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Beetlecat

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Everything posted by Beetlecat

  1. If you're still up for doing this, it could be a good place to gather other tweaks. The Grounded pack is also supported by Rocket Sound Enhancement, so I love using them if I can!
  2. Totally off-subject, but that trick of aiming the camera at a launch clamp to get a ground view of the launch is pretty smart. But also a great video comparing the audio settings. I had forgotten to actually dial up the limiter and muffler settings. MUCH better now!
  3. Great to hear the file is still working! And for your question: almost certainly. The models are different so the textures wouldn't overlay properly, if at all. Anything changed by ReStock would need all new TURD configs.
  4. Right -- the camera is sort of a virtual position outside the craft, and the shock cone surrounds it at an angle toward the rear. It's like straying into the path of the firehose.
  5. Hey all -- is the "flowgraph" thing also responsible for some graphical weirdness that's appeared (in 1.12.3) in the inventory listing itself? This should be showing as "1" in inventory, and "1" previous use/flight with this part. It's hard to confirm whether this is entirely cosmetic yet, but individually applying and grabbing parts from the scrap inventory, it *does* seem to individually track the parts still.
  6. It's in the new beta of Parallax. Available for now on the patreon -- link should be in the Parallax topic.
  7. Oh, hot dang. I've been looking forward to this! "We will watch your career with great interest," etc.
  8. Okay -- I figured I would share some fiddling I've done with the .mu in Blender in case people are also noticing some over-lit scenes based on TUFX or other processing they have active in-game: I may walk them back a little more to create room to add additional deliberate bloom effects, but this feels like a good starting point. Love these light towers and night launches!
  9. Oh, I for sure do not have a recent version of that importer -- that's stop #1!
  10. Okay -- had a free evening and fired up blender to see if I could attempt to tweak them myself, but I'm not well-versed enough to figure it out, apparently. I've gotten the .mu imported, but each of the light sources seems to be set to power 0, so there must be an animation component that sets the on and off power values?
  11. I think I speak for everyone here on the forum: Good luck, we're all counting on you.
  12. Ever since the Breaking Ground robotics stuff was released, the missing sound effects have bugged me so much for some reason. Is there also a whine from the turbo engine in there as well? This could also be applied to servos and rotating hinges, etc. as well, right?--with some electronic hum based on speed?
  13. For the most part I mostly dropped it since conformal decals itself allows for custom single-characters or strings and the typefaces and coloring options got pretty darn close to those pre-made ones. Otherwise the patches work just fine with the individual icon decals as is. Now that I'm thinking about it -- someone *did* produce image atlasses of some of those decals so they at least didn't take up as many files / kilobytes --I'll see if I can trace those steps
  14. This was (is) a spectacular rover pack. The IVA is pretty bonkers as well--almost like it was ripped from a completely different AAA game. Thanks for bringing this one back up to spec, LGG!
  15. Some mods contain their own, overriding scatterer settings that will ignore what you set or change them to in-game. Usually big planet packs like JNSQ, for instance.
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