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Tyko

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Everything posted by Tyko

  1. @Tidal Stream. I'm almost finished with a new set of textures for PP. They incorporate the new MH tank color palette and there's also a set emulating Tantares colors. For Normal Maps I've resurrected several from older, unsupported texture packs. Lastly, I've incorporated Decoupler Shroud configs as well, so your rocket's inter-stage fairings can be color coordinated I'm going to publish after the weekend, but wanted to give a sneak peak and get any initial feedback. I admit I'm a rank amateur, so there's still work to do, but I'm comfortable enough with the quality to share a v1.0 version. I'll go back and tweak the textures as my skill improves. https://github.com/TykoTek/Basic-Procedural-Textures/releases/tag/v1.0
  2. @navot all your great work on the new textures gave me some ideas...I've completely retextured the procedural textures I've been working on. I got rid of a lot of the glossiness and did some actual shadowing - still learning how to do this, but I bootstrapped myself into the basic Photoshop skills this afternoon. Please take a look when you have time: https://github.com/TykoTek/Basic-Procedural-Textures/releases/tag/v1.0
  3. v1.1 Released ChangeLog: Poodle is no longer removed from game. It's now only hidden. This means that you can still load .craft files that include the Poodle. Thanks to @tmdart for the suggestion and @UnanimousCoward for help on fixing it!
  4. @HebaruSan - the homepage link isn't working. I just confirmed the working link and it matches what I had in my request above. CKAN appears to have some added characters at the end that's messing it up When you get a moment could you please check it out? Thanks! https://forum.kerbalspaceprogram.com/index.php?/topic/174303-14x-engine-tweaks-for-making-history/
  5. Gonna weigh in here because I remember just how much there was to learn just to launch a regular rocket. If you've not yet built rockets it would be worthwhile to start there. I'm only suggesting this because it's easy to get overwhelmed at first and a Shuttle system requires some really advanced building / flying techniques. Better to learn those techniques in small steps because otherwise you won't know enough to determine what went wrong in a complicated system.
  6. Good question...i ran a test and it's affecting both yours and the original version too...nobody is supporting that any more AFAIK. Any chance you could take a look?
  7. Turn the service bay 90 degrees so it opens towards the sides?
  8. I really want a reason to land and stick around for a while. Timed experiments that take from hours to weeks to run would be cool. I spend hours building a craft and flying a landing mission which culminates in a 5 minute landing to collect science and plant a flag. I do realize that, if you don't use a life support app you can just time warp past it.
  9. @UnanimousCoward Cool! Thanks for the suggestion! I'll look at implementing this and rolling out an update over the weekend I'll take a look
  10. I built a craft using the PartOverhauls "Pug" engine in 1.4.3 and something odd is happening. In the VAB it looks fine, but when I moved it to the pad the Pug shifted slightly from being centered on the stack and the engine shroud gets wonky. Are others seeing this?
  11. As others have said, it's a LOT easier if your craft is symmetrical. If you have to RCS balance an asymmetrical design here are a couple of tips: Make sure any consumables are as close to CoM as possible. You already have a challenge on your hands, no reason to make it worse by having to worry about consumables levels. Don't use identical thrusters on both sides. RCS ports placed further from the CoM need less thrust to give the same turning force. You can either use tweakscale or right-click and adjust thrust limiting to control how powerful each thruster group is. Good luck!
  12. It's a cool idea...I'd say you'd want to be able to control it by stage too. I too spend an inordinate amount of time tweaking fuel levels when RCS balancing craft. In the meantime one thing that helps is to reduce number of tanks and get them as close to CoM as possible. Good luck!
  13. Hey all, I'm looking for how Squad hides legacy parts when MH is installed. Has anyone run across the relevant config? I want to see if I can use MM to do the same thing. Perhaps @RoverDude could answer this? Thanks!
  14. Cool..thanks for the feedback. Anyone know how Squad is hiding legacy parts with MH installed - like the old Rockomax tanks? I could use the same trick and just deprecate the Poodle but not delete it.
  15. Something whacky seems to be happening with the Pug model under 1.4.3. when mounted under a tank with a decoupler under it (normal setup for rockets) the engine is slightly offset from the stack and the shroud is screwed up. are others seeing this?
  16. Thanks for the feedback! I basically replaced the Poodle model with the Wolfhound model. The Wolfhound now has the exact specs of the Poodle but just looks a lot better. So you're not losing the Poodle - "A Poodle by any other name...." That said, it's easy enough to fix it if you want to keep the Wolfhound and Poodle as is. Delete these two sections from the config file and those 2 engines will be back to normal: This changes the Wolfhound's stats: And this hides the Poodle: If you're having problems with it I'll happily PM you a config that's been edited already. Enjoy
  17. Thanks! I was just logged in to download MH. didn't realize I was logged out. Really appreciate the quick response. have a great evening
  18. Awesome! @UomoCapra There's an issue with the x64 1.4 -> 1.4.3 patch. When you download from the link it pulls down the 1.4 -> 1.4.2 patch instead. Here's what downloads: KSPx64-Patch-1.4.X-To-1.4.2.exe Either that or the patch is named incorrectly
  19. That worked. I didn't even know there was an update. I don't think CKAN ever notified me and I couldn't find an Upgrade option in the app. Do I just have to check the forum occasionally? Thanks!
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