TK-313 Posted November 27, 2017 Share Posted November 27, 2017 (edited) 1 hour ago, Legcutter said: Wow. That one I've missed, thanks for the info My pleasure By the way, the fuel in the SM is enough to keep the fuel cell running for about 56 Kerbin-days/2 weeks. Not exactly a mission to Mars (or Duna), but more than enough for a trip from Earth to the Moon and back. Also it draws fuel from the lowest tank first, resourse transfer or not. Not sure if it's a bug or it's how fuel cells work in KSP. Edited November 27, 2017 by TK-313 Quote Link to comment Share on other sites More sharing options...
Deltac Posted November 28, 2017 Share Posted November 28, 2017 Let us salute the Salyut! Quote Link to comment Share on other sites More sharing options...
Avalon304 Posted November 28, 2017 Share Posted November 28, 2017 Energia when? I needs it for my Cormorant Buran. Quote Link to comment Share on other sites More sharing options...
DiscoSlelge Posted November 28, 2017 Share Posted November 28, 2017 39 minutes ago, Avalon304 said: Energia when? I needs it for my Cormorant Buran. So direct, much polite, also : Before asking Quote Link to comment Share on other sites More sharing options...
DiscoSlelge Posted November 28, 2017 Share Posted November 28, 2017 Spying with a weirdo boi ... Quote Link to comment Share on other sites More sharing options...
Kablob Posted November 28, 2017 Share Posted November 28, 2017 I've seen a lot of pictures with alternate textures for this mod. Is there anywhere I can download these? Quote Link to comment Share on other sites More sharing options...
TK-313 Posted November 28, 2017 Share Posted November 28, 2017 Latest version: On 11.11.2017 at 9:42 AM, Drakenex said: What can we do with the new (old) SM ... hmmm, oh yes! Soyuz 7K-T Here here Quote Link to comment Share on other sites More sharing options...
tjsnh Posted November 28, 2017 Share Posted November 28, 2017 (edited) A question about the new LOK dockingport/RCS cap part. (I have not yet tested it in space) What types/genders/sizes/whatever of docking ports is it intended/compatible to connect with? Can I use a 0.62m soyuz female docking port as the intended target for it? (in-line on top of the LK rcs cap part) It may seem like an odd question but I've never actually tried to dock using mismatched genders/sizes with the tantares parts so I'm not sure how they behave outside the "intended" use. Also, don't know if its intentional or not, but it doesn't seem to have a 'surface' for things to attach to. For example, I had trouble mounting a fixed light on it, had to place it on the OM and use the translation/reposition slider in VAB to make it 'look' attached to the cap. When I've had this issue before it's usually been with things like retractable landing gear parts or cargo bay doors. Not a complaint, just a report. :-) Edited November 28, 2017 by tjsnh Quote Link to comment Share on other sites More sharing options...
Beale Posted November 28, 2017 Author Share Posted November 28, 2017 (edited) 8 hours ago, Avalon304 said: Energia when? I needs it for my Cormorant Buran. Energia is 10% complete but was on hold while I clean some other things. Maybe soon, maybe not, it depends how I feel. 21 hours ago, Deltac said: Let us salute the Salyut! 6 hours ago, DiscoSlelge said: Spying with a weirdo boi ... Two beautiful builds in one day oh it makes me happy to see I love the detail level @DiscoSlelge 5 hours ago, Kablob said: I've seen a lot of pictures with alternate textures for this mod. Is there anywhere I can download these? Aside from the link from @TK-313, unfortunately "official" alternate textures are not yet released. 2 hours ago, tjsnh said: A question about the new LOK dockingport/RCS cap part. (I have not yet tested it in space) What types/genders/sizes/whatever of docking ports is it intended/compatible to connect with? Can I use a 0.62m soyuz female docking port as the intended target for it? (in-line on top of the LK rcs cap part) It may seem like an odd question but I've never actually tried to dock using mismatched genders/sizes with the tantares parts so I'm not sure how they behave outside the "intended" use. Also, don't know if its intentional or not, but it doesn't seem to have a 'surface' for things to attach to. For example, I had trouble mounting a fixed light on it, had to place it on the OM and use the translation/reposition slider in VAB to make it 'look' attached to the cap. When I've had this issue before it's usually been with things like retractable landing gear parts or cargo bay doors. Not a complaint, just a report. :-) It's quite a recent change, but now every gendered port should dock with each other 0.625/0.9375 etc. Currently the collider is as you describe, it's set to not allow surface attach (Due to all the greebles I thought it would look strange). What do you think? Should it be changed? I have made some progress on a nice old thing, but I will wait till more is complete to show! oh okay you can look now. Edited November 28, 2017 by Beale Quote Link to comment Share on other sites More sharing options...
tjsnh Posted November 28, 2017 Share Posted November 28, 2017 1 hour ago, Beale said: It's quite a recent change, but now every gendered port should dock with each other 0.625/0.9375 etc. Currently the collider is as you describe, it's set to not allow surface attach (Due to all the greebles I thought it would look strange). What do you think? Should it be changed? So it will dock with the 0.625 female soyuz port? The collider allowing surface attachments would be nice for placing lights (the little soyuz light comes to mind specifically) on it, but if you decide to add that at some point consider it a low priority - its a great looking part as-is. Quote Link to comment Share on other sites More sharing options...
Beale Posted November 28, 2017 Author Share Posted November 28, 2017 (edited) 1 hour ago, tjsnh said: So it will dock with the 0.625 female soyuz port? The collider allowing surface attachments would be nice for placing lights (the little soyuz light comes to mind specifically) on it, but if you decide to add that at some point consider it a low priority - its a great looking part as-is. Disclaimer: I didn't try it yet! But, yes this should work, you can even sink the port in so the Hex are visible and it should still dock. I plan to do a "real" female Kontact port soon. WHY Edited November 28, 2017 by Beale Quote Link to comment Share on other sites More sharing options...
Gunslinger1 Posted November 29, 2017 Share Posted November 29, 2017 8 hours ago, TK-313 said: Latest version: I downloaded the alt textures and the switcher but for some reason it isn't working for me. Maybe I'm saving them in the wrong location. Is there a readme file? Quote Link to comment Share on other sites More sharing options...
TK-313 Posted November 29, 2017 Share Posted November 29, 2017 3 hours ago, Gunslinger1 said: I downloaded the alt textures and the switcher but for some reason it isn't working for me. Maybe I'm saving them in the wrong location Perhaps. I don't quite recall the exact post, but the ALT folder goes in Tantares\Parts\Soyuz, the .cfg goes to wherever in Gamedata (I have it in Tantares). Quote Link to comment Share on other sites More sharing options...
Deltac Posted November 29, 2017 Share Posted November 29, 2017 So how are we supposed to edit the .dds textures? I hear there's a plugin for Photoshop, so does it become a simple load file into photoshop, edit, and save as .dds? And something about flipping and DXT1. I'd like to try my hand at making alt skins, but this .dds file has me cornfused! Quote Link to comment Share on other sites More sharing options...
Drakenex Posted November 29, 2017 Share Posted November 29, 2017 (edited) 21 hours ago, Beale said: Aside from the link from @TK-313, unfortunately "official" alternate textures are not yet released. If you're OK , I can make a fork on GH, then you can add an "Extras" folder where I can add them. So people doesn't have to comb this thread finding my posts, it work OK so with BDB so far! 16 hours ago, Gunslinger1 said: I downloaded the alt textures and the switcher but for some reason it isn't working for me. Maybe I'm saving them in the wrong location. Is there a readme file? 12 hours ago, TK-313 said: Perhaps. I don't quite recall the exact post, but the ALT folder goes in Tantares\Parts\Soyuz, the .cfg goes to wherever in Gamedata (I have it in Tantares). Let me know by PM if you have any problems, I'm a lazy **s but may I can make a readme 44 minutes ago, Deltac said: So how are we supposed to edit the .dds textures? I hear there's a plugin for Photoshop, so does it become a simple load file into photoshop, edit, and save as .dds? And something about flipping and DXT1. I'd like to try my hand at making alt skins, but this .dds file has me cornfused! The right way is to download this and the PSD file from GH, then save them as DDS using that tool (DXT5 and flipped). You can edit the DDS files but they won't look very good Edited November 29, 2017 by Drakenex Quote Link to comment Share on other sites More sharing options...
Deltac Posted November 29, 2017 Share Posted November 29, 2017 8 minutes ago, Drakenex said: PSD file from GH Oh, that's why I couldn't find the assets, I was looking under Tantares/Tantares in git hub when I should have gone one folder up! I thought the assets would be with the tantares parts, but no, it's a separate download after all. That'll help that they are PSD, thank you very much! Quote Link to comment Share on other sites More sharing options...
Deltac Posted November 29, 2017 Share Posted November 29, 2017 4 hours ago, Drakenex said: The right way (oops double post >:O) So I edited the texture_hamal_general_1, saved it as .dds flipped vertical and dxt5, then replaced the file in the tantares folder, loaded up the game, aaaaaand no change to the habitation module that I swore I colored over. When I look at the .dds file, the change is there, so I don't know what I'm doing wrong. Quote Link to comment Share on other sites More sharing options...
Avalon304 Posted November 29, 2017 Share Posted November 29, 2017 On 11/28/2017 at 1:39 PM, Beale said: Energia is 10% complete but was on hold while I clean some other things. Maybe soon, maybe not, it depends how I feel. Thanks. Quote Link to comment Share on other sites More sharing options...
Deltac Posted November 30, 2017 Share Posted November 30, 2017 (edited) I figured it out, trying to make green progress: The old engine doesn't have a green version, Drakenex Additional: I'm green da ba de da ba di da ba de da ba di! Edited November 30, 2017 by Deltac Quote Link to comment Share on other sites More sharing options...
Drakenex Posted November 30, 2017 Share Posted November 30, 2017 2 hours ago, Deltac said: The old engine doesn't have a green version, Drakenex yup, you have to delete mbm files. Yup, there's a green version, just unreleased Quote Link to comment Share on other sites More sharing options...
Gunslinger1 Posted November 30, 2017 Share Posted November 30, 2017 23 hours ago, TK-313 said: Perhaps. I don't quite recall the exact post, but the ALT folder goes in Tantares\Parts\Soyuz, the .cfg goes to wherever in Gamedata (I have it in Tantares). Sweet that got it working. Thanks! Quote Link to comment Share on other sites More sharing options...
TK-313 Posted November 30, 2017 Share Posted November 30, 2017 @Drakenex, if I may ask... Can you adapt your textures to the 2-crew Soyuz as well? Quote Link to comment Share on other sites More sharing options...
Deltac Posted November 30, 2017 Share Posted November 30, 2017 (edited) @Drakenex now I'm trying to switch the texture on the N1 rocket first stage, but the texture switcher doesn't switch the texture to my green one. @PART[LLV_A_LFO_1]:NEEDS[Firespitter] { MODULE { name = FStextureSwitch2 moduleID = 0 objectNames = LV_A_LFO_1 // this is as mentioned is the name of the mesh not the part, if you are working on someone elses parts and dont know the mesh name, open the .mu in notepad and usually the mesh name is the third or fourth human readable block of characters textureNames = TantaresLV/Parts/LLV/LLV_B_Engine_1_psd;TantaresLV/Parts/LLV/Delli_Alt/Texture_LLV_General_1_GN; // this the texture path and in this case translates as foldername/foldername/foldername/texture textureDisplayNames = Stock;Green; // this is the list of names shown in the gui nextButtonText = Next Color prevButtonText = Previous Color statusText = Current Color showPreviousButton = true updateSymmetry = true showInfo = false debugMode = false showListButton = false repaintableEVA = true } } The paths are good, objectnames is good, the only thing I'm iffy about is the LLV_B_Engine_1_psd.dds file Beale has in there. It has the right texture, but there's no .mbm file, so I don't know what texture the first stage is actually using. @Beale this is hard work! xP Edited November 30, 2017 by Deltac Quote Link to comment Share on other sites More sharing options...
Drakenex Posted November 30, 2017 Share Posted November 30, 2017 42 minutes ago, Deltac said: @Drakenex now I'm trying to switch the texture on the N1 rocket first stage, but the texture switcher doesn't switch the texture to my green one. @PART[LLV_A_LFO_1]:NEEDS[Firespitter] { MODULE { name = FStextureSwitch2 moduleID = 0 objectNames = LV_A_LFO_1 // this is as mentioned is the name of the mesh not the part, if you are working on someone elses parts and dont know the mesh name, open the .mu in notepad and usually the mesh name is the third or fourth human readable block of characters textureNames = TantaresLV/Parts/LLV/LLV_B_Engine_1_psd;TantaresLV/Parts/LLV/Delli_Alt/Texture_LLV_General_1_GN; // this the texture path and in this case translates as foldername/foldername/foldername/texture textureDisplayNames = Stock;Green; // this is the list of names shown in the gui nextButtonText = Next Color prevButtonText = Previous Color statusText = Current Color showPreviousButton = true updateSymmetry = true showInfo = false debugMode = false showListButton = false repaintableEVA = true } } The paths are good, objectnames is good, the only thing I'm iffy about is the LLV_B_Engine_1_psd.dds file Beale has in there. It has the right texture, but there's no .mbm file, so I don't know what texture the first stage is actually using. @Beale this is hard work! xP 90% of the time the object name is wrong, get the correct one using this: 5 hours ago, TK-313 said: @Drakenex, if I may ask... Can you adapt your textures to the 2-crew Soyuz as well? Do you mean the old Soyuz? Quote Link to comment Share on other sites More sharing options...
Deltac Posted November 30, 2017 Share Posted November 30, 2017 42 minutes ago, Drakenex said: Do you mean the old Soyuz? The new old soyuz that Beale added. It's a new part yet it's based off the old 2 man soyuz, it's also old because Beale only had a 2 man soyuz before, but it's new because it has a different texture. It's old and new! I'm going crazy! Quote Link to comment Share on other sites More sharing options...
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