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MainSailor

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  1. Not sure why this didn't exist earlier, but this is perfect. Thanks for the mod!
  2. Wait, sorry just wanted to clarify. Can you use Scatterer if you're not using Kopernicus Shadow Manager (i.e., don't use both in conjunction?) or you can't use Scatterer at all? RSSVE kind of depends on Scatterer.
  3. I'm using both. I completely uninstalled RealPlume due to performance issues (quad RD-180 boosters Energia style makes my RX590 cry.) Works very very well.
  4. Understood, no worries! I have been tuning my configs and literally playing by ear. I'll use your guidelines as I work on the remaining ones.
  5. I understand if it's proprietary, but any chance you could share the spreadsheet? I've been working on configs for the SSTU engines and I've been making some wild guesses based on using your stock engine configs. It's really (and seriously I mean really) early in the process, but these are the ones I have so far: https://github.com/MainSailor/SSTU_RSE/blob/main/SSTU_RSE.cfg In my sandbox playthrough I really only use the US Hydrolox engines, and occasionally an RD-170/180 family engine so that's mainly what I've built so far. I keep meaning to set up a stripped down dev build of KSP so that I can test configs, but I haven't been able to spend as much time over the holidays as expected.
  6. @Karin I'm trying a version of your script now, the problem is I've listened to enough of them, I can't tell whats the RP and what's the RSE sounds anymore, lol. I might have to strip down my KSP install so it's easier to reload, because every time I make a change, it's at least 5 minutes of loading to get back in. I might just have to apply this to only one part and then compare it like that versus turning them on and off globally. Edit: OK I'm being dumb. Am I missing that there's no engage sound in RSE? It sounds like they're just going straight into the running sound. I'm going to have to go back to a clean install without MM tomfoolery to see what I'm messing up.
  7. That's really cool to hear. I recently dropped in on one of Tyler Raiz's streams and saw he was still using the old pack. I'm surprised they're still in use despite being so old. I honestly didn't know how many players outside of the RO/RSS community still use pParts. I never really stopped playing KSP, but some bad experiences with various social platforms made me seriously pull back as a creator. I moved away from pParts when I went full in on SSTU, so I kind of lost the desire to design for KSP after that. Well, that and being a professional designer in my career (albeit at the time mainly a print designer.) The last thing I wanted to do at the end of the day was go home and do more 'work' in my free time. And a new crop of really talented texturers have come in and done some phenomenal work that I felt I couldn't match.
  8. Thanks! I'll try that out. I have found that Module Manager syntax is largely not my forte despite me working with procedural languages like regex and CSS on the daily.
  9. This is shaping up to be a texturing master class. It's been a great read so far.
  10. The newest version of Procedural Parts from the RO folks might work with 1.9, but I've not personally tried it. There's nothing else specifically with the textures other than perhaps PBR support (which I don't even want to try to tackle) with 1.10. Because this pack is textures only, it only works where pParts does. Which texture apps are you running? In terms of fairings, I'd much rather point you towards Procedural Fairings for Everything. They include the Gamma texture, and the solid textures are easily recolorable via the Textures Unlimited support (which I haven't worked with yet.) The latest release is only marked as supporting through 1.7, but I can verify it works at least under 1.9.
  11. I've started a really rough set of configs for SSTU. It's mainly limited to the engines I use frequently, so it's far from exhaustive. I might share if there's interest. Shadowmage was very consistent with engine IDs and effects modules, so it might be something I can finish procedurally. The biggest issue I had so far was that RSE and RealPlume aren't 'aware' of each other. RealPlume apparently runs at a time after RSE has applied it's patches. Muffling and other effects work, but the individual engine sounds are RP's. I haven't dug into any of the cfgs yet to see about disabling RP's sounds. I'd really like to keep both, but in the meantime I just have RP disabled.
  12. Sure thing. Pop me a link if you have one. Just be aware that if you have graphics that you've pulled in, they will be linked and I won't have access to them unless they're embedded or you package the file. (I can help with either, but packaging is easier to work with.) I also only have access to CS6 (we had some issues with CC so reverted back.) This is the new wing at the Air Force museum? That's so cool, will have to plan a trip up there. Kennedy is only 4-ish hours so I've been down there a bunch, but Ohio is a bit of a road trip for me.
  13. Version 2.0.0.0.0.0.1 (or something like that ) has been pushed to Spacedock. All it does is rename the White Soyuz fairing part name so that it appears correctly. Thanks to @Phineas Freak for spotting the issue.
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