] Added COS module with conversions for MetalOre>Metal (EPL), ScrapMetal>Metal (EPL), Metal>Rocketparts (EPL) - [ART] Added conversion for Rock>Ore (ART) to the JPL COS COnverter module - [DSEV+NFP] Added a 1.25m COS module as integrated probe core with SAS, Reactionwheel, Lithium etc. - [FFT] Added FarFutureTechnologies fuels to all JPL containers
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Yep, I can delete all existing color definitions first with -KSP_COLOR_PRESET[*] and then add them again. Re the height, make sure you have TexturesUnlimited 1.0.0.7 installed, there was a update on this but it is not yet included in the last SSTU release.
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The problem with that is that my colors will get added to the existing colors at the end, and I wanted a custom order as well. Plus some stock colors have been edited iirc. I can try to make a MM patch that replaces the stock config and thus not be overwritten when TU updates.
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I think this might also be caused by a missing color in the ColorPresets.cfg file for TU. If you removed one of the stock colors that is referenced by sstu parts some strange things happen as well; it's why I keep them in my own presets file.
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Chrome, Red metallic, Black Chrome Aluminium, Blue metallic EPL Blue, EPL Purple, White gloss, FFT Silver Construction yellow (matches the KSPI auger), Matte black
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Moved the SSTU Color Presets to it's own topic.
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TU / SSTU Color Presets The following config file is intended to replace the stock SSTU list of colors for the recoloring option that can be used on any SSTU part to give it custom colors. This is a list of colors I use in my game-play and should give a large variety of gloss, metallic and matte color options. You can always add your own colors ofcourse by editting the cfg file for colors. Notice I mention colors a lot? Colors... SSTU Color Presets Spacedock [v1.11 11-04-2021] Works for SSTU/TU release for KSP 1.9.1 running on KSP 1.11.x To install: Unzip the archive and move the contents in the /GameData folder to your ../KSP/GameData directory. * note: upon installation this may effect some of the stock colors. REQUIREMENTS You need the following items installed to get these colors to look like they should. - SSTU 0.10.46.158 or later download link - KSP 1.6.1 or later, running in 64-bit mode and forced to DirectX11 TIPS TIP: Change the length of the recoloring GUI in the in-game Textures Unlimited settings menu. TIP: Specular and Metallic sliders It may sometimes not be evident which slider to use for what effect when changing existing, or making you own colors: - Specular: The amount of shiny. Setting to 0 will make the color matte, setting to 255 will make it a mirror gloss. - Metallic: This is basically a contrast slider, raising or lowring contrast from reflections. Set to 0 and it will be flat, set to 255 and you will get light to dark bands that exagerate the lighting. Specular 0 and Metallic 0 will give a matt paint effect, while specular 255 and metallic 255 will give a super metallic mirror effect. Warning: The higher the specular and metallic values, the darker it will look in space as there is no light source to reflect like with the omni-directional lighting in the VAB. Keep this in mind when using colors that look like mirrors in the VAB. Enjoy!
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Did you install all the directories? This comes up every other page, and I think Mage will come in and say you need to post logs for him to give support You need these: \000_TexturesUnlimited \SSTU \KSPWHeel Do a clean install of SSTU. Also try the latest version of Textture Unlimited (1.0.0.7) as I think there were issues with the one included with the last sstu build (1.0.0.6). Link to TU
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[WIP] Nert's Dev Thread - Current: various updates
Jimbodiah replied to Nertea's topic in KSP1 Mod Development
I've made a PR for sstu to include the fft resources with exception to antimatter due to storage mechanics. Might be added in a next release. -
[WIP] Nert's Dev Thread - Current: various updates
Jimbodiah replied to Nertea's topic in KSP1 Mod Development
I logged an issue on the FFT github page, but not sure if this checked, seeing that the last activity was in August -
... I wanted to ask something, but for the life of me can't figure out what it was after I started typing...
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Maybe someone can ask Squad if they can implement these in 1.4? Sounds like you guys a re doing a major overhaul that mayb be nerfed by Squad if they ever change anything to their modelling work? @SQUAD
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@Jiraya Most parts were changed back from having multiple ports a few versions ago as it was giving issues like not decoupling. You can add a stand-alone sstu port here to complete the part. Plus, I know Mage is not a fan of having multiple copies of the same part SSTU also has the welding ports, it just looks a little different. It's called SSTU-ST-GEN-WDP and can be found together with the other SSTU ports/decouplers.
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Not so much a fuel dump as an orbital manufacturing station that also has some fuel storage. It's my end-game EPL factory.
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[WIP] Nert's Dev Thread - Current: various updates
Jimbodiah replied to Nertea's topic in KSP1 Mod Development
Spot the mods