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Everything posted by Ser Brynden
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Ser Brynden replied to sumghai's topic in KSP1 Mod Releases
Still using Sum Dum! (at least the parachute docking port since the capsule shroud and heat shield are broke in 1.0.5) Download craft here: http://kerbalx.com/Ser_Brynden/Apollo-Saturn-V-Plus-with-Stock-Lander -
KOSMOS 3/14/2015 RD-170 Family Released!
Ser Brynden replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Thanks! When I went back into the game, the textures were there. -
KOSMOS 3/14/2015 RD-170 Family Released!
Ser Brynden replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Just thought I would let you know that the solar panel textures are not loading for the Balka single or double from KOSMOS SSPP 0.14.02 in KSP 1.0.2. The Salyut and TKS solar panels look okay, though. Also, only one connection node on the Balka double solar panel works normally. I really love the Balka double because it rotates around two axes, allowing it to track the Sun at any angle! It's a perfect fit for recreating the International Space Station. Please keep up the good work!!! -
Imperial Star Destroyer from Star Wars
Ser Brynden replied to Space Scumbag's topic in KSP1 The Spacecraft Exchange
Looks great, but needs more struts! I used gravity hack to keep it from falling to the ground when launching. When firing the engines, the ship comes apart at the seems! I also used HyperEdit to place it in orbit. Looks cool, but still falls apart if the engines are fired. -
Never mind... it turned out to be a video card/driver issue. Also, I learned how to disable reflections with the TextureReplacer in-game toolbar app.
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- renaissance compilation
- visual enhancements
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Ser Brynden replied to shaw's topic in KSP1 Mod Releases
Thanks Shaw! Reflections control now works as intended on my end. -
[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Ser Brynden replied to shaw's topic in KSP1 Mod Releases
I think there is a bug. I want to turn off visor reflections by changing the following settings, but I still get visor reflections. Is there something else I'm missing? reflectionType = none isVisorReflectionEnabled = false -
I copied the Renaissance Compilation files to my GameData folder, like always, so I have the EVAvisor.png file in the GameData/TextureReplacer/Default folder. But the visor isn't the near-opaque gold that reflects the star field like it used to. I'll also see if I can get a screenshot of what happens when I remove the visor texture, causing the Kerbal's visor to glow from within the helmet when he is in shadow.
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But now, it looks like this: http://img.photobucket.com/albums/v229/Brynden/Kerbal%20Space%20Program/screenshot232.pngQuestion #1: How can I get the nice reflective gold visor back? Question #2: Alternatively, how can I use the Renaissance Compilation features without the visor mod, so that I get the stock-looking visor and can see my Kerbal's smiling face? I tried removing the visor textures from the TextureReplacer folder, but then my Kerbal's visor seemed to glow from within the helmet when he was in shadow. http://img.photobucket.com/albums/v229/Brynden/Kerbal%20Space%20Program/screenshot46.pngI'm running KSP 0.90 x86 on Windows 7 with an AMD Radeon HD 6970 Bump!
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Hey guys! In the past, my Kerbal's visor used to be a really nice reflective gold with the Renaissance Compilation (see screenshot below): But now, it looks like this: Question #1: How can I get the nice reflective gold visor back? Question #2: Alternatively, how can I use the Renaissance Compilation features without the visor mod, so that I get the stock-looking visor and can see my Kerbal's smiling face? I tried removing the visor textures from the TextureReplacer folder, but then my Kerbal's visor seemed to glow from within the helmet when he was in shadow. I'm running KSP 0.90 x86 on Windows 7 with an AMD Radeon HD 6970
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Jeb commemorates the 25 years since NASA's Voyager 1 spacecraft saw Earth as a "pale blue dot."
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Ser Brynden replied to bac9's topic in KSP1 Mod Releases
No sharing? :-(- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Ser Brynden replied to bac9's topic in KSP1 Mod Releases
Those HX spacecraft pictures in the OP are ridiculously awesome! Can you post the craft files for those, please? Me want!!!- 4,460 replies
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I experimented with the Orion nuclear pulse propulsion today, but just one engine wasn't Kerbal enough! <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/KDs2Y/embed"></iframe>
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Good point on the parachutes. It makes sense to me. P.S. - The SpaceX team at the exhibit today said that the capsule on display was in fact a launchable capsule and not just a floor-model shell. Here are some photos of the unloading: http://dcist.com/2014/06/see_spacexs_dragon_v2_for_free_toda.php Here are some photos of the inside: http://www.popularmechanics.com/science/space/rockets/step-inside-the-spacex-dragon-v2
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I apologize. I made that observation before I even downloaded your the new version. Now, a few suggestions/comments: Ladder: I asked the SpaceX guys about the capsule and if there was any kind of ladder that comes out from the door, and they said no. A ladder is brought over by a welcoming party when it lands (obviously). Anyway... I'm not against having the rungs on the side of the capsule for our Kerbals, but is there anyway to design a ladder that pops out from the hatch? That would be pretty slick! Parachutes: I should have also asked them where the parachutes are, but I assume they're under the nosecone. In my photos, there are at least three small panels around the top of the capsule, but I saw in other photos of the unloading that these cover attachment points for a crane, so no parachutes there. There may be parachutes under a large panel above the door, but I can't tell if that's even a removable panel at all. Air Intakes/Vents: The two ports at the top of the capsule are not actually RCS ports, they have grills and appear to be some sort of air intakes or vents. Trunk Fit: Your new capsule model doesn't fit either of the two trunks as snug as the previous model. There is a small gap between the heat shield and top of the trunks. All in all, very well done and you are a master designer!
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The journey of my Voyager 3 spacecraft in Kerbal Space Program. Part mods used: DMagic Orbital Science and AIES Aerospace. Environment mod used: KSP Renaissance Compilation. <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/pLDZr/embed"></iframe>