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Moofrog

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Everything posted by Moofrog

  1. This actually I needed to do for latest Principia and JNSQ to work. Before that my KSP just would crash before main menu screen. Somehow configs are missing from 0.90 for Principia. Is there any other config I am missing?
  2. I looked into the Patch Configs and its a typo in the IndicatorLights_ReStock.cfg file. On line 857 the "-1" part is missing from the model mesh path. I added the "-1" to the line and it fixed it model = ReStock/Assets/Science/restock-sciencebox-radial-1
  3. What happens when you set/apply a shader to them in the config?
  4. @Skonks Good luck. Found some more issues . In Stock the 1.85m Tanks are missing their shininess on the last orange/green variants. In Restock(+) the Structural Tubes cannot change size but are overwritten with the variant textures you added. Otherwise the shininess cant live without it
  5. @Skonk Whats so great about Restock? I have to see for my self. Also most of the structural plates/panels are missing shininess from their other variants, you know dark, silver, gold, i think also most of the couplers are missing shininess+metalness from their variants only on two couplers the last variant works proper :
  6. @Skonks I just found out the Recolour Depot lets you recolor the parts to your delight, but then with the mesh switcher your changes are overwritten or ignored. Also sorry to bother you again, I think I found a mesh bug with the Launch Clamps : Dunno how easy it is to get into KSP Modding and Unity modding. Maybe I'll give it a shot one day
  7. @Skonks I found another issue with the Parachutes .. for some reason they now look like a balloon. The strings have texture carpets between them. I will add a screenshot later. Forgot to make one..
  8. @Skonks thx for the new version - I installed it via ckan. Will try it out if it works now Btw do you know how to get such recoloring and texture selection menu like the one shown in the TU Thread for the SSTU part? (First Screenshot left upper corner)
  9. @Zoeille Too bad. But now I have another problem. I play in Science Mode and first of all ctrl+k shortcut doesnt work and second of all I dont see a list of buildings to place when i open the Kerbal Konstructs menu via the toolbar. Am I missing something? (I have both KK and Aurora Space Center installed) EDIT: *RESOLVED* I found out now. You have to launch or fly a vessel. Then it works and you can just add your stuff to the KSC somewhere
  10. @Skonks Do you know why some variants of the Fuel Tanks do not have a metal shine but others do? 1,25 m long fuel tank only first variant has shine, etc ... am I missing something or is this a known issue?
  11. Hey looks great! Is there a way to replace the Stock Kerbal Space Center with your buildings? VAB, VHB ,Launchpad ^^etc
  12. Well the ingame description says they are 0.8(k)N. Maybe they are less well that octosat I put together for testing was pretty small. Also another thing when I put two of those dishes on it in symmetry mode one of them just physics wobbled out of place and disappeared and that with struts set to heavy. Without struts it looked like the kraken hit it. So maybe the description needs updating. Also I will have to install some information displaying mods, however I wanted to to be just OctoSat mod installed to keep it as clean as possible.
  13. Yep its not showing the plumes. However the RCS thrusters also feel kind of weak. But maybe its only because the visual effects are missing. Adding plumes should not be that hard, right? Is there actually a reaplume patch for it? Want learn more about modding
  14. So how does KSP handle textures again? I thought dds textures are loaded as is into the memory and are not uncompressed? And should be only uncompressed by the graphics card in the graphics memory, right? So with a few mods installed and most textures reduced to 1k size my Gamedata folder is already 2.8gb large while 0.7gb of that are squad and squadexpansion. I guess the old saying "Kleinvieh macht auch Mist" holds true
  15. Thank you! What other dll's should I look for? NVM. I did not find a unityengine.dll but dozens of miniavcs dll and 3 times a ksp_dev utils dll.
  16. The Station parts also look really nice! Good build quality. Also like the Greenhouse parts very much. I just dont know what my KSP version is doing with my computers memory/RAM. I went into VAB put together a Station with Nertea's new parts. Tried to launch it and the game just almost crashes because it runs out of memory at 10Gb of gobbled up memory for essentially doing nothing. Tempted to try out Space Engine instead
  17. @Electrocutor So how would I go about adding TU/TURD configs to mods? What do I have to do? Is there some kind of documentation/tutorial? I saw you make one for ProceduralFairings
  18. Good to know. Would myself not know where to start with albedo, metallicity etc Yeah for the messed up parts I just excluded them in the TURD configs. Yeah was already using GIMP to tone down on those sizes. I was just wondering if it was okay for you if I gave you those smaller textures to give as alternative bundle? Wanted to ask that the other mod makers as well, otherwise I just do it manually for my local install. (Maybe I need to find a batch editor and go through those Squad textures as well. Haha. Yes KSP its the worst. Doest not support modern technology and gobbles up a lot of ram for essentially looking ugly compared to other games its age and size.)
  19. @Nertea I searched your thread and also looked at your github, for the life of me I cannot find your TU patch for Near Future Spaceraft. Can you give me a hint? Thx. As a sidenote: Also considering your Near Future Spacecraft IVAs, would it not be possible to reduce the texture size from 2048x2048 to say 1024x1024 or even 512x512? Considering the shabby looks of stock ksp would it make much difference for the graphical fidelity? As another sidenote: I discovered that many mods are using way to big textures considering the texture size of stock ksp and shoddy ram management of ksp.
  20. Nevermind. Thats stock behaviour. The shinyness was only ever a small glint. Also noticed when I installed Near Future Spacecraft with Patches to convert Stock Parts to look conforming that the Cupola Module looks messed up as well. Cheers.
  21. @linuxgurugamer Just tested it with a clean install of only OctoSat in KSP v.1.5.1. Put together a Test OctoSat and can confirm that the 4-way RCS modules are not working. So yeah none of the OctoSat delivered RCS modules work. Put some stock RCS on it, works fine. The Monoprop Engine works fine.
  22. @linuxgurugamer What are all the core dependencies of Octosat and InterstellarFuelSwitch? I tried testing it with only OctoSat installed but then MM throws 109 errors at me coz of the ActiveMMPatches, however when I put all the mod folders back inside suddenly no errors, except the one by TexturesUnlimited_NSS.cfg which I fixed. Now I found it. It was the CommunityResourcePack.
  23. So I have Unofficial Patch, TURD and TU installed. For some reason the metallic shinyness/glossyness from the probe cores are missing. Am I missing something? Sorry to bother again.
  24. It does not. Will not use RCS. However have to do some more extensive troubleshooting because im running other mods as well. By the way can confirm that the TexturesUnlimited_NSS.cfg works without the texture reference inside, only that the big top dish thingy looks kinda metallic shiny while standard it looks white. Guess its needs more finetuning for the desired effect. So with the config active all OctoSat parts have a pretty metallic shine to it. PS: Sorry I mean Flight Computer, which is a shipped function that comes with RT to queue commands for the probes who you cannot control manueally like OctoSat.(its in the patches).
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