Firemahn
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Posts posted by Firemahn
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On 7/20/2018 at 7:57 PM, juanml82 said:
Here's the one I have, I guess it's from Electrocutor. I'm not currently using Ven's Stock Revamp and I know Textures Unlimited changed the sintaxis at some point, so I don't know if this is up to date
@REFLECTION_CONFIG[default] { %enabled = true } KSP_COLOR_PRESET { name = rgb_gray title = RGB Gray color = 127,127,127 specular = 0 metallic = 0 } @PART[*]:AFTER[VenStockRevamp]:HAS[@MODEL:HAS[#model[VenStockRevamp*]]] { MODULE { name = KSPTextureSwitch sectionName = Appearance currentTextureSet = VenStockRevamp_DefaultMetal textureSet = VenStockRevamp_Default textureSet = VenStockRevamp_DefaultMetal textureSet = VenStockRevamp_Metal } } @PART[launchClamp1]:AFTER[VenStockRevamp]:HAS[@MODEL:HAS[#model[VenStockRevamp*]]] { @MODULE[KSPTextureSwitch] { @currentTextureSet = VenStockRevamp_DefaultMetal_clamp @TEXTURESET[VenStockRevamp_Default] { @name = VenStockRevamp_Default_clamp } @TEXTURESET[VenStockRevamp_DefaultMetal] { @name = VenStockRevamp_DefaultMetal_clamp } @TEXTURESET[VenStockRevamp_Metal] { @name = VenStockRevamp_Metal_clamp } } } KSP_TEXTURE_SET:NEEDS[VenStockRevamp] { name = VenStockRevamp_Default title = Default recolorable = false MATERIAL { shader = SSTU/PBR/StockMetallicBumped excludeMesh = flagTransform excludeMesh = Shine excludeMesh = windows-base excludeMesh = CoupShine excludeMesh = Windows PROPERTY { name = _Color color = 1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } MATERIAL { shader = SSTU/PBR/MetallicTransparent mesh = Shine mesh = CoupShine PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } MATERIAL { shader = SSTU/PBR/Metallic mesh = windows-base mesh = Windows PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } COLORS { mainColor = rgb_gray secondColor = rgb_gray detailColor = rgb_gray } } KSP_TEXTURE_SET:NEEDS[VenStockRevamp] { name = VenStockRevamp_DefaultMetal title = Default Metal recolorable = false MATERIAL { shader = SSTU/PBR/StockMetallicBumped excludeMesh = flagTransform excludeMesh = Shine excludeMesh = windows-base excludeMesh = CoupShine excludeMesh = Windows PROPERTY { name = _Color color = 1.75,1.75,1.75 } PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 1.0 } } MATERIAL { shader = SSTU/PBR/MetallicTransparent mesh = Shine mesh = CoupShine PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } MATERIAL { shader = SSTU/PBR/Metallic mesh = windows-base mesh = Windows PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } COLORS { mainColor = rgb_gray secondColor = rgb_gray detailColor = rgb_gray } } KSP_TEXTURE_SET:NEEDS[VenStockRevamp] { name = VenStockRevamp_Metal title = Metal recolorable = false MATERIAL { shader = SSTU/PBR/Metallic excludeMesh = flagTransform excludeMesh = Shine excludeMesh = windows-base excludeMesh = CoupShine excludeMesh = Windows PROPERTY { name = _Color color = 1.75,1.75,1.75 } PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } MATERIAL { shader = SSTU/PBR/MetallicTransparent mesh = Shine mesh = CoupShine PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } MATERIAL { shader = SSTU/PBR/Metallic mesh = windows-base mesh = Windows PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } COLORS { mainColor = rgb_gray secondColor = rgb_gray detailColor = rgb_gray } } +KSP_TEXTURE_SET[VenStockRevamp_Default]:NEEDS[VenStockRevamp] { @name = VenStockRevamp_Default_clamp @MATERIAL,0 { excludeMesh = Girder } } +KSP_TEXTURE_SET[VenStockRevamp_DefaultMetal]:NEEDS[VenStockRevamp] { @name = VenStockRevamp_DefaultMetal_clamp @MATERIAL,0 { excludeMesh = Girder } } +KSP_TEXTURE_SET[VenStockRevamp_Metal]:NEEDS[VenStockRevamp] { @name = VenStockRevamp_Metal_clamp @MATERIAL,0 { excludeMesh = Girder } }
Thank you for this. It seems to be working fine...
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On 11/13/2017 at 9:19 AM, Electrocutor said:
So... I was going to work on making a patch .cfg to allow Vens stuff to use the PBR shaders from ShadowMage, but I'm obviously missing something; every single part that should have a new model is missing from the game and the log is filled with "Model was not compiled correctly" errors. I apologize in advance if this is a stupid question, but 'How do I make this work?' I checked a few pages back, but do not see anyone else having an issue?
[Update]
n/m I figured it out.So... really curious. Do you have the .cfg for PBR with this or tips on how to do this?! Ive messed with separate .cfg from the electrocutors stock patch but i cannot get it to work...
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21 minutes ago, smckamey19 said:
I think I'm having a similar problem with the Universal Storage Alkaline Fuel Cell. My batteries stop charging once I no longer have the vessel active.Go to your vessel and open up the normal Kerbalism GUI. Middle click on "auto" at the bottom to see all the devices/components on the vessel. You can turn these on and off through the menu. I do not see the Alkaline Fuel Cells and you probably do not see the SSTU solar panels? I'm not sure, just guessing. So the question is.. Is there a way to add these devices so that Kerbalism recognizes them? I don't know the answer to that.
Yeah i checked and parts do not show up under devices. Good call. Now how to get them there...
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Tried reading through didn’t see anybody mention it. Don’t know if it’s issue with Kerbalism or SSTU- any non active vessels with SSTU solar panels no longer have perpetual battery power and they will deplete. Once it’s active vessel- it says perpetual again? Any thoughts- should I ask in SSTU forum too? Under settings.cfg tracking pivot=true
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I’ve been trying to read through the forum, but is it a known issue that the heat shield doesn’t ablate at all? Like it overheats, and no consuming of ablation... mod is amazing btw
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4 hours ago, TheProtagonists said:
How many RAM do you have and are you running on 64 bit KSP?
sorry, i didnt reply right on mobile. 32gb RAM, and yes running 64 bit
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32gb and yeah 64bit on 1.4.3
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Love it so far! Biggest question is loading is hit or miss. Core download has no issues but after adding ANY planet pack even without visuals on a clean install, it gets stuck at the loading screen until eventually crashing or I force quit. Happens like 3 out 4 times... when it does work the systems are amazing though. Any insight on whats going on?
[WIP][1.8.x] SSTULabs - Low Part Count Solutions (Orbiters, Landers, Lifters) - Dev Thread [11-18-18]
in KSP1 Mod Development
Posted
I read back in May there was issues with solar panels not being recognized as a stock panel. I wonder if this is still an issue for background processing mods like kerbalism and TAC? I seem to have no perpetual power with panels on a ship, and will have depleted batteries unless focus is on the ship? Is this from the other modder side, or would SSTU need to be implemented into it? Thanks shadowmage- you're still my hero