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Everything posted by HafCoJoe
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Hm, I'm thinking of ways that I could get it up past mach 2 and it doesn't sound impossible. Currently it has a ludicrously high fuel capacity (880) because of the 8 shuttle strakes it uses as a body They're also curved up about 10 degrees front to back which is creating additional drag. If I removed half of the strakes and placed them flat to the rest of the plane it would look awful spindly, but it would probably get going up to mach 2 if it doesn't already.
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lol - it is pretty but it doesn't match the rest of the parts and it isn't intended... I'm just baffled as to what's causing this. It's totally normal in my game. @V8jester and @DrLicor Are you guys running with any WindowShine mod addons? Curious if you could open up your texture folder and take a picture of the mk3 cockpit folder as well as your Squad folder? It should be in "Gamedata/TextureReplacer/Default/Squad/Parts/Command/mk3cockpit" and "Gamedata/Squad/Parts/Command/mk3cockpit" or something along those lines. I'm thinking it could be caused by one of the compatibility packs having an additional mk3 cockpit entry or texture file included in the download. Unless you aren't using any compatibility pack :L in that case it might be caused by your OS? If you're running something other than Windows?
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Limited to 75 parts? Hmm... I might have to enter the Volta if I can get it up to speed: It reaches mach 1 under 2k but I haven't tested it high up enough to see if it reaches mach 2. It's by far the most maneuverable plane I've built. I only had a picture of the VTOL variant handy but there's a sleeker jet variant with downward tilted wings, dual tail fins and only the two engines. Twitch highlight of the VTOL Volta
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:/ It's not doing that in my install. Unsure what the cause is in your case. Are cabin lights disabled/enabled? It could be a texture that wasn't correctly named in my install. It isn't showing up in mu game though. Surprisingly little hit on performance I'd test it out for yourself and make sure though. My tests where done pre-64 bit so things may have changed.
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This is fantastic! Is the glow configurable? I'm away from my PC and can't check right now, but I'm theorizing some things with combining your glow effect with scatterer and use it as a bloom effect since that hasn't been doable with new EVE yet. Your pack looks great
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@V8jester, can you post pictures? I'm not seeing anything wrong with the mk3 cockpit in my saves in editor or in flight.
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:L yeah that's definitely a glitch then - the devs probably renamed a texture and I need to rename the one in WindowShine as well.
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I'll turn it down a bit then - I like windows being only slightly reflective, but it's a balance between being reflective enough for users to be able to see it easily as well Sorry to say but that's been an issue with WindowShine for a while now It's detailed at the very top of the post as well as in known issues. - WindowShine adds reflections to parts, but in doing so it breaks all other part shaders applied. I actually have fixed shaders that someone made for me, but I can't code and I don't have a modder who's willing to do it for me :/
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
HafCoJoe replied to Galileo's topic in KSP1 Mod Releases
It's kind of funny, the bloom effect is much less realistic than scatterer but in a way I almost like it more... for me it feels just alien enough to look good. I wish I could take the surface hazing and fading from scatterer, and have the bloom effect and atmosphere edge fade from old EVE laid on top. Combine the best of both Anyways it's almost 1AM and I need to catch some sleep - I'll chat more with you all tomorrow. Have a random piano recording of mine -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
HafCoJoe replied to Galileo's topic in KSP1 Mod Releases
Hm, the bloom effect is extremely good at that it basically takes the normal visuals and darkens what's dark while brightening what's bright. You could probably make them that thick by exaggerating the textures and colors but it would take work. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
HafCoJoe replied to Galileo's topic in KSP1 Mod Releases
That image was taken by @cobbman11 using gemfX and KSPRC if I recall correctly - that atmosphere you're talking about is actually a bloom effect created by gemfx, not the actual atmospheric effects if I call correctly. I don't know if it actually has scatterer in it but I assume it does? Cobbman? -
D: I didn't know they had download limits... I'll add everything to Spacedock then - I'm afraid I still have no clue how Github works with pulls and requests and sharing and gah. Thank you!! - In all honesty I think you deserve more thanking than me for the bee-hive of mods you have under your wing lol
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xD lol Thanks - it means a lot to feel appreciated - even when your work is a bit buggy Thank you for being here through the thick and thin, v8
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Best of luck CobaltWolf! I'm always happy to help out if you need anything for your compatibility pack - I usually ask after compatibility packs are made, but would you like me to link your pack in the OP once it's done? I always double check before posting other peoples content. I would guess yes. It would certainly be faster - the configs call on whatever 'internal' mesh names are specified so if you have them found through Unity and they're the same in KSP it should work. Hm... this leads me to a question for you actually - did you change your original textures to make only the windows reflective, or are your original textures suitable for WindowShine without having to call on new ones? With all of the compatibility packs so far, users have had to edit the original mods part textures to change their transparency. Because of that they've had to include new textures in the download link as well as a config file. If you're the co-owner of the mod, it might actually be easier to include the reflection-set textures and the config file in your original mod and then tell your users to download TextureReplacer to add reflections. WindowShine is more or less a glorified texture and config pack for TextureReplacer. Hope this makes sense? I might re-edit this post to make it clearer later.
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Alrighty. @blackrack I got comparison images between Scatterer 0.255 and 0.256. - Here is the full album for more pictures, but to be simple, open up these images in separate tabs and just swap between them: Terminator in 0.255 New terminator in 0.256 Face in 0.255 New face in 0.256 The effects in 0.256 are more washed out? That's the description that comes to my mind. It lost color and is more blue in this version. It's surprising how easy it is to see that difference :/ - Most apparent on the face when there isn't as much scattering.
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How long time is a long time away from the forum.
HafCoJoe replied to Rodhern's topic in Kerbal Network
How long is a long time away from the forum? About 10 minutes... Speaking seriously though, ever since I joined I don't think I've gone longer than a week without checking the forum. I didn't boot up the game in over half a year in one case but I haven't ever left the forum. -
The Grand "Imgur albums/links are broken" thread.
HafCoJoe replied to Bloojay's topic in Kerbal Network
So, is there just no way to embed albums anymore?