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Nhawks17

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Everything posted by Nhawks17

  1. Yep Edit: Hey pingopete, quick question. What version of scatterer was the configs in the pack based off of? I keep getting odd layer pop-ins after I pass 110km. Is this just a bug of porting to stock or is it because of the new shaders?
  2. Hello everyone I'm currently working on getting RVE to work/look properly with stock Kerbin (I hope you don't mind pingopete, I love your visuals, just not RSS) and I'm poking the City Night/Day textures right now and wanted to see what everyone thought about it. Keep in mind its still a WIP so let me know if you have any suggestions or recommendations. Thanks I know, its impossible to see the terrain when its night with EVE
  3. I'm going to offer a little help here so you don't get in some major trouble: First things first, you're violating Astronomer's license first and foremost by distributing his textures, he only states that you can distribute configuration files unless permission is explicitly given to distribute anything other than that. Second, Distant Object Enhancement can be used but you need to give explicit credit to MOARdv, a link to the license he/she is using, I've gotten that for you, it is at this link. If you do that, you can distribute it And finally, PlanetShine is fine as well you just need to provide credit and provide a link to the license, which you can find here It's nice to see someone working on an updated visual pack, you just need to make sure you don't get in trouble with the Moderators Hope this helps. Edit: Also, from what rabidninjawombat shared, you'll need to remove the Sharedassets file from the download. Although I've seen people distribute that (KSPRC, RVE) that rule seems pretty clear but who knows.
  4. I have another! Modular Kolonization Systems now has support! Get it while it's hot!
  5. Works for me And I now have finished the support for the Stockalike Station Parts Expansion as ObsessedWithKSP requested, here is that one Also might I add that that was a wonderful suggestion they look brilliant with reflections.
  6. Yep! Its actually the name of the mesh for whatever reason And I will do my best to get the Station Expansion mod to have it - - - Updated - - - I will poke it to see if I can get it to work!
  7. I did a thing... I think... I added support for Kerbal Planetary Base Systems minus the MK2 Habitat because for whatever reason the reflections won't apply to the windows because they are separate textures from the main body and its confusing MM, I think, but everything else has it. Some reflections are odd just because of the angle some of the windows are at in this mod but its there If anyone has any other mods that need it I can try poking them Edit: Erm.. right download link, here it is :3
  8. I can't hand out enough rep to show the gratitude I have toward all of the visual mod devs, what you guys do has me truly in awe, that new atmosphere shader has KSP reaching new frontiers and I really cannot believe KSP is able to do this, wonderful work, wonderful freaking work.
  9. He's got a wiki page on how to submit a pull request which you can check out here
  10. Those are some purty models, love that you included RealPlume support
  11. This is exciting, I look forward to seeing this develop! Congrats!
  12. Make sure you grab the RealPlume download as well as the Stock Configs download, those can go in your Gamedata as well.
  13. DirectX doesn't work on Mac or Linux, only Windows.
  14. Few things, First: You should put those pictures into an imgur gallery so they don't take up so much of the page. Second: If I'm remembering correctly I don't think you are allowed to distribute ReShade directly, only configs for it. Might want to check up on that.
  15. Sorry I meant the actual engine config, not the RealPlume config
  16. Could you post the config for the Plasma Thruster just so I can see it?
  17. Ok, so if you go into the engine config of the one you are on you should find that in the modules there are engineID's. If I'm correct in assuming thats how they have it set up there should be multiple engineID's throughout the config file with different names. So I did the SpaceY engine configs and the 5m M9 rocket cluster has two separate modes, one where all the engines fire, and the other where only the center engine fires. In the config there is an engineID named CenterOnly and AllEngines. So in the RealPlume config for it all you need to do is add :HAS[#engineID[*insert engineID*]] after the @MODULE[ModuleEngines*]. So in the instance of my SpaceY config it was laid out like this @MODULE[ModuleEngines*]:HAS[#engineID[AllEngines]] { @name = ModuleEnginesFX !runningEffectName = DELETE %powerEffectName = Kerolox-Lower } @MODULE[ModuleEngines*]:HAS[#engineID[CenterOnly]] { @name = ModuleEnginesFX !runningEffectName = DELETE %powerEffectName = Kerolox-Upper } Now, I don't know if Felger has this fixed since I last did it but you can't have the same plume name for both so you have to pick two separate ones to identify the mode. If you can't find it just post the config file in here and I'll see if I can figure it out. If that isn't that case then poke Felger
  18. Yeah, thats probably why, I can't get to the solution right now but if someone else doesn't tell you how to fix it by the time I get home tonight I'll be able to help!
  19. Do those engines happen to have multiple modes that can be toggled? Also have you double checked to make sure you are using the correct transform name?
  20. I think what he means by that is you can have both installed so if Hot Rockets has a supported mod but RealPlume doesn't then the Hot Rocket effects will show up on all engines that RealPlume doesn't have configs for, but if RealPlume has configs for a mod Hot Rockets supports, RealPlume will overwrite that. - - - Updated - - - You should be more patient then You could also try making the configs yourself! Felger made a really nice Wiki entry explaining how to do it step by step!
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