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Merge pull request #224 from ihsoft/next-1.0
# Beta 11 (July 9th, 2018): * [Fix] The parts, preattached to a winch in VAB, don't dock when the vessel goes in flight. * [Fix] GUI crashes if RTS and winch remote dialogs are opened simultaneously, * [Fix] TB-60 does lock. * [Fix] Joint limit angles in TJ-2 and TB-60 are wrong: they remember the attach position instead of the "neutral" one. * [Fix #220] KAS-1.0b10: Wrong max length on W-1. * [Change] Rename W-1 winch to W-50. * [Change] Use the 64-bit profile. The 32-bit game mode is no more supported! * [Enhacement] Prevent KAS parts detaching from the vessel when the joint between the link soucre and the link target is broken. * [Enhacement] Add HW-80 part. * [Enhacement] All textures changed to make a distinguished look for the KAS 1.0 parts (even though many of them use the same models). * [Enhacement] Huge texture optimizations for better quality, smaller sizes (when possible) and better loading speed. * [Enhacement] Fully support localization in all the parts. * [Enhacement] Make fun part descriptions. * [Enhacement] Show the energy consumption and motor speed in the winch part info. * [Enhacement] Load winch remote activation key from settings. * [Enhacement] Add RU localization.
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Binaries/KSPDev_Utils.0.34.xml → Binaries/KSPDev_Utils.0.37.xml
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# License | ||
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All the graphics source files are published under Public Domain License. You | ||
are free to use them for any purpose you want. | ||
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FIXME: mention forum thread | ||
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# Applications and mods | ||
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All the sources are stored in the GIMP format (.xcf), it's a _free_ graphics | ||
editor. Get the most fresh version to be able handling the files. It can be | ||
downloaded here: | ||
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https://www.gimp.org/downloads/ | ||
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In order to work with the DDS files (import/export), download the appropriate | ||
plug-in: | ||
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http://registry.gimp.org/node/70 | ||
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# Hints | ||
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* Avoid releasing textures in a non-DDS format. The game will have to convert | ||
them anyways. It will take some time during the loading, but what is more | ||
important, it can reduce the textures quality. By storing your textures in | ||
DDS format, you ensure that in the game they will look exactly as designed. | ||
* The DDS textures must be square (the width is equal to the height), and the | ||
dimension must be a multiple of power of two. E.g. 16, 32, 64, 128, 256, 512, | ||
1024, etc. Scale your textures before saving, or else they will be scaled by | ||
the game with a quality you can't predict. | ||
* When exporting the final DDS texture, make sure you've selected the | ||
"generate mipmaps" option. __Never__ choose "use existing mipmaps" since your | ||
changes may not get reflected in the scaled versions of the texture! | ||
* Keep in mind that DDS textures are "up side down". I.e. if your source was a | ||
PNG or JPG, then you need to flip the texture vertically before saving it as | ||
DDS. | ||
* Prefer DX1 format over DX5 when possible. The former takes much less space in | ||
the video memory. However, if the alpha channel is more than a simple | ||
"visible/not visible" bit, then DX5 is the only choice. | ||
* In many models the alpha channel of the main texture is used to define the | ||
material refelection ratio. If you see a texture with an alpha channel close | ||
to 0, it's because the model's material is not supposed to shine as a mirror. | ||
In GIMP you can disable the alpha channel to see the texture and comfortably | ||
editing it. | ||
* When a source file has a layer group "output", then this texture needs a | ||
special attention when saved as DDS due to there is an alpha mask which | ||
controls the reflections. You can disable the alpha channel when editing the | ||
texture. Make all your changes in the layers inside the layer group. When | ||
ready to export, merge the visible layers in the group, enable the alpha and | ||
export. Make sure the merged version is not saved! |
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- Winn75 ([email protected]). | ||
- Shatten ([email protected]). | ||
- Enceos ([email protected]). | ||
- IgorZ ([email protected]). | ||
- KAS 1.0 concept, coding, and maintaining: IgorZ ([email protected]). | ||
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Code, binaries, models and textures are released under Public Domain license. | ||
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