cheech420now Posted June 10, 2015 Share Posted June 10, 2015 Only needed for the New textures downloadCargo Bay Texture Switch FixJust Drop in CSS/Parts folder and overwrite the files. Link to comment Share on other sites More sharing options...
Mike-NZ Posted June 11, 2015 Author Share Posted June 11, 2015 Yes and the crew cabin textures dont include the RCS textures or the Nose Textures. All of them are on different dds files. Maybe that is something we can look into. Re do the UVs and textures for your one piece crew cabin so its all on one texture instaed of 3.Before installing these files MAKE A BACKUP OF YOU CSS FOLDER AND PUT IT SOMEWHERE SAFE!!Click Here for new and old texturesJust overwrite the old filesClick here for just the new onesDelete the BoosterPack, CSSCargobay,CSSCrewsection, CSSEngines, CSSTail, and CSSWings folders and drop these in CCS/Parts folderSome notes with this one i changed the OMS models to the proper ones for Left and Right. but the effects stay when throttled up even if out of fuel. (Mike can you look into that?)Also I removed the new booster decoupler and the booster with it built in.Just make sure you back up you CSS folder before using this pack !!- - - Updated - - -Oops there is a problem with the cargo bay config file. I will put a link to fixed versions.I appreciate your help with the fixes but lets not jump the gun and have multiple releases put out. I was rather wanting feedback on the diffetent texture packs and weather we should go for the new set or keep both as switchable As for the missing textures like for the rcs yes I know they are not added to the cfg or are incorectly entered in. I did ask for people to have a look into it while im at work but not send out a complete new download with a couple things fixed. I will rather fix all issues first. I will download yours and correct mine with it tonight along with everything elseAlso with firespitter texture switch have you found a fix for why it dorsnt work for somr people. Including me. I dont want to release it and only some people can testure switch. Rather keep it bd for now to also go with my wheelsI know why the oms has that issue and will fix.And I have more from DECQ to go in.animated et flaps and my proper airlock etcRan out if time for the last release (4am limit) but posted it for people to test anyway for bugs.Hoping for a full one tonight.- - - Updated - - -Only needed for the New textures downloadCargo Bay Texture Switch FixJust Drop in CSS/Parts folder and overwrite the files.Will have a full release out tonight if people dont mind waiting but thanks heaps for finding fixes at saves me time Link to comment Share on other sites More sharing options...
cheech420now Posted June 11, 2015 Share Posted June 11, 2015 Do you have the latest firespitter plugin?- - - Updated - - -And im pretty sure everyone will want the new textures. This thing has needed them for a long time. Also we need to keep the memory footprint as low as possible. If people want all those textures we can make an addon pack for it. What you think about that? Oh and i got the texture switch workng with the cargobay doors also.- - - Updated - - -I have everything working with BDTextureSwitch but the crew cabin. It works with FStextureSwitch2 but not BDTextureSwitch.If i change anything else i will send it to you directly. Can you private message me a contact email for you Mike? Oh I got the doors working with the Firespitter animation module. Link to comment Share on other sites More sharing options...
G'th Posted June 11, 2015 Share Posted June 11, 2015 A texture pack would likely be ideal. Never met anyone who got upset at an optional High-Res/Alternate texture pack being provided. Link to comment Share on other sites More sharing options...
cheech420now Posted June 11, 2015 Share Posted June 11, 2015 The textures arent high res. They are just better. Link to comment Share on other sites More sharing options...
Mike-NZ Posted June 11, 2015 Author Share Posted June 11, 2015 Do you have the latest firespitter plugin?- - - Updated - - -And im pretty sure everyone will want the new textures. This thing has needed them for a long time. Also we need to keep the memory footprint as low as possible. If people want all those textures we can make an addon pack for it. What you think about that? Oh and i got the texture switch workng with the cargobay doors also.- - - Updated - - -I have everything working with BDTextureSwitch but the crew cabin. It works with FStextureSwitch2 but not BDTextureSwitch.If i change anything else i will send it to you directly. Can you private message me a contact email for you Mike? Oh I got the doors working with the Firespitter animation module.You got all tthat workking? The man! Yeah wish this was my day job...Would like yo see how you manipulated the cfg's. I will reinstall a few modsSo are we all agreeing on leaving out the old textures? The new ones are too light in my oppinion. Will you guys be ok with it if a darken them a bit? Im talking about the tiles underneath. Link to comment Share on other sites More sharing options...
cheech420now Posted June 11, 2015 Share Posted June 11, 2015 Id say go with just the new ones. As for making them darker go for it Link to comment Share on other sites More sharing options...
Tyren Posted June 11, 2015 Share Posted June 11, 2015 +1 from me to that. Memory footprint doesnt change that much and it looks better, so ditch dem old textures. - - - Updated - - -I never liked those worn-out looks anyway, i am a fan of crushing brand new neat and clean ships That reminds me of another mod: iirc the kliper or kso looked pretty cooked up after reentry, thatd be an epic feature... Link to comment Share on other sites More sharing options...
aleksey71 Posted June 11, 2015 Share Posted June 11, 2015 Defining CSS full update 4 so as a stable version behaves the shuttle during re-entry more realistic. all happiness Yes! when the output of an update? Link to comment Share on other sites More sharing options...
Jeast Posted June 11, 2015 Share Posted June 11, 2015 Thanks buddy.I still cant fet firwspitter texture switch to work for me so I used bd. Even in my bew install....That crew cabin had complete retexture textures that changed more than the rcs tiles didn't it? Im sorry if I didny get your booster switch working. I thaught I did?.... I must of iverlooked it my bad.- - - Updated - - -Minf all my typos im doing all this on cellphone.Do you mean match orientation of body flap with wing flaps? Also if we can get that cargobay firespittet going it gives the ability to slow down the animation so it opens slower like it should.Wuyh my new wheels I slowed the anination too. Id did work for that. Also time delay between animations is super high giving the effect you cannot retract them. It works...Yes exactly. Make sure the orientation of the tailflap is exactly the same (in Unity that is) as the wing control surfaces. My guess is that fixes the problem with the tail flap. Link to comment Share on other sites More sharing options...
Mike-NZ Posted June 11, 2015 Author Share Posted June 11, 2015 It works with RPM :-) ARGH that is AWESOME!- - - Updated - - -how to fix the shade in the cockpit http://s017.radikal.ru/i430/1506/76/6827f7475fd3t.jpgI think that part has no texture. I will check this for you- - - Updated - - -@cheech, can you send through the working cargobay animation code? firespitter one Link to comment Share on other sites More sharing options...
cheech420now Posted June 11, 2015 Share Posted June 11, 2015 (edited) Sure there ya go Edited June 11, 2015 by cheech420now Link to comment Share on other sites More sharing options...
Mike-NZ Posted June 11, 2015 Author Share Posted June 11, 2015 thanks. I have applied all of your fixes already. just finishing the textures and animated engine mount doors etc Link to comment Share on other sites More sharing options...
cheech420now Posted June 11, 2015 Share Posted June 11, 2015 Cool. Did you get firespitter working on your end? Link to comment Share on other sites More sharing options...
Mike-NZ Posted June 11, 2015 Author Share Posted June 11, 2015 haven't gotten that far yet but I will try when I finish modeling Link to comment Share on other sites More sharing options...
Mike-NZ Posted June 11, 2015 Author Share Posted June 11, 2015 one more days work ahead.its a big to do list.... and I need sleep. Link to comment Share on other sites More sharing options...
Jeast Posted June 11, 2015 Share Posted June 11, 2015 Does anyone know how SAS was inplemented in the shuttle and where the buttons where? Was every orbital move done by autopilot? It seems to me after reading the manual there werent many controls in the cockpit for actually flying the thing out of the atmosphere. I ask this cause Im trying to find the right place for SAS direction buttons. Link to comment Share on other sites More sharing options...
PatrickTeu Posted June 11, 2015 Share Posted June 11, 2015 Does anyone know how SAS was inplemented in the shuttle and where the buttons where? Was every orbital move done by autopilot? It seems to me after reading the manual there werent many controls in the cockpit for actually flying the thing out of the atmosphere. I ask this cause Im trying to find the right place for SAS direction buttons.the shuttle was very automated. The pilot would only steer it in the last minutes during landing before touch down Link to comment Share on other sites More sharing options...
Tyren Posted June 11, 2015 Share Posted June 11, 2015 Does anyone know how SAS was inplemented in the shuttle and where the buttons where? Was every orbital move done by autopilot? It seems to me after reading the manual there werent many controls in the cockpit for actually flying the thing out of the atmosphere. I ask this cause Im trying to find the right place for SAS direction buttons.I guess it just doesnt utilize SAS in terms of reaction wheel abuse...so i guess you have to make a magical appearing button or simply let it slip, hittint T hurts no one, even in IVA. Link to comment Share on other sites More sharing options...
Jeast Posted June 11, 2015 Share Posted June 11, 2015 Its not about hitting T but the direction. Prograde, target etc. Link to comment Share on other sites More sharing options...
Mike-NZ Posted June 11, 2015 Author Share Posted June 11, 2015 Ok so from yesterdays work, all underside tile textures are darker, the airlock is complete, engine mount now has ET door flaps (I had to combine models) crash damage is lowered to near stock ksp standards (still a bit stronger for now. From something like1600000 to 200) removed old textures. Fixed rcs in cabin (again) For tonight I will work on the control surfaces, complete canadarm, and the rest of the little things and hopefully release it Link to comment Share on other sites More sharing options...
G'th Posted June 12, 2015 Share Posted June 12, 2015 Excellent! Doing a fantastic job here. Link to comment Share on other sites More sharing options...
Mike-NZ Posted June 12, 2015 Author Share Posted June 12, 2015 Excellent! Doing a fantastic job here.Thank you. Weekend coming up. Time to get lots done! Link to comment Share on other sites More sharing options...
Jeast Posted June 12, 2015 Share Posted June 12, 2015 I have the idea to create realistic MFD's for the new IVA. This means that it is not possible anymore to get the docking cam or alignment indicator on the cockpit MFD's. I want to place a kerbal with two MFD's (with docking cam) in front of the backwindows so you can only dock using this kerbal and looking trough the back/up windows. What do you guys think of this? Link to comment Share on other sites More sharing options...
daedaelus Posted June 12, 2015 Share Posted June 12, 2015 Did the actual shuttle use a docking cam? Link to comment Share on other sites More sharing options...
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