Jump to content

NathanKell

Members
  • Posts

    13,406
  • Joined

  • Last visited

Everything posted by NathanKell

  1. From that link: "and MBMs don't have alpha channels because they're bitmaps." Patently false. Alpha channels _are_ bitmaps, just like the R, G, or B channels. The file most certainly does contain an alpha channel, otherwise there would be nothing to strip, and the filesize would be 3/4 what it is. Save that parachute as a TGA _with_ the old mbm's alpha channel and see if the error doesn't go away.
  2. PolecatEZ, please, just include the alpha channels! You can't just strip channels from textures and expect the shaders not to care.
  3. Hmm. Maybe because the alpha's stripped? How big was the original mbm, and how big is the tga? If the ratio is 4:3, that's the problem. See my posts above about the danger of stripping alpha channels.
  4. So....yeah. I'm pretty sure the alpha channel controls specularity on many of the color maps that are 32bit (ie 4mb vs 3mb, 1mb vs 768k, etc). So you really shouldn't be tossing that. :\ Check out the crew cabin. If you import it as four channel and the convert from CMYK to RGBA, you'll see that the alpha is white where things should be shiny (the gold foil top and bottom, the windows) and black where it should be matte (most of the rest)...and gray for the sides, which are painted metal. So I'd really recommend against stripping alphas. Quite apart from the effect stripping them has on transparency.
  5. And Wally. It's always Wally. Lookin' good, frizzank!
  6. mrsloan, AFAIK there are no textures for MJ, so all it would take would by doing a search/replace in for all entries of that phrase in the source and changing them to SAS System, say. Then recompiling.
  7. Normal maps should look like, for instance, this: http://www.hardworkerstudio.com/HWR2013/wp-content/uploads/2012/08/normalmap.jpg (via google) What's going on, I think, is those might not actually be normal maps--they might just be bump maps. Since sure enough they're gray as gray can be no matter how I try to open them. But I think regular normal maps should keep their fourth channel, if I remember my readings right.
  8. Check KSPX. It has mini that and mini ASAS.
  9. It works fine with Kethane if you use the ModularFuels version.
  10. Just a bump re: the 32bit textures. Is it really safe to always dump the alpha channel? (And I note that your TGA normal maps, unlike all others I've seen, come out gray rather than the usual blue-red-purple....)
  11. rkman, sorry I didn't answer before! Yeah, you were the person I was thinking of--I had some memory of discussion previously in this thread. Because I wanted bolt-on compatibility (and am lazy...) I didn't implement separate gain and power, but I wanted a similar inverse-square multiplicative relationship, although as a hack to simulate your considerations I weighted it towards the weaker antenna and added the clamp factor. I guess to be fair I should go back and change it so multiple dishes don't stack...but since we're size-limited on dishes I wanted there to be some way of simulating a massive DSM dish talking to a bitty Voyager dish, and the best I could think of was allowing multiple MI-128s. https://github.com/NathanKell/RemoteTech This is the fork from DBrinkShaw's fixes. It also has a compiled DLL and two CFGs. They are set up to use the RT2 parts; I only bothered to cover the RCAntenna from RT1 (and the stock LongAntenna and CommDish). So you need the parts folder from RT2.
  12. My apologies. Could have sworn I sent you the code, but evidently not. You got new PM.
  13. Yup, either add a new tank definition and apply it to a part, or add resource hooks to existing MFT tank definition(s) and apply one to a part. Eagerly awaiting the makeover, btw--I've been holding off because I'm memory-limited, but the remakes will make it possible I think!
  14. https://www.dropbox.com/s/todshngjflpi4mf/MyModularFuelTanks.zip MFT folder includes edited CFGs that include missing engines and missing modes for various engines. Includes my two Excel files I use to generate stuff. TL/V/RT includes all the calculations and data for Isp per tech level, volume/density calcs, and my RemoteTech antenna work. KSP Engines MFT includes a big table of all engines, their new stats, and a MM config autogenerator on the right. Once you've made your changes (and if necessary tweaked the Val/Key stuff on the far right), copy all the @ lines in the MM Formula column to a blank cfg file, delete all ", and you're done. That's what's currently in OldEngines.cfg Note that the engines included are: TV PP small jets AIES engines FASA engines RLA mini LFO engine Stock engines Novapunch2 engines Some Novapunch1 missing engines (M-50 and M-50 quad, Bearcat v1 single/tri/5x, TD-180 Bronco single) Some rescales of the above engines (CFGs included). A few engines have multiple entries so I can have multiple tech levels of them. Let me know if you have any questions. Oh, and {PLUG}Y'all should come visit my thread in Mission Reports, The KATO Space Race, for which I made all this stuff (hence all the new names). {/PLUG}
  15. Ah, right, the bitwise compatibility of raw formats. I convert to pbm and then run an action in PS to rescale and save as TGA. Don't you run into a problem with 32bit normal maps coming out 24bit?
  16. For now you can use DRE's g-force damage. It causes other problems (and the limit is a bit too low for high-strength aircraft!) but it does keep you honest, sure enough!
  17. Real life TWR varies from ~30 at minimum to ~150 (highest ever, Merlin 1D). Average booster TWR is around 100-120. Amo, check astronautix.com's encyclopedia. Some engines have "oxidizer to fuel ratio" in their stat block. It's around 6:1 hydrolox, 2-2.4:1 kerolox, and 1.6-2:1 hypergolic (varies lots). Note this is ratio by MASS, not volume. I'll post a zip shortly with all my work on this.
  18. On rhoark's idea: Right, but hydrazine _is_ one of the most common monopropellants. On my stuff: Well, it's combined with a project to rebalance every engine I use, stock/AIES/FASA/NP/RLA and some custom resizes, according to tech levels and engine roles (see my thread in Mission Reports for what it's for). I have orbital engines (restartable many times), and upper stage and lower stage engines (with a "+" subvariant of each, which trades better vacuum for worse SL performance) as a way to class every engine, and tech level determines specific Isp and TWR within that class. Then Isp and thrust multipliers for switching to hypergolic or hydrolox (default = kerolox). I rebalanced the density so kerolox gets about the same total impulse per tank volume as stock LFO, and conveniently that means density = (real-life grams/cc) divided by 200. Which stacks up, more or less, with what volume units represent if you measure the cubic volume of a tank. I have the MATHS! to prove it. I only bothered to add MMH, though it would be trivial to add Hydrazine, UDMH, and Aerozine. I have their stats ready to go.
  19. What is your pipeline, if I might inquire? I've been doing my own resizing off and on, and wondered how much more complicated a process you were doing than straight-up batch-resize with a good resize algorithm... And lol-yes on the fixit stuff. Although I've generally been much more lucky. Generally.
  20. MM has no way of knowing the DB was reloaded, so it doesn't reapply its changes, yeah. No reason someone couldn't modify the source to add a hotkey to manually trigger a MM run-through and fix that, though.
  21. I've been using a customized version of RealFuels since then, with redone densities and N2O4/MMH added. Aerozine-50 would probably be the fairest, but MMH had the best performance and was used in OMS/RCS applications. But yeah, that's actually a pretty cool idea, and it would be a good definition of monopropellant, too.
  22. Hey cBBp, any chance of TGA exports for the TKS parts? I'd do it myself but I don't recognize the headers in the MBMs.
  23. ...because KerbPaint requires an overlay texture to be loaded at startup, essentially doubling the memory footprint of every texture which is KerbPaint enabled.
  24. I sent a PM with the code to AncientGammoner the day I wrote it and made the new textures; still haven't heard back. Guess I'll just release an archive to be dropped on top of a ST install.
  25. I'll post my code as a pull to DBrinkShaw's fork. Let me just get it together...(it now has toggles for each gameplay change, so you can use traditional RT algorithms with my GUI addition)
×
×
  • Create New...