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Isabelle.V.Fuchs

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Everything posted by Isabelle.V.Fuchs

  1. Hello Sumghai, I tried that tool before and it didn't work for me. But now I know why. I made a dumb mistake: I converted the mbm-files with mbm2png and the tried to convert the png-files with KSP2DDS. Now I tried the KSP2DDS direct against the old mbm-files and yay! it works Funny, ist't it? @MeCripp: Thanks again. Your help was very helpfull. Now I am able to use old MIR as I wanted all the time. My next task is now to convert bobcats Soyuz TMA to dds. I hope it will work as well as it did with MIR. Thank you all. You are very nice people! - Isabelle
  2. Well... it didn't help. I dublicated the folder containing the part I tried to 'convert'. I renamed the part itself (the cfg-file as well as the name and the title). Then I used gimp, loaded the pngs and exported them as dds using the dds plugin. And I didn't forget flipping the images vertivally this time . The result was discouraging. There are several option exporting files as dds. I couldn't find the correct format. The 'default' was no help. DXT1, DXT5 or DXT5nm didn't exist there. There are several other: RGB8, RGBA8, BGR8, ABGR8, (...) ,YCoCg. I absolutely have no clue, which of these formats may be the right one. Do you have a suggestion?
  3. Sorry, I was on my way home. So I wasn't able to answer. I have Windows 8.1 64 bit. But KSP 32bit of course On a VM I have Linux Ubuntu. Good enough for work but not for playing. But I have not much experience with Linux yet.
  4. Thank you, MeCripp, for your quick answer. I hadn't checked this thread. It helped a little. I had forgotton to flip the DDS images vertically. This is okay now. No funny patterns any longer. But the images look terrible. The thread said this: I tried a lot combinations. Main map in DXT1, 3 and 5 as well as the bump map in 1, 3 and 5 in any combinations. But always the result was bad or worse. Since I use Paint.NET I have no sort of DTX5nm. And whatever format I use, the result is war worse than the PNG. Maybe you have a hint. It is BobCat's MIR I want to convert from MBM to DDS (via PNG). I tried with the Core Module. If you have a suggestion or some hints I would be very happy. Thank you in advance, - Isabelle
  5. Hello! I want to save some memory and so I decided to convert some old grafic files from the old MBM format to the new DDS format. But that seems to be more tricky than I had anticipated. My problem is, that I have no tool to read mbm files. So I digged out the old mbm2png converter from once. That worked well and now I have my grafics all in png. I changed the MU-files so that the are able to use the PNG instead of the MBM. I trief that in KSP and it workes well. That was the first part. First I tried the DDS4KSP program, but that has some errors. It wasn't able to save the bump-files. So I want to use Paint.NET. I loaded the PNG and now want to save as DDS. But there are so many ooptions that I don't know what to use. - DXT1 - DXT3 - DXT5 - A8R8G8B8 - (and so on... I don't know...) Please, does anybody had tried that before? Or can anybody tell me, whar format of DDS is to use for the main maps and for the bump maps? e.g: - PART_core.png - PART-core_bump_png Any help would be wery nice. Thank you, - Isabelle
  6. Hi Nertea, your suggestion works! Thank you very much. Either that, or I might have been using a elder version of your mod. Yesterday I updated to 2.0.0 and had no problems any longer. So what can I say? It is a terrific mod. A very, very cool Spaceplane!!! - Isabelle
  7. Hello, I have a simple and maybe silly question: How can I use atmospheric engins using intake-air. If I put a intake-part on the front two inlets of the cockpit and an air-using-engine on the - let's say - ramp outlets (these for 1.25 engines at the sides of the ramp-end) I cannot fire the engines because there seems no connection between the intakes and the engines. I tried radial air intakes too, but these don't seem to support the engines either. So how can I get intake air to the engines? Isabelle
  8. I don't know. I think voluntarily killing Kerbals (or anyone/anything else) is kind of... strange. I thought, this game was a game of peacefully exploring the Kerbol system, getting science, exploring and exploiting planets ans moons, but not killing and destroying everything you find. But well, if you like... it's just the american way of life, I think.
  9. Hello Khatharr, congratulations! Ich have missed this tool since 1.x and now it workes again. Very well done!
  10. I have checked the MM patch for RealChute for HOME. It was only partial working. The HOME3 parts weren't included. So I have made them working now. It was not that complicated. There are now 4 chutes for HOME working with RealChute. And the work well. No wrong direction. HOME_RealChute_MM.cfg @PART[HOME_3m_parachute]:FOR[RealChute] { maximum_drag = 0.32 @mass = 0.3 !sound_parachute_open !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.3 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 5 deployedDiameter = 90 minIsPressure = true minPressure = 0.01 deploymentAlt = 1000 cutAlt = -1 preDeploymentSpeed = 4 deploymentSpeed = 10 preDeploymentAnimation = semiDeployhome deploymentAnimation = fullyDeployhome parachuteName = canopy capName = cap } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } @PART[HOME2Parachute]:FOR[RealChute] { maximum_drag = 0.32 @mass = 0.3 !sound_parachute_open !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.3 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 10 deployedDiameter = 90 minIsPressure = true minPressure = 0.005 deploymentAlt = 500 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 preDeploymentAnimation = para_semi deploymentAnimation = para_full parachuteName = canopy capName = cap } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } @PART[HOME3_cargo_para]:HAS[@MODULE[ModuleParachute]]:FOR[RealChute] { maximum_drag = 0.32 @mass = 0.3 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.3 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 10 deployedDiameter = 90 minIsPressure = true minPressure = 0.005 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 preDeploymentAnimation = H3_semi deploymentAnimation = H3_full parachuteName = canopy capName = cap } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } @PART[HOME2_Mk2Pod_para]:HAS[@MODULE[ModuleParachute]]:FOR[RealChute] { maximum_drag = 0.32 @mass = 0.3 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.3 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 10 deployedDiameter = 90 minIsPressure = true minPressure = 0.005 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 preDeploymentAnimation = H2_semi deploymentAnimation = H2_full parachuteName = canopy capName = cap } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } }
  11. I don't know. But maybe it would be some kind of fix if one could patch the chutes so that they use Realchute instead of this 'ill' stock chute.
  12. Hey MarrouxIsBack, did you manage to get the Buran flyable? If so, would you mind to share your settings? That would be very generous! Thanks in advance - Isabelle
  13. Thank you. I will try this! --- edit --- I've tried the APAS-69 made by Kosmos. And I've noticed that I've made a mistake. It was not BobCats APAS, which I described in my first post but exactly this APAS-69 of Kosmos. It is precisely this APAS, which has the 90-degree error. This means, unfortunately, that is not so helpful. Therefore my request is still pending. Sorry. - Isabelle
  14. Hello, I would like to have and use a working version of the russian APAS-75 docking module. A version with movable guiding fins. BobCat has made one for his MIR / ISS mod. It was very good modeled, but it had the problem, that the docking alignment was 90° sideways. That meant, it was impossible to use any kind of docking help like the docking port alignment indicator by NavyFish. Raidernick had made one too in his 1.4 version of his wonderful Salyut Stations & Soyuz mod. It looks very nice, but he published it May 27th and locked the thread June 6th. I missed the possibility to get a copy. That is very sad. Other versions with movable guiding fins I don't know. So I would like to ask for help. Is any modder would be able to make one working APAS-75 docking module, I would be very greatful. Thanks a lot in advance, - Isabelle
  15. Good Lord, why the heck should you be a pariah? What is wrong with this forum, if one is not allowed to actualise some parts? This is a game and not the stock market or the like. Please, Raidernick, what cold be done to have the soyus, the proton and the mir playable in 1.00? - Isabelle
  16. It works. But only if you have this one alone. Or if you change the cfg-files because the 3 versions would conflict with each other.
  17. Hello BobCat! It is so nice to read from you. > If you have any ideas on modules for the base, > not stensyaytes and write them here to see prices . > I read everything . Maybe I repeat. But I would like the tanks from HOME 1 to find in the new base too. And I would like to have blank shutters. Doors fort he new HOME-base so I can put other parts behind them. Like USI-Parts or the like. > Im still love "small part count" ships. > Hate "lego style looking" base, ships, spacestation. Well, Kosmos is a very nice lego-style set (I like the solar panels there), but your Soyuz and the Mir is the best-looking mod I have ever used. It is so very nice and it is playable for lesser computer too. That is what counts, I think. Besides, it would be so nice ifo ne could use the older Soyuz parallel to the newer TMA. Would you mind to update the part-structure so this could be done? Again, it is soooo nice to see you here again! XXX Isabelle
  18. I am sorry. But the "Switching ships via right-click context menu now works again" doesn't work for me. I have a blank context menu only. No choises listed there.
  19. Yes. And I would like to have the fuel tanks from the old HOME-1 module. And a blank shield too. With nothing in but the blank shield. So I can attatch othe parts like the inflatable parts from Umbra Space Industries. I do so now, but it looks way better if there could be the protection shield in front as it is with the original parts.
  20. I would very much like some more parts for the HOME-3-Hub. There isa habitat and a docking tube now. Some more variability would be nice
  21. Now we have Version 0.90.0 I am wondering if this mod will do? Molybdene, you're okay? I would like so much see it working. This 'mass relais'-methode is much more fun than the warpdrive. That would be too easy.
  22. Yes! I thik so too. The soyuz... the mir... the buran... and h.o.m.e. (all versons!) too! All so very very fine parts. It would be a desaster if the couln't be used any longer. I am so happy nearly all this works at 0.90. (I miss the horizontal landing legs! The fell off again and again!) So it would be so nice if all the mods would be supported longer.
  23. It does well. I use it already. Till 0.90. I used targeton. I like it better to have the Window in the upper right. But with 0.90. targeton doesn't work any longer so I had to switch. And I have to admit that haystack works very well But it would be nice to have an opportunity to chose the playce where to dock the window. Not just at the bottom but on top too would be nice.
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