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ChickenNugget

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Everything posted by ChickenNugget

  1. When KSPRC+WindowShine+GEMFX+Textures Unlimited were all supported at once, KSP looked the absolute best it ever has. No contest IMO.
  2. I'm sure I'm the last KSP player still using GEMFX, but none of the other post processing options really do it for me. In every beta leading up to 1.12, GEM works perfectly, but for some reason 1.12 kills it. Anyone got any idea why? I'm holding out hope there's some fix for this.
  3. Thanks so much for the response! I couldn't find "window" meshes for any part really. How would I go about making/using my own? So far I've been using preexisting TU cfgs as templates since I don't fully understand them yet. Can I make a mask that will act the same as any other part mesh? Also, heres a screenshot of the issue: https://imgur.com/a/WGTgzDg
  4. I've been trying to use TexturesUnlimited to port WindowShine to 1.7 and despite my best efforts, I'm having a really difficult time figuring out a process by which to do this. I initially assumed that each command pod had a mesh for the windows that I could just add a reflection to, but I think this was wrong, and that I somehow need to do this myself. I'm thinking that the reason it hasn't been done already is just that its a lot of busywork, but I've got plenty of time and really want to see this mod in 1.7, so if anyone could enlighten me with any help I would really appreciate it. I have very little experience with this type of stuff but I think I'm getting close to figuring it out. Also, I've been having a minor issue where when TU is installed, all my parts are greyed out (like when you try to place a radially attached part as your root) in the VAB/SPH. I can still use them just fine, but its a bit annoying. If anyone knows of a fix to this, I would love to hear it. Thanks in advance -Chickene
  5. Generally the only time I'll choose to do an apollo style mission is when I'm trying to replicate a real mission, or do some kind of realistic imaginary mission. It also makes a fine challenge, but if you're new to the game then it's usually best to learn with Direct Ascent (or "BFR style" as you put it, which sounds much cooler)
  6. Thanks! Loved that Apollo replica you posted today BTW
  7. So I'm pretty new to Kerbal Space Program (haven't even really left the kerbal system yet even though a probably could, because I just love mun/minmus missions), and for a while I've been messing around with stock Apollo replicas, and just general stock replicas of real life missions. Making an apollo lander in stock KSP, without any of that fancy DLC is naturally a pretty big challenge, but I'm really proud of this one and felt like sharing It houses 2 brave kerbals, and although the video below was made very lazily using cheats, I can guarantee its ability to land on the mun and then rendezvous with a CSM in any mun orbit (Even at the edge of it's SOI) with a bunch of fuel to spare. One of the things I really dislike about this craft is how easy it is to break the landing legs unless you're going <0.2m/s on a flat surface, but cutting the fuel down enough would change that problem (a better player than me could probably land and return with the ascent stage alone, which quite literally has surplus fuel to the moon and back). If anyone wants the .craft file, let me know. I haven't posted it here because A. I'm not entirely sure how to do so and B. I've heard some people are protective of these files and I can't quite figure out why, or if any of these reasons may apply to me. Crappy "Showcase" video made with OBS, Movie Maker, and a whole bunch of debug menu. Yes, I know that in real life the CSM and LEM docked while still attached to the lunar injection stage. Image Album Thanks for looking
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