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[0.25] NEBULA space engineering - EVA handrails pack
Krasimir replied to Krasimir's topic in KSP1 Mod Releases
Ill look into it. just install them - they are pretty small, and physics signifficanse is set to1, they dont cast or receave shadows, so they are very light on the system. Tommorow ill try to upload the udate cuz i was bussy with another part -
I will play with the shader but to be honest i dont expect better results on the transparent png's. As for the Tweakscale open http://forum.kerbalspaceprogram.com/threads/80234 scroll down to Example Configurations, look at the spoiler and copy/paste to replace your preffered configuration in the decal parts cfg. hope that helps and thanks Edit: i suspect that your esa decal is sinking below the normal texture of the fuel tank. Did you tried using the flat one for that?
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This mod allows to place decals on your crafts! Theres 5 parts - 1 flat, 1 curved decal, 1x2, 1x4 and 1x8 decals. You can switch the textures of the decal and rescale it. DOWNLOAD Kerbal Stuff Curse This mod INCLUDES Firespiter plugin by Snjo (only the plugin is included)! His forum thread is here: http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v6-3-5-(Sep-1st)-for-KSP-0-24-2 Tweak Scale plugin is REQUIRED so you can rescale the decals! Get it here Making Your own decals: 1. make your desired texture with size by power of two - 128x128, 256x256, 512x512 etc.. pixels and save it as YourTexture.png in " \GameData\NEBULA\decals\textures\ " directory. 2. open the config.cfg and configc.cfg. Find the line " textureNames = " and add your texture name at the end of line with a semicolon before it. Example: If your texture is named "Yourtexture.png", the line should look like: textureNames = dcl2;nebula;esa1;esa2;nasa1;nasa2;roskosmos1;roskosmos2;energia1;euflag;usflag;ruflag;Yourtexture Restart the game and enjoy yor new decal Changelog: v1.01 Fixed the transperant quality issue. Added 3 more decals: 1x2, 1x4 and 1x8. Added new textures. License: CC BY-NC-SA 4.0
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[0.25] NEBULA space engineering - EVA handrails pack
Krasimir replied to Krasimir's topic in KSP1 Mod Releases
Nah bro, tomorrow ill release update with longer ones, my skills are still not to the point to make procedural ones -
[0.25] NEBULA space engineering - EVA handrails pack
Krasimir replied to Krasimir's topic in KSP1 Mod Releases
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[0.25] NEBULA space engineering - EVA handrails pack
Krasimir replied to Krasimir's topic in KSP1 Mod Releases
Shure! You might want to wait until the weekend until i release the update because there will be dependancy - Firespitter for the texture switching -
[0.25] NEBULA space engineering - EVA handrails pack
Krasimir replied to Krasimir's topic in KSP1 Mod Releases
I almost finished implementing Firespitter texture switcher, so expect more textures with ability to change them via GUI in editor or while on EVA in the next update of the mod -
[0.25] NEBULA space engineering - EVA handrails pack
Krasimir replied to Krasimir's topic in KSP1 Mod Releases
Expect the longer rails as well as full circumference ones As for making 90 degree turn you shouldnt have problems, if you have any try to play with the spacing between the rails, in the following image kerbal have no problems taking any of the turns between the rails. If you have troublesome turn try with facing it with the feet so the kerbal head is not colliding with it EDIT: On a second thought i may indeed make 90 degree turn part to avoid trial and error builds. -
[0.25] NEBULA space engineering - EVA handrails pack
Krasimir replied to Krasimir's topic in KSP1 Mod Releases
I think i have found a way to make single part circumference handrail check this out: Im still experimenting with it but it looks that it works! ill make 1.25 and 2.5 meters after some more testing -
[0.25] NEBULA space engineering - EVA handrails pack
Krasimir replied to Krasimir's topic in KSP1 Mod Releases
I will try that to see how it works! thanks for the suggestion -
[0.25] NEBULA space engineering - EVA handrails pack
Krasimir replied to Krasimir's topic in KSP1 Mod Releases
Unfortunatly i dont think this is possible montyben101, due to how the colliders work. I can do however longer straight rails.