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lBoBl

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    Magrathean
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    Lying by the side of the road
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    wen hop?

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  1. It took a long time but SSPX recolors should be released next week
  2. Maybe @Orbital_phoenix would accept my help? I'm currently nearly done with SSPX parts, it's been quite long and painful given the high number of parts and meshes per part, so I can't stop thinking about how herculean the task must feel for Restock.
  3. Recolors for Space Station Parts Expansion Redux are coming along nicely, I've done about 20% of parts (there's quite a lot of them) so far
  4. EDIT: OK, no, I found the issue, forget everything I said it was just me being extremely stupid (super obvious config file error)
  5. Deferred rendering works pretty well with TU recolours at the moment. Check the deferred rendering github page for a link to the forked TU version. I'm sure someone will deliver restock compatibility eventually
  6. To me the easiest way to figure it out was to look at existing configs and see how it's done. It's not that hard to understand especially if you're familiar with patches and how MM works. Also quick question, where does the SSTURecolourGUI come from, is it included with TU or do you need something like TURD or SSTU?
  7. I don't use restock for reasons but the bug didn't appear until I installed deferred rendering so I assumed it was a bad interaction with it. Anyways thanks for the patch I'll try it out. Edit: It does the job, thanks again
  8. @JadeOfMaar When using deferred rendering there is an effect that renders incorrectly on all 4 engines, making the business end look very ugly. I know deferred rendering doesn't handle transparent things well but I haven't been able to locate and remove that effect/mesh so I wondered if you'd like to solve that particular compatibility issue, perhaps if it's an easy fix. Thanks!
  9. There is a recolour mod for Tantares although not a TU-based one so I can see why you'd want to do this one. NF Launch vehicles is definitely the one I'm waiting for the most. And if you don't do the NF Electrical and other NF things I think a simple metallic shader as an option would be plenty enough, which even I can write and share... Which brings me to the other thing. I would love to do some recolors for TU as well and I'm no stranger to MM but I'm absolutely lost on what to do with the textures. Would you be so kind as to explain very summarily what I need to do to get from a texture to the mask/specular combo that TU needs and what software do you use for that?
  10. It works! Thanks a lot. I didn't think > was a thing in MM, I was solely using operators described in https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook That's going to be very useful for what I need to do.
  11. So, that does the trick to target parts that are not command pods but can hold crew, any idea how I could target unmanned parts only? I have tried @PART[*]:HAS[#category[Science],!CrewCapacity] but it still applies to things like the science lab and SSPX greenhouse and aquaculture modules, which I would like to exclude.
  12. Thanks! So something like @PART[*]:HAS[!MODULE[ModuleCommand],#CrewCapacity,~CrewCapacity[0]]:AFTER[Launchpad] should work instead of #CrewCapacity[~0]? Edit: I tried it it works, thanks a lot @JonnyOThan
  13. I'm trying to write a patche that targets all parts that don't have a ModuleCommand and have CrewCapacity > 0 @PART[*]:HAS[!MODULE[ModuleCommand],~CrewCapacity[0]]:AFTER[Launchpad] Applies to all parts that are not command pods since having no crew capacity key seems to work So I tried @PART[*]:HAS[!MODULE[ModuleCommand],#CrewCapacity[~0]]:AFTER[Launchpad] but this applies to nothing, I guess it is not valid syntax. I would appreciate any help, basically the idea is to target all parts that can hold kerbals but are not command pods, such as the hitchhiker container, airplane crew cabins and such.
  14. What happens next is nothing. The game will never receive any new update and the publisher will never officially acknowledge that it is dead.
  15. Well yes, the reviews are overwhelmingly negative, very few people are actually going to buy it probably, but then there's the fact that they haven't updated the steam store information at all. The game is still being sold as an Early Access game, there is a whole section regarding early acces that still includes this : and this : and plenty of other things that strongly imply that the game is actively being worked on when the reality is, as we know, very different. This is clearly false advertising at this point, they know what they are selling, they know it doesn't match their description. And it's not like "red bull gives you wings" where the audience is expected to understand that an energy drink won't literally cause wings to grow out of your back, this is rational, believable information that might make you spend 40 euros or dollars or whatever and come to regret it once you realize that you have been lied to. It is just dirty from them to refuse to acknowledge that the game is dead and to actively pretend that it's being worked on. They still haven't updated their socials, they haven't made any kind of announcement here on the forums, and today is the day the last devs are getting laid off. Their policy has been to keep everyone from talking and pretend like nothing's happening, they're acting like the bloody KGB "containing the spread of misinformation", there will probably never be any public acknowledgement that the project is terminated and yes, I agree that this is disgusting.
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