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Everything posted by hoover2701
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First touchdown on Mun...
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Just arrived at the Mun with a probe for my first landing attempt in my current career. It's too late now. Landing will take place tomorrow. Picture taken after insertion burn just before connection loss... Oh, and here's another screen from landing back on Kerbin after first successful Munar orbit...
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Finished my provisional relay network around Kerbin today. Here's a nice screenshot of Kerbal Relay Satellite 3:
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Another new career. This time with Parallax and Spectra on 1.11.1. Looking good so far. Just put up my first satellite to get some juicy MITE-science (using Kerbalism science config). Welcome Stayputnik 1!
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Finally completed the Minmus Probe Program after I set up my Minmus relay network. "Land probes in three different biomes on Minmus". As I am lazy I did it all with the same probe thanks to Minmus' low gravity. I love this moon for some easy biome hopping and science-collecting although it's much more "grindy" with the Kerbalism science config. Nevertheless it was successfull and now I should have enough science points to finally tackle the first manned program. Let's go to the Mun! Here are some screenshots of the Minmus Probe Expedition...
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Slowly crawling through my new career game (JNSQ/PBC/KerbalismScienceOnly/TAC-LS/USI-MKS). Finally I have done my first manned mission. Of course it was Jebediah who had the honor of being the first Kerbal to orbit his home planet. Simultaneously I launched my relay carrier to Minmus. I started the Minmus Probe Program in Strategia as I still need more science to build reliable Mun Spaceships for my manned missions.
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My warning signs are now finished. I'll admit it was quite a hassle so thank you once again @cineboxandrew for your help and this mod! The pack consists of one .cfg and a .dds with 32 tiles. In case you want this in your game go ahead and download the file. I'll put it at the end of this post. Simply put the "WarningSigns" folder in the "Parts" folder of Conformal Decals alongside the "Generic" and the "Semiotic" folders. Here's a preview of all warning signs in the .dds: And here's a glimpse at some of the decals in the VAB: Here's the download: Hoover's Warning Signs
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Well, I didn't use that script. Instead I deleted the transparent layer manually in Photoshop. Then I made changes to the .cfg once again: What can I say... Worked like a charm! Thank you very much for your help! Much appreciated. Your decal on the left, mine on the right. I'm happy!
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The .png (before converting to .dds looks like this: You can find the .dds file here: https://drive.google.com/file/d/1_NoescfHQ3wDz3WoD8nXCKO7XL6E-odu/view?usp=sharing
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Thank you very much for your tips. I changed my .cfg in the following way: ... MODULE { name = ModuleConformalDecal useBaseNormal = true tileSize = 355, 320 tileIndex = 0 defaultScale = 0.2 defaultDepth = 0.1 defaultOpacity = 0.8 defaultCutoff = 0 scaleRange = 0.05, 0.5 cutoffAdjustable = false shader = ConformalDecals/Paint/SpecularSDF TEXTURE { name = _Decal textureUrl = ConformalDecals/Parts/Test/testflip isMain = true autoTile = true } TEXTURE { name = _SpecMap textureUrl = ConformalDecals/Assets/Decal-Spec autoScale = true } } ... Now the warning sign has sharp edges as can be seen below. This looks much better than before but if I zoom out the decal begins to look weird (artifacts in the upper left and right). Maybe you can help once more? Sorry to bother you with this but I'm not really into shaders and stuff. Just playing around in the hope of having some more personalization to my game...
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As I mentioned before I am just fiddling around with this brilliant little mod. It took me several hours to get satisfactory results for my warning sign decals (triangles are tricky when you convert to .dds). I did a little test run just now and I'm finally quite pleased with the result. So far I have prepared 32 warning signs (hazards, parts, fun). All use the yellow triangle as a background so I could use the tiling method mentioned in the tutorial and found in the semiotic decal-config. It's really not too hard to do... I've got one question though @cineboxandrew: How do you integrate the descriptions for your decal parts? I noticed the #LOC-parts in your configs. They seem to point to the ConformalDecals.dll in the Plugins folder. Will I be able to use my own descriptions or is this not possible/planned? However, thank you once again for this outstanding little toy. I love it to pieces. Here is a screen from my test run with four completed warning sign decals so far (converted to .dds with tiles and integrated in Conformal Decals)
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I'm afraid it's not THAT simple. The tutorial has already been posted on page 2 of this thread: https://github.com/drewcassidy/KSP-Conformal-Decals/wiki/Making-Your-Own-Decals I'm just fiddling around with it myself using the semiotic decals as a testing ground. Seems to be more simple when all the tiles are the same size...
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Well, I'm just about to download the newest version but I can't see a valid reason why the decals should be selectable in flight. If that prevents the greenish ghost cube around the part (decal) that's just another reason why this is great! Also the self-destruction when the parent part is destroyed sounds legit. Great work! I'm especially looking forward to new decal sets. But please, take your time! This is dope as it is!
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
hoover2701 replied to TriggerAu's topic in KSP1 Mod Releases
I ALWAYS use Alternate Resource Panel! I cannot imagine a playthrough without this. So thank you very much for making and maintaining this great alternative to stock resource management. Right now, I am playing a JNSQ/TAC-LS career. JNSQ has 12-hour days, while the standard KSP has 6-hour days. When I click the little clock (time till empty) on the Alternate Resource Panel the time to depletion shows Kerbin stock time i.e. the time is based on a 6-hour day calculation (see image below in comparison to the TAC-LS time). Is there a way to show the correct time/use the JNSQ-setting? I find that behaviour strange as Kerbal Alarm Clock works correctly with JNSQ and both mods are by @TriggerAu. Maybe someone can help with this. My google and forum search didn't yield any results. Thanks in advance for your help! Edit: I should mention this happens on KSP 1.8.1 with Alternate Resource Panel 2.10.0.0. I tested with 2.9.3.0 but the same problem occurs... -
Still in the early stages of my JNSQ/ProbesBeforeCrew/KerbalismScience/USI-LS-MKS career. Today I brought my first rover to the Mun and everything went well. Now I'll do some (badly needed) science using the great Bon Voyage mod... Here are some screens:
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First off, this is absolutely brilliant! It makes rocket building that much more fun! Thank you very much for your work! An instant classic and must-have-mod! DJ Reonic is right though. The green cube sometimes shows up during flight even without hovering over the decal. If you aim the camera at the decal the effect vanishes. But it might occur randomly after that. There doesn't seem to be a logic to it. Here are two other screens (I didn't hover over the decals):
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Just installed this with the dependency "Shabby". B9 Part Switch and Module Manager were already in my current "Game Data" folder. Here comes the rather dumb question: How do I put the decals on the parts? I expected to do it via the right mouse button on the part in the VAB (because of the B9 Part Switch dependency) but there is no option to place decals. Or do I have to write my own configs even if I only wanted to use the standard decals coming with this package? The decals on @Zorg's image look fantastic. This seems to have a lot of potential so please: Enlighten me! Edit: Aaaahh, I found the decals. Skimmed through the part descriptions. They are under the "Structural" parts... Back to the VAB!
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[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
hoover2701 replied to _Zee's topic in KSP1 Mod Releases
I love PBC as well. I wish there was support for Tantares as I really like the russian spacecraft but concerning your question I'd recommend Kerbalism with the Kerbalism Science Only config. The complete overhaul of the science mechanics literally makes me crawl through career mode and that's what I love (I'm playing JNSQ with PBC, the Kerbalism Science Only config and USI-LS/MKS as the main mods). The building process in the VAB becomes so much more meaningful as you really have to plan your missions carefully corresponding to the contracts. I don't believe it will work with X-Science though... Oh, and DMagic Orbital Science in order to make the new science system even more juicy! -
OK, here are some more screenshots. As I said I haven't left Kerbin's SOI yet so that's all I have up to now. I should mention that I've installed some other cosmetic mods such as Scatterer, Distant Object Enhancement, Environmental Visual Enhancements, Planet Shine, Pood's Deep Star Skymap, KSPRC City Lights and a more cloudy KerbinMain.dds. I can also recommend TUFX with Zorg's Default Settings for post-processing. Here we go:
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Just wanted to drop by and let you know my KSP has never looked this beautiful before. I've just been to Minmus for the first time in SPECTRA and man, I can almost taste that mint ice cream! Thanks for this great beautification mod! I look forward to visiting the other planets/moons. Still in the beginning of my Kerbalism/Probes Before Crew career game setting up satellite networks and getting used to Kerbalism's features. Here's some screenies:
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Glad to hear! Thanks for confirmation!