Jump to content

E.Nygma

Members
  • Posts

    162
  • Joined

  • Last visited

Everything posted by E.Nygma

  1. Hi NecroBones, me again...just downloaded and installed 0.8. Small issue though: you're still buldling MM 2.5.8, sarbian moved to 2.5.10 two weeks ago... Thanks again for you're hard work!
  2. Hi all, Me thinks that TextureReplacer has something like this since Release 2.2... Best wishes
  3. Nah, I just delete the reflections, wasn't sure if I do like them anyway... Yay, to the testrange!!
  4. So, basically, TR is doing its thing with those tanks because it somehow overwrites the stock reflections? Thank you NBZ, that makes sense... Regards and Get well soon, Necrobones!
  5. LOL, was just in the process of getting a few pics: https://imgur.com/a/d2FSI I also use TextureReplacer with a custom skybox and helmet reflections for EVAs, could that be the possible cause? Regards
  6. Hi Necrobones, glad to hear your RL is getting more complicated , but don't we all seek ne challenges? Regarding the retextures: Is the "starlike" reflection on the X200 tanks intentional? If so, is it possible to tone it down a bit? In my game it looks as if the whole skybox is in the VAB for a party... Thank you and a Happy New Year!
  7. Yeah, looks way better now! Great job and thanks for the quick response!
  8. Hi again, the lastest iteration of the tank caps look really, really good, a bit of nitpicking though: is it just me or do the cupola elements look kind of flat, as if the curvature is flatened? Regards
  9. Hi necrobones, and THANK YOU, you just made my day! Ever since the NASA-parts were released my OCD acted up because of the misaligned stripes 2.5m also looks much better without the bolting! Congrats! I don't know if it will help or if you aware of these, but have you seen these shaders {[thread=80949]Blue Harvest[/thread] and [thread=70089]Reflection[/thread]}, maybe they help with the issues? I know, the mod would then rely on third party stuff... And, are you planning on eventually redoing all stock textures? If so, maybe you could team up with blackheart612, he seems to be on a hiatus for this: [thread=68787]Squad HD Retexture Project [/thread] Thanks again for your time, Best wishes and happy holidays! Edit: Also, just remembered, [thread=60961]Texture Replacer [/thread] seems to use a custom shader for the visor reflections, maybe you could reuse it?
  10. Well, there are already the LazTek-SpaceX-mockups...but they are aiming for the realism side of things IMO. If you want the pack to be the stock alternative, then take the SpaceX-convention and run with it (aka option 2). If you want your pack to be a completely different brand without real world allusions, go with option 4. Maybe great explorers, people that got somewhere the first time? Would be fitting but a bit un-kerbal. It really depends what you want as your 'brand'... Regards
  11. Yeah, those clamps look much more believeable then the first design and much more interesting too! I want them....now! ;) Regards
  12. Well, I just found another picture, this time of the Vostok launch system, seems the Russians did suspend a rocket in midair by a singular radial mount:blush:: Picture on Wikipedia Yeah, I know they're just looking that way
  13. Hi necrobones, congrats to the new release, just playing around with the ne parts and loving it a consideration for the improved launch clamps though: those are 20 times stronger than the regular ones, designed to take on a massive load, right? Yet, I can't help myself and think of their pillars and bases as unable to bear the imagined loads in excess of 1.5 kt even under the assumption of high stress steel construction or new materials (see here for details on load stress). Do you think that doubling the base area and changing the shape of the pillar to a triangular shape or alternatively adding in a supporting third element might be a way to make them a bit less "smallish and fragile" looking? Regards Edit: I dug up a piece by NASA for the stabiliser concept for the Ares program, the used launch clamps also had a broader base: Picture
  14. Well, the googleability (I love that one ) is an issue for lazy people and usually the forum thread is like number one or two on the hit list in my experience... Regards
  15. Well, to be honest, I also don't use it... the problem itself is described in the OP of RLA_Stockalike [thread=90218]here[/thread] and I remember reading about a problem with the stock fuel flow logic during the Karbonite development. Also NathanKell describes something consistent with the RLA-issue in the CFE-thread here and here. However, I was not able to reproduce the described behaviour with vanilla x86... Sorry about not being very specific... Regards
  16. Hello, there seems to be a problem with the bundled .cfg for RLA, the parts don't scale, seems the part names have changed. regards
  17. Hi necrobones, just dropping by to tell I created a thread in the general-add-on-subforum regarding our discussion about conical engine shrouds, I hope it's ok I linked this thread there... regards
  18. Hi claw, I don't know if it has been mentioned yet, but is there a possibility to make a fix to the fuel flow logic -like CrossFeedEnabler does- that does not require a separate MODULE node? It seems to be a stock problem... Thanks in advance, Regards
  19. Hi! just dropping by to answer: 1. A thread per pack would be nice to have, I think it's better for searching via Google and quick "whats new in mod xyz?" peeks to the forum 2. I like AVC-support, I'm koind of lazy in updating my mods Hope that helps, Regards
  20. Again you are marvelous Waiting for the new release! Maybe you could add in TweakScale as always? Regards
  21. Okay, that explains it, had my copy from necrobones.com. Redownloading now. And thank you, I know you're rather busy so I much appreciate you taking precious time to help! Edit: Jepp, that was the cause, now works perfectly, thanks again
  22. Hello all and thanks for stopping by! Necrobones had the brilliant idea of designing conical shrouds for his SpaceY-Heavy Lifter Pack Picture . I had the idea of adding this option to all engines a player has installed, either replacing the original shroud or adding a secondary one. we discussed it and it seems possible to do something like that: Discussion here I myself can't do it, I wouldn't even know how and where to start, the last time I touched programming was in VisualBasic over 10 years ago and still in school. So, kind sires is there a possibility one of you awesome people could do it? Thanks in advance for your time and brain cells, Regards
  23. Hi again Necrobones! There seems to be a problem with the new MRS_TweakScale.cfg and TweakScale 1.4.7, the parts do not scale in my install. SpaceY seems to work fine though. Had a quick look at the .cfg itself, couldn't spot an obvious difference. Module Manager does not shoot an error in the output log, the .cfg seems to load without glitching. A bit at loss what causes it. Output log available here. I gladly provide any further information needed, just give a hint. Thank you for your help, Regards Edit: Forgot to mention, I'm running x86 and MM 2.5.1 is installed.
  24. Well, more of a very general approach along the lines of literally replacing/complementing every installed engine's shroud. Maybe adding a secondary node into the engines via MM? Or maybe a customized plugin combined with your models, another modder could maybe help out with this? I only have a very general idea about software development so I don't know which is the more feasible way...
  25. THIS...THIS... this ...is ... fantastic! A thing I've ever wanted Is ist possible to somehow make this a seperate mod for every engine-shroud? Okay, now you're getting your very own altar PS: And thanks for the workable SAS-light!
×
×
  • Create New...