-
Posts
3,237 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Climberfx
-
Climber Comic - Mission to Mun, Ike and Duna
Climberfx replied to Climberfx's topic in KSP Fan Works
Thank's AmpsterMan. I will, but when find a gap in time from work. Cheers! -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Climberfx replied to bac9's topic in KSP1 Mod Releases
Loving this Saber VTOL setting. Was what i need, because i was used to have that old VTOL setting where my VTOL SSTO could get near orbit speed. Now it is back!- 4,460 replies
-
Ora meu, começou a violência agora! Tem que atualizar os spoilers! (Passou dos 5k)
-
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Climberfx replied to Paul Kingtiger's topic in KSP1 Mod Releases
Marce I think you will note diference on time warp, were the default module converter use more energy on big time warps, and this done by a friend is better, because it don't change. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Climberfx replied to bac9's topic in KSP1 Mod Releases
Pigreko. I'm using in a Mac, with a vast of other mods here too. But for that, i had to put down a lot of the parameters. Quality, texture, almost everyone of than, in KSP squad config. And too applied the Active Texture in the Aggressive mode. I hope that could help you.- 4,460 replies
-
Welcome a Board Alimjki. Have a good flight and explosions.
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Climberfx replied to bac9's topic in KSP1 Mod Releases
Yep, but for a quick change this one got similar height's then before, and are more efficient. Got more 100 m/s of dV than before. (900m/s dV on 125k orbit) To try a version with a Rapier, that i will do, i need to rebalance all the ship, for sure that will take a time.- 4,460 replies
-
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Climberfx replied to Paul Kingtiger's topic in KSP1 Mod Releases
I ask if i need to have a miniavc on each mod folder that use it, or i can put just one on the gamedata root folder, like i do with Module Manager? -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Climberfx replied to bac9's topic in KSP1 Mod Releases
I choose to leave all the B9 settings. Preferably because i could adjust my design to reach orbit again, with not too much effort. The tail got a little to long, but Argo still a pretty SSTO VTOL for transport crew. Here some pics after the change. Good work guys. screenshot216 by Climberfx, on Flickr screenshot218 by Climberfx, on Flickr screenshot220 by Climberfx, on Flickr screenshot222 by Climberfx, on Flickr- 4,460 replies
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Climberfx replied to bac9's topic in KSP1 Mod Releases
Thank you Taverius, must be it, because i was around 950m/s and i start to test turn on and of the rocket. But the way Turbo Jet behave was unnatural, it shut up power. I was around 22km. I believe if i just remove the cfg for that it would return to like it was for stock right? Thank you again for the fast response.- 4,460 replies
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Climberfx replied to bac9's topic in KSP1 Mod Releases
Something is very wrong with this new settings of B9, i know it change the aspects of Stock Turbo Jets, but i never see a Turbo Jet going off when i just turn on a Rocket in between of two Turbo Jets. I already try and retry, turning it on and off, when o turn the Rocket on together the turbo jets, the power of turbo jets goes off, gradually until zero force. in the same instance, if i turn again the rocket off, the turbo jets go on and grittily regain power. That is so wrong. Here is my setup: That was the Argo Revision K, but the one i test is the revision L, bellow, with lower power rocket and heat shield on.- 4,460 replies
-
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Climberfx replied to nli2work's topic in KSP1 Mod Releases
B9 don't have that a cool gold and stars fx. It have the frozen on edges only. That is cool too. But the visor is cooler. I have the textures i use for it, both, color and reflex. Here if it help. You may use it yourself, without the need of Texture Replacer. The reflex use the cube method. 6 textures in low resolution for it in the EnvMap. Not sure about the gold colour. I think is just a shader colour. https://www.dropbox.com/s/w7jwmmx476hprq0/EnvMap.zip?dl=0 https://www.dropbox.com/s/5p73qx799hx1hml/Helmet%20Ref.zip?dl=0 For the TAC LS, you are right, i forgot that. Cheers! -
Mod for no Textures, just good and vibrant Shaders.
Climberfx replied to Climberfx's topic in KSP1 Mods Discussions
Yup! Like Cartoon shaders. If you put the right colours, like an deep blue for the sky stars, grey on some parts, dark grey on details, yellow light for windows... I can imagine the stylish it would be. Well, better then i'm playing now. with textures on 1/4 and some times on 1/8 and Active Textures in Aggressive mode. Nil2work, i love your pods man. I put a minor tip for the glasses that could make it even prettier (if that is possible). Love Then. Great Work! -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Climberfx replied to nli2work's topic in KSP1 Mod Releases
Man, i love the transparent pods. The only thing i would put in there is that frozen in edges of it, to it show when is no reflexion. But seen in the video, i saw that little froze on some angles, maybe it need to be more present in other types of state, to avoid that 100% transparent that appears to be without glass. Or and the fake reflex starts, with little gold color, like the one we have with that mod that change textures on the helmet on Kerbals EVA. Like the ones B9 put. But they are so pretty! p.s.: Are they prepared to TAC Life Support? ex: Example of the colour and reflexion on helmet but for the glass on pods. -
Mod for no Textures, just good and vibrant Shaders.
Climberfx replied to Climberfx's topic in KSP1 Mods Discussions
Exactly! You got the point Nli2work. Windows, and strong and needed details would be in faces (mesh), and different colours for that. I do think that would save a lot of people with a lot of mods and the imitation of memory. Texture take too much more memory then geometry. For that tech stuff, i do not know about. can't say if can or cannot change shaders -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Climberfx replied to Paul Kingtiger's topic in KSP1 Mod Releases
I misunderstood you. I think you don't want the 1/4. But as Paul explain in the implementation, you can use only one of then. If you put the Thunder cfg on the place of the original, it won't need to use the 25% cfg, than you don't need the MM for that, and the results are the same. But i still think your problem is with MM, that aren't doing the cfg files edit automatically. Because before you ask about the pods without resources. -
Hey Rbray89, i'm suggesting in the Add-on Affairs a mod that remove all the textures and put in place a good and vibrant shaders, with basic colours. But i ask you, could your mod do that, is that an easy task, thinking your mod could be in half won of implementing this, but i don't understand, so i ask you. Could you doo that? Would you? I think without textures we would have a super light version for high FPS, and in addiction, may it be cooler. So, flat colours, but good ones, maybe some edit in the shaders to made it cool. Cartoonish or metalish. But don't bother with me, just if you buy the idea. Cheers!
-
Hey, what would be an mod that did just that: Remove all the texture files and replace it by a good and vibrant shaders. some with reflexions, just stuff that don't fill up the game memory, but only video board process, and not t much. The option to play without textures at least put some fps on the full of mod's games.
-
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Climberfx replied to Paul Kingtiger's topic in KSP1 Mod Releases
OOZ662, if you put only the basic install, dispensing the Thunder folder change cfg, and the 25% cfg, your config will be the standard. It means. No 1/4, but full. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Climberfx replied to Paul Kingtiger's topic in KSP1 Mod Releases
These MM_*.cfg files are the ones that edit TacLifeSupport into Stock Manned Pods. If still not working, i think you will need to send your log/crash report to TAC Life Support thread, so they can check what is happening. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Climberfx replied to Paul Kingtiger's topic in KSP1 Mod Releases
You did something wrong. I'm using here only TAC LS Plugin and the parts of Universal Storage. The TAC came with the cfg file to put all the pods with Life Support. I may have deleted it wrong OOZ662. These files must be in (bellow) and you must have last version of Module Manager installed. (ThunderAerospace/TacLifeSupport) -
Muito doido!
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Climberfx replied to bac9's topic in KSP1 Mod Releases
I would put a volumetric spline, for the basic glow effect, that receive some influence on the end of spline from the atmosphere. (curves, etc) But a little, just to not be a fix thing. That would redux a lot in the time computing. And the smoke is particle.- 4,460 replies
-
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Climberfx replied to Paul Kingtiger's topic in KSP1 Mod Releases
Paul, is there any other change? i already download this mod for conversion to work. Daishi helped me in the mean time. And by the way, amazing work, congratulations both, or the three of you.