Guest Posted November 21, 2019 Share Posted November 21, 2019 On 11/9/2019 at 12:28 AM, damonvv said: Non TU version is grey This is a picky inquiry - but is it possible to swap between them in-game? I actually prefer the grey textures in certain circumstances depending on the design I'm making and if it fits. Quote Link to comment Share on other sites More sharing options...
alberro+ Posted November 22, 2019 Share Posted November 22, 2019 On 3/17/2019 at 1:14 PM, damonvv said: Solar panels are blue because that's inline with KSP. But they are already looking pretty good with this new shader on them. Also sneak peak at upgraded Erector: (NO more need for AdvancedTextures mod) With a better node to proper align @AlphaMensaes FSS tower: Where can I find that crew arm?? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 22, 2019 Share Posted November 22, 2019 37 minutes ago, alberro+ said: Where can I find that crew arm?? Since Damon mentions AlphaMensae immediately above the second image, you must go here: Quote Link to comment Share on other sites More sharing options...
alberro+ Posted November 22, 2019 Share Posted November 22, 2019 Is there a way I can put the SpaceX textures in with stock KSP? It doesn’t show up for me. Quote Link to comment Share on other sites More sharing options...
Puggonaut Posted November 23, 2019 Share Posted November 23, 2019 Had too seemed like a good idea to get a whole station into orbit in one piece and 4 Starships . Quote Link to comment Share on other sites More sharing options...
SpeedShot7 Posted November 23, 2019 Share Posted November 23, 2019 Now that the beta version has been out for a while, is there any rough date (or month) that you think you'll release the full version? Quote Link to comment Share on other sites More sharing options...
Damon Posted November 23, 2019 Author Share Posted November 23, 2019 2 hours ago, SpeedShot7 said: Now that the beta version has been out for a while, is there any rough date (or month) that you think you'll release the full version? December 1st Quote Link to comment Share on other sites More sharing options...
Willem_Alexander Posted November 24, 2019 Share Posted November 24, 2019 hey damonvv! i have a suggestion. what if there was a docking function on the booster probe core for super heavy, so that when you have landed the thing on the launchpad, a crane can lift the starship on superheavy so that you can refly it? there is a crane in kerbal attachment system Quote Link to comment Share on other sites More sharing options...
Damon Posted November 24, 2019 Author Share Posted November 24, 2019 1 hour ago, Willem_Alexander said: hey damonvv! i have a suggestion. what if there was a docking function on the booster probe core for super heavy, so that when you have landed the thing on the launchpad, a crane can lift the starship on superheavy so that you can refly it? there is a crane in kerbal attachment system How are you going to refuel it? Quote Link to comment Share on other sites More sharing options...
KanzKa Posted November 25, 2019 Share Posted November 25, 2019 16 hours ago, damonvv said: How are you going to refuel it? Kerbal Attachment System has resources transfer and a connector Quote Link to comment Share on other sites More sharing options...
Willem_Alexander Posted November 25, 2019 Share Posted November 25, 2019 8 hours ago, KanzKa said: Kerbal Attachment System has resources transfer and a connector what he says Quote Link to comment Share on other sites More sharing options...
Willem_Alexander Posted November 25, 2019 Share Posted November 25, 2019 and maybe just a big ass fuel tank next to it with flexible grabbing connector, you know, the claw in the coupling section in the vab Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted November 26, 2019 Share Posted November 26, 2019 On 11/24/2019 at 4:03 PM, damonvv said: How are you going to refuel it? I never tried it, but doesn't Kerbal Konstructs offer resource storage? I don't know how these resources can be transferred to a ship, though. Quote Link to comment Share on other sites More sharing options...
BowmanA081 Posted November 30, 2019 Share Posted November 30, 2019 On 11/23/2019 at 11:00 PM, Puggonaut said: -fourstarships.jpg- Had too seemed like a good idea to get a whole station into orbit in one piece and 4 Starships . I'm moved Quote Link to comment Share on other sites More sharing options...
Damon Posted November 30, 2019 Author Share Posted November 30, 2019 Tundra Exploration v1.7 is out! Enjoy the new Starship in KSP! Many thanks to @JadeOfMaar and @Nessus_ for helping me balancing the mod. Also a big hug to @sarbian for providing me with a plugin to use action groups for the fins! This version includes the plugin that comes standard with SSPXr to activate the legs. Many thanks to @Nertea to allow me to include it for this release!This version is for KSP 1.8.x and above, any older version is not supported! Changelog: - Updated to KSP 1.8.x - Renamed 2018 Gojira as "Mk3" - Added Mk4 Gojira parts (2019 Starship) - Updated textures for Unity 2019 Make sure to download Textures Unlimited, otherwise things won't be as shiny! Download it here: Happy launches! * Soyuz and solar panels not included (Tantares and Near Future Solar)** This image is not sponsored by @Beale Quote Link to comment Share on other sites More sharing options...
NiL Posted November 30, 2019 Share Posted November 30, 2019 (edited) Oh, i'm so *displeased* that the final version is using TU. I unerstand that this is because of reasons and most players are probably fine with OpenGl, but is there a chance that in the future you could start using stock shaders? Maybe if the new Unity would prove to be better at that things (i assume that you tested stock shaders mostly with old 1.7.* and buggy 1.8)? Edit: Forum's autocorrection changed the word to "liquified" lol. English is not my native language, didn't know that it's a swearword O_o Edited November 30, 2019 by NiL Quote Link to comment Share on other sites More sharing options...
Damon Posted November 30, 2019 Author Share Posted November 30, 2019 (edited) 5 minutes ago, NiL said: Oh, i'm so *displeased* that the final version is using TU. I unerstand that this is because of reasons and most players are probably fine with OpenGl, but is there a chance that in the future you could start using stock shaders? Maybe if the new Unity would prove to be better at that things (i assume that you tested stock shaders mostly with old 1.7.* and buggy 1.8)? Edit: Forum's autocorrection changed the word to "liquified" lol. English is not my native language, didn't know that it's a swearword O_o I tried stock shaders and it never looked good. Sure it looks good in the VAB but during flight it was ugly you don't want to see it. In all the versions the game runs very slow when turned on. But TU is totally optional. Without it the ship will look white like the 2018 version. I found out that TU runs much smoother than using the stock shader and I don't even run with OpenGL. Obviously when KSP 2 comes I will look again. (Cuz the whole idea of KSP 2 is having a better running game with new shaders and such) Edited November 30, 2019 by damonvv Quote Link to comment Share on other sites More sharing options...
SpeedShot7 Posted November 30, 2019 Share Posted November 30, 2019 Is there RO support at the moment, or is it on the way? Quote Link to comment Share on other sites More sharing options...
alberro+ Posted November 30, 2019 Share Posted November 30, 2019 Whenever I try to use the RO textures on stock, it doesn’t work. Any fix? Quote Link to comment Share on other sites More sharing options...
Damon Posted November 30, 2019 Author Share Posted November 30, 2019 1 hour ago, SpeedShot7 said: Is there RO support at the moment, or is it on the way? Not at the moment. We are still waiting for Kopernicus to update before we can make the configs for RO. 26 minutes ago, alberro+ said: Whenever I try to use the RO textures on stock, it doesn’t work. Any fix? You only have to replace the pngs with the logos. You don't have to do much more than that! Quote Link to comment Share on other sites More sharing options...
alberro+ Posted December 1, 2019 Share Posted December 1, 2019 3 hours ago, damonvv said: Not at the moment. We are still waiting for Kopernicus to update before we can make the configs for RO. You only have to replace the pngs with the logos. You don't have to do much more than that! Tried it, Doesn't work! Quote Link to comment Share on other sites More sharing options...
REACH Posted December 2, 2019 Share Posted December 2, 2019 It's very cool! Quote Link to comment Share on other sites More sharing options...
NewRetroMan Posted December 2, 2019 Share Posted December 2, 2019 Is there any way to get Textures Unlimited to work only with the Tundra Exploration? Without working with parts from other mods and stock games. Quote Link to comment Share on other sites More sharing options...
Damon Posted December 2, 2019 Author Share Posted December 2, 2019 (edited) 1 hour ago, NewRetroMan said: Is there any way to get Textures Unlimited to work only with the Tundra Exploration? Without working with parts from other mods and stock games. TU does nothing by itself. You need to download mods to get it working or write your own configs. So something in your GameData is screwing with stock parts then. Edited December 2, 2019 by damonvv Quote Link to comment Share on other sites More sharing options...
Xd the great Posted December 3, 2019 Share Posted December 3, 2019 @damonvv, it seems like the left/right flaps are switched, and they cannot auto-actuate with SAS to keep it balanced. Any fixes? Quote Link to comment Share on other sites More sharing options...
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