Cairol Posted May 15, 2016 Share Posted May 15, 2016 Does anyone know about a 1.1.x compatible "J's Specialized Suit Pack" or an alternative? It seems like "jfull", the author is inactive for some while. I loved those differently coloured suits for the different Kerbal classes. Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted May 15, 2016 Share Posted May 15, 2016 They should still be "compatible", I would have thought. If you mean the broken link, the link on Imgur works OK. Follow the "Javascript is disabled" link, and there's a working mediafire link in the description. Don't recall if they're jpg format or dds, but they should still work regardless. Quote Link to comment Share on other sites More sharing options...
shaw Posted May 15, 2016 Author Share Posted May 15, 2016 2 hours ago, Bishop149 said: Any ideas why my Kerbin looks like this: If I remove my KerbinScaledSpace300 texture it returns to normal. Is there something up with my Kerbin texture? It worked several versions ago. The texture is 4096 x 2044, bit depth 32 and is a .dds file. Dimensions are not powers of 2. Should be 4096 x 2048. And what texture compression are you using? Only DXT1 and DXT5 are supported by KSP. Uncompressed textures are not supported. 2 hours ago, Cairol said: Does anyone know about a 1.1.x compatible "J's Specialized Suit Pack" or an alternative? It seems like "jfull", the author is inactive for some while. I loved those differently coloured suits for the different Kerbal classes. What's not compatible? All texture packs except some very ancient ones (I think the structure for texture packs last changed in TR 1.4). There are also some issues with TGA images from KSP 0.24 or 0.25 on, so if you find TGA textures in a pack convert them to DDS (normal maps need special treatment so you best use some texture conversion tool specialised for KSP, e.g. https://github.com/ducakar/img2dds). Quote Link to comment Share on other sites More sharing options...
Bishop149 Posted May 15, 2016 Share Posted May 15, 2016 (edited) 2 hours ago, shaw said: Dimensions are not powers of 2. Should be 4096 x 2048. And what texture compression are you using? Only DXT1 and DXT5 are supported by KSP. Uncompressed textures are not supported. What's not compatible? All texture packs except some very ancient ones (I think the structure for texture packs last changed in TR 1.4). There are also some issues with TGA images from KSP 0.24 or 0.25 on, so if you find TGA textures in a pack convert them to DDS (normal maps need special treatment so you best use some texture conversion tool specialised for KSP, e.g. https://github.com/ducakar/img2dds). Yeah, I managed to get it to work by stretching that y dimension to 2048. Had to convert to .png to do so, will try the tool you link to convert back. Edit: Any other tools for converting to .dds? That one requires python and converts the whole folder, and this one doesn't work on WIndows 10 Edited May 15, 2016 by Bishop149 Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted May 15, 2016 Share Posted May 15, 2016 (edited) Paint.NET can handle DDS files. Limitation: " Does not support layers but does alpha." No idea if that means it's what you're looking for or not. Edited May 15, 2016 by UnanimousCoward More info Quote Link to comment Share on other sites More sharing options...
Synthesis Posted May 15, 2016 Share Posted May 15, 2016 (edited) 13 hours ago, shaw said: Maybe that's when reflections are being generated. Does changing `reflectionInterval` make a difference? Removing which CFG file? Removing `@Default.cfg` shouldn't have direct effect on reflections, it usually contains the default settings that don't change anything. Unless something else is the problem, e.g. some issues with texture compression and unloading. Check the log if there are any errors. Thanks for getting back to me--this is a pretty unfamiliar area to me, but all my reflections come from TextureReplacer.dll and MM_ReflectionPluginWrapper.cfg. I think I have an "outdated" version, but weirdly, it's the only one that puts actual part reflections on components. // Replace ReflectionPlugin's module with TRReflection. @PART[probeCoreOcto2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = octo2 colour = 0.4 0.4 0.4 interval = 4 reflectionResolution = 8 } } @PART[probeCoreOcto]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = octo colour = 0.4 0.4 0.4 interval = 4 reflectionResolution = 8 } } @PART[probeCoreHex]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = colour = 0.4 0.4 0.4 interval = 4 reflectionResolution = 8 } } @PART[probeCoreCube]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = cube colour = 0.4 0.4 0.4 interval = 4 reflectionResolution = 8 } } @PART[Mark1-2Pod]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = FrontWindow SideWindow colour = 0.5 0.5 0.5 interval = 4 reflectionResolution = 16 } } @PART[cupola]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = obj_base colour = 0.5 0.5 0.5 interval = 4 reflectionResolution = 64 } } @PART[crewCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = cabin colour = 0.5 0.5 0.5 interval = 4 reflectionResolution = 32 } } @PART[mk1pod]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = window colour = 0.5 0.5 0.5 interval = 4 reflectionResolution = 16 } } @PART[Large_Crewed_Lab]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = Lab colour = 0.5 0.5 0.5 interval = 4 reflectionResolution = 32 } } @PART[Mark1Cockpit]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = Cockpit colour = 0.5 0.5 0.5 interval = 4 reflectionResolution = 32 } } @PART[Mark2Cockpit]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = Cockpit colour = 0.5 0.5 0.5 interval = 4 reflectionResolution = 32 } } @PART[landerCabinSmall]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = obj_base colour = 0.5 0.5 0.5 interval = 4 reflectionResolution = 32 } } @PART[mk2Cockpit_Inline]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = Cockpit_inline colour = 0.5 0.5 0.5 interval = 4 reflectionResolution = 32 } } @PART[mk2Cockpit_Standard]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = COCKPIT colour = 0.5 0.5 0.5 interval = 4 reflectionResolution = 32 } } @PART[mk2LanderCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = cabin colour = 0.5 0.5 0.5 interval = 4 reflectionResolution = 32 } } @PART[mk3Cockpit_Shuttle]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = cockpit colour = 0.5 0.5 0.5 interval = 4 reflectionResolution = 32 } } @PART[MK1CrewCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE[TRReflection] { name = TRReflection shader = Reflective/Bumped Diffuse colour = 0.5 0.5 0.5 interval = 4 reflectionResolution = 16 } } @PART[mk2CrewCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE[TRReflection] { name = TRReflection shader = Reflective/Bumped Diffuse colour = 0.5 0.5 0.5 meshes = Mk2CrewCabin interval = 4 reflectionResolution = 16 } } @PART[mk3CrewCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE[TRReflection] { name = TRReflection shader = Reflective/Bumped Diffuse colour = 0.5 0.5 0.5 meshes = CREW interval = 4 reflectionResolution = 16 } } @PART[probeCoreSphere]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = sphere colour = 0.4 0.4 0.4 interval = 2 reflectionResolution = 32 } } @PART[ionEngine]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = engine interval = 4 reflectionResolution = 16 } } @PART[liquidEngine3]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = engine bell Nozzle colour = 0.2 0.2 0.2 interval = 4 reflectionResolution = 16 } } @PART[nuclearEngine]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = colour = 0.2 0.2 0.2 interval = 4 reflectionResolution = 32 } } @PART[liquidEngine]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = colour = 0.2 0.2 0.2 interval = 4 reflectionResolution = 16 } } @PART[liquidEngine2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = colour = 0.2 0.2 0.2 interval = 4 reflectionResolution = 16 } } @PART[liquidEngine1-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = colour = 0.2 0.2 0.2 interval = 4 reflectionResolution = 16 } } @PART[liquidEngine2-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse colour = 0.2 0.2 0.2 interval = 4 reflectionResolution = 16 } } @PART[engineLargeSkipper]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse colour = 0.2 0.2 0.2 interval = 4 reflectionResolution = 16 } } @PART[RAPIER]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = engine interval = 4 reflectionResolution = 16 } } @PART[SSME]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse colour = 0.4 0.4 0.4 interval = 4 reflectionResolution = 16 } } @PART[Size3AdvancedEngine]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = Nozzle colour = 0.25 0.25 0.25 interval = 4 reflectionResolution = 16 } } @PART[fuelTank2-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = medtank colour = 0.18 0.18 0.18 interval = 4 reflectionResolution = 32 } } @PART[fuelTank4-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = smalltank colour = 0.18 0.18 0.18 interval = 2 reflectionResolution = 32 } } @PART[toroidalFuelTank]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = colour = 0.4 0.4 0.4 interval = 6 reflectionResolution = 32 } } @PART[xenonTank]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = colour = 0.4 0.4 0.4 interval = 6 reflectionResolution = 32 } } @PART[commDish]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = dish colour = 0.4 0.4 0.4 interval = 6 reflectionResolution = 16 } } @PART[dockingPort2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = port colour = 0.35 0.35 0.35 interval = 6 reflectionResolution = 16 } } @PART[dockingPort3]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = port colour = 0.3 0.3 0.3 interval = 6 reflectionResolution = 16 } } @PART[dockingPortLarge]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = large colour = 0.35 0.35 0.35 interval = 6 reflectionResolution = 16 } } @PART[landingLeg1]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = colour = 0.5 0.5 0.5 interval = 6 reflectionResolution = 8 } } @PART[landingLeg1-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = colour = 0.5 0.5 0.5 interval = 6 reflectionResolution = 8 } } @PART[miniLandingLeg]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse meshes = colour = 0.5 0.5 0.5 interval = 6 reflectionResolution = 8 } } @PART[solarPanels1]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse colour = 0.35 0.35 0.35 interval = 4 meshes = panel1 panel2 panel3 panel4 panel5 reflectionResolution = 8 } } @PART[solarPanels2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse colour = 0.35 0.35 0.35 interval = 4 meshes = panel3 panel04 panel05 panel06 panel07 panel08 reflectionResolution = 8 } } @PART[solarPanels3]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse colour = 0.35 0.35 0.35 interval = 4 meshes = basepanel panel1 panel2 panel3 panel4 panel5 reflectionResolution = 8 } } @PART[solarPanels4]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse colour = 0.35 0.35 0.35 interval = 4 meshes = solarPanel4panels panel2 panel3 panel4 pane5 panel6 reflectionResolution = 8 } } @PART[solarPanels5]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse colour = 0.35 0.35 0.35 interval = 4 meshes = panel reflectionResolution = 8 } } @PART[largeSolarPanel]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer] { MODULE { name = TRReflection shader = Reflective/Bumped Diffuse colour = 0.35 0.35 0.35 interval = 4 meshes = panel reflectionResolution = 16 } } Any other version of MM_ReflectionPluginWrapper.cfg just doesn't work. Not sure why, very strange. Removing that CFG fixes the issue--but it also disables reflections, naturally. Maybe that helps. I'll try raising the interval time and see if that helps. Edited May 15, 2016 by Synthesis Quote Link to comment Share on other sites More sharing options...
shaw Posted May 15, 2016 Author Share Posted May 15, 2016 3 hours ago, Bishop149 said: Yeah, I managed to get it to work by stretching that y dimension to 2048. Had to convert to .png to do so, will try the tool you link to convert back. Edit: Any other tools for converting to .dds? That one requires python and converts the whole folder, and this one doesn't work on WIndows 10 Python is only needed to run conversion on the whole GameData directory. You can also run `img2dds` from the command line to convert a single image like: img2dds -vcm path/to/image Run `img2dds` without parameters for description of all options. Quote Link to comment Share on other sites More sharing options...
Synthesis Posted May 15, 2016 Share Posted May 15, 2016 (edited) It's hard to tell, but it doesn't seem like changing the interval from 4 to 7 didn't help (changing it to 1 did make the hitching significantly worse I think) for a small satellite in low orbit. I may have to play around the settings further, but I'm not sure what could be causing it--normally it's the actual texture replacements that take a huge bite out of my FPS, not reflections. And the reflections seem fine in the VAB. Edited May 15, 2016 by Synthesis Quote Link to comment Share on other sites More sharing options...
Toonu Posted May 15, 2016 Share Posted May 15, 2016 Is possible to replace sun flare with this as it is in scatterer? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 16, 2016 Share Posted May 16, 2016 3 hours ago, Toonu said: Is possible to replace sun flare with this as it is in scatterer? If you don't want to use scatterer effects just delete all the planet .cfg files Quote Link to comment Share on other sites More sharing options...
RangeMachine Posted May 17, 2016 Share Posted May 17, 2016 Finally, I restored visor reflections shader. I spent many time to find a way to render atmosphere layer, but it's no result. So it's like an old reflections, without atmosphere. You can download updated plugin from my GitHub fork, until @shaw updating his main branch. Spoiler Quote Link to comment Share on other sites More sharing options...
Vandest Posted May 17, 2016 Share Posted May 17, 2016 Thank you @RangeMachine ! Reflections without rendering atmosphere, it's better than not at all ! Quote Link to comment Share on other sites More sharing options...
Christoph Lipka Posted May 17, 2016 Share Posted May 17, 2016 Not sure if this has been mentioned before: CKAN lists version 2.4.13 as compatible with KSP 1.1.2, but the KSP AddOn Version Checker still reports it as being compatible with 1.1 only. Quote Link to comment Share on other sites More sharing options...
Synthesis Posted May 17, 2016 Share Posted May 17, 2016 8 hours ago, RangeMachine said: Finally, I restored visor reflections shader. I spent many time to find a way to render atmosphere layer, but it's no result. So it's like an old reflections, without atmosphere. You can download updated plugin from my GitHub fork, until @shaw updating his main branch. Reveal hidden contents Very cool! I'm still trying to reduce the unexpected FPS hit from reflections on parts, otherwise I'd jump on this. Quote Link to comment Share on other sites More sharing options...
Gorby1 Posted May 18, 2016 Share Posted May 18, 2016 On 1/30/2016 at 6:11 PM, Poodmund said: Poodmund's Calm Nebula Skybox Toying around with creating a Nebula-like Skybox that presents the Kerbol system within a sparse Nebula. Features a subtle Galaxy star-line and patches of Pink/Blue Nebula proto-Star fields. To the polar South a very energetic solar nursery can be seen. I like this, and I know you're probably more focused on OPM-VO right now (which is awesome) but have you given any thought to making a nebula skybox that is less "calm", such as one that is Upset or possibly even Angry? As in, something with a lot more filament structure that's maybe more dense and/or brighter? I'd love to fly around a solar system that somehow exists inside of a violent nebula! Quote Link to comment Share on other sites More sharing options...
Poodmund Posted May 18, 2016 Share Posted May 18, 2016 16 hours ago, Gorby1 said: I like this, and I know you're probably more focused on OPM-VO right now (which is awesome) but have you given any thought to making a nebula skybox that is less "calm", such as one that is Upset or possibly even Angry? As in, something with a lot more filament structure that's maybe more dense and/or brighter? I'd love to fly around a solar system that somehow exists inside of a violent nebula! Haha, I genuinely laughed when I read your post. Possibly, I may have a dabble. As you said I have some more pertinent projects at the moment but maybe when things die down a little in a month or two I could give it a shot. Bug me in a month or two's time and remind me. Quote Link to comment Share on other sites More sharing options...
ctbram Posted May 18, 2016 Share Posted May 18, 2016 I can't seem to get the navball texture to work. Is it broken in TR? Quote Link to comment Share on other sites More sharing options...
Galileo Posted May 19, 2016 Share Posted May 19, 2016 4 hours ago, ctbram said: I can't seem to get the navball texture to work. Is it broken in TR? yes its broken. Quote Link to comment Share on other sites More sharing options...
Darth Jeb Posted May 20, 2016 Share Posted May 20, 2016 On 29/04/2016 at 8:06 PM, Adarsh said: Is there a suit for Darth Vader? No I don't think that one exists. But you can download the black suit from Universe replacer or the green skull custom suite and the Darth Vader helmet. The combination will look like Darth Vader . Quote Link to comment Share on other sites More sharing options...
Darth Jeb Posted May 20, 2016 Share Posted May 20, 2016 (edited) On 19/01/2015 at 0:42 PM, jbrandon said: Here is my attempt at a simulated HALO inspired HUD. look at JEB go!Also different IVA modes! This is really amazing! Is there any way I can get it ? Edited May 20, 2016 by Darth Jeb Quote Link to comment Share on other sites More sharing options...
DespairingSquid Posted May 22, 2016 Share Posted May 22, 2016 Maybe I shouldn't be asking this, but is there wa way to install TR skyboxes without seeing TR's other effects? I like the default kerbals etc but not that Skybox. Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted May 22, 2016 Share Posted May 22, 2016 (edited) On 5/22/2016 at 1:44 PM, DespairingSquid said: Maybe I shouldn't be asking this, but is there wa way to install TR skyboxes without seeing TR's other effects? I like the default kerbals etc but not that Skybox. TR doesn't come with any textures by default. If you don't add any heads, suits, etc., you won't see any in the game. Just put the textures for your chosen skybox into the "EnvMap" "Default" folder and it will appear in game. TR will do three other things by default that you'll notice in-game: remove IVA helmets in safe situations, not put spacesuits on kerbals EVAing in a breathable atmosphere, and do real-time reflections on helmet visors (although that's not working in the current release anyway). You can turn all of these off in TR's settings by clicking the button that appears on the toolbar in the KSC view. It does some other magic with textures in the background, too, which is explained in the OP. Edited May 23, 2016 by UnanimousCoward Correct path. Quote Link to comment Share on other sites More sharing options...
DespairingSquid Posted May 22, 2016 Share Posted May 22, 2016 2 hours ago, UnanimousCoward said: TR doesn't come with any textures by default. If you don't add any heads, suits, etc., you won't see any in the game. Just put the textures for your chosen skybox into the "EnvMap" folder and it will appear in game. TR will do three other things by default that you'll notice in-game: remove IVA helmets in safe situations, not put spacesuits on kerbals EVAing in a breathable atmosphere, and do real-time reflections on helmet visors (although that's not working in the current release anyway). You can turn all of these off in TR's settings by clicking the button that appears on the toolbar in the KSC view. It does some other magic with textures in the background, too, which is explained in the OP. Oh OK, I didn't relise they were togglable, thank you Now my Kerbals can live in a nebula Quote Link to comment Share on other sites More sharing options...
tg626 Posted May 22, 2016 Share Posted May 22, 2016 Odd behavior: I made a slightly modified texture for the stock fairings (removed the U and yellow stripe), if I place it in the squad directory, overwriting the original, it works. But if I place it under "TextureReplacer/default/squad/parts/aero/fairings" all the fairings turn grey inside and out. Quote Link to comment Share on other sites More sharing options...
Oinker Posted May 23, 2016 Share Posted May 23, 2016 (edited) 19 hours ago, DespairingSquid said: ... is there a way to install TR skyboxes without seeing TR's other effects? I like the default kerbals etc but not that Skybox. TR doesn't come with any textures included. So install it. Then grab a copy of your favorite skybox. The skybox textures (a set of six) go in the \gamedata\texturereplacer\default folder. If the skybox includes envmaps, they go in the envmaps folder, but they won't be seen unless you have real-time reflections turned off. And nobody would turn off real-time reflection. Edited May 23, 2016 by Oinker Quote Link to comment Share on other sites More sharing options...
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