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Temeter

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Everything posted by Temeter

  1. Apparently yes, Shadowmman edit: not gonna change that one! has even written some instructions in the plugin's thread how to easily convert stock stuff. And this post here shows an example. That's how KSP's part would look in a more realistic world:
  2. That was actually the most impressive thing to me. Really didn't expect we could make everything look pregressively more or less shiny/metally. Question, will there be an easy way to change the reflections resolution? Eg because we might want to play with a lower resolution, screenshot with highres, or just set the thing up to our hardware. I saw that with bigger, more clearly reflective part there is a bit of pixelation going on. Nothing dealbreaking either way since it just affects near-mirrors, just curious.
  3. Gotta say I was surprised how much freedom to have in recoloring stuff. Neat! I restarted the game and even started a new savefile. I dunno *head scratch* edit: Nvm, apparently I made a safety copy of the .cfg, but didn't change the ending xD
  4. Question, how do I allow greater scales? Eg, to take a circular tank and make it more than 10m diameter. I tried to change the number in the research, but that won't work. Basically this, SC-MFT-S.cfg: Doesn't seem to be enough. What am I doing wrong? Is there a hardcoded limit?
  5. Haha, only if you don't mind of course; i imagine every dev has it's own ethos and I want to respect that. I really just wanted to attempt a fun screenshot, trying if it's workable (dependant on the state of implementation ofc). I was checking the dev expansion originally, but that's ofc just the prerelease. Not sure how silly me missed the recoloringExpansion.^^
  6. Man, now I'm envious for tater! So Shadowmage, do you, uh, accidently have taters link lying around for... testing... yes, testing it was?
  7. Thank you, I was thinking of that challenge but couldn't remember the exact name.
  8. The 30 part and T1 tonnage limit is indeed a big problem for moon landings. I'm honestly not sure if I even managed to do that with starting parts. But non-expert players should just upgrade the pad at least once and maybe the VAB, and then everything is much easier. I'd say do a (maybe no-return) probe to the moon to get science for 2.5m parts and engines. A dedicated lander-mission requires a lot more skills beginners probably won't have. Rendeszevous and docking (not necessarily required) are more advanced skills than a simple moon landing, and require upgrades for that radar dish buidling to be comfortable. Mind, I'm not trying to tell you how to do stuff, just pointing it out.^^ --- Hm, that makes me want to challenge myself to build a rocket that does moon with T1 restrictions and another one doing Luna in 1 go. Maybe even SSTO?
  9. Yeah, docking on a simple mun mission is actually a bit wasteful.
  10. Maybe the part has fuel crossfeed disabled? Necessary to supply radially attached engines.
  11. Should be. That said, analytic mode in KSP is ofc a bit unrealiable, so there might be edge cases where it doesn't work (read about that with Nerteas cryotanks). Most of them are solved by having a solid electricity reserve. (just asking to be sure, you got the necessary electricity production to keep the tanks cold?)
  12. The configs are part of the RO installation (literally in the "RealismOverhaul" folder). If you got more questions, you should go to the RO-thread. Alcentar has nothing to do with the RO patches, they are usually written by RO-contributors.
  13. You have to go to the RO/RP-0 threads for that. RO's configs completely repurpose SSTU's parts, so this really is nothing Shadowmage can help with. Also don't try newer versions. RO's patches are made for a specific version of SSTU, so if you use a newer version there are going to be incompatabilities. Not to mention you shouldn't use a 1.3 mod on a 1.2.2 save.
  14. As long as it pure parts, AFAIK there is no reason they shouldn't work. Before RealEngines, I was using Bobcats old SovietEngines for a very long time.
  15. Would be awesome too see other mods use the PBR functionality as well! Of course as you say, it's hard to say how many modder would actually go for it. Seems like many like to do their own thing, but I imagine it would be hard to say no to actual reflections and shading... Sounds like a crazy workload. Stay strong
  16. Sorry for the misunderstanding, I just left it standing as a joke. The edit is supposed to mean silly me forgot to copy over the CommunityResourcePack to gamedata, which broke the SM in quite curious ways (at some point it literally vanished from the part list).^^ Didn't really spot any issue with the parts, other than the known issue of editor reflections needing to be forced. Good luck! Some of the results are aleady spectacular.
  17. @Shadowmage I found the problem! The "TextureSets-SC-B - Apollo - PBR.txt" needs to be a cfg! Much better: Somehow it breaks the SM and throws nullrefs. Might be missing some dependencies *scratches head* (edit, i mean really, who needs custom ressources :^) Considering the real moon picture (https://i.imgur.com/c4j4fBI.jpg), IMO the CM reflection could be a slight bit more clear (less blury), while the SM might have a more metallic and less plastic reflection (the clear difference between bare metal and grey painted parts is already pretty good tho!). In any way, it looks really great! Also, those shiny engine are <3
  18. I tried that, but couldn't switch to another texture for the SM (as if there is only one option), and only to normal and metallic for CM. No PBR surfaces. Spikey load didn't make an issue for 90 tanks, and very little for F-1. Seems just fine, all in all. One thing after another, I'd say. First the knife, then the bread. Mine is bigger Imagine building a metallic surface'd space station! Or just giant, shiny space Transports!
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