Ven

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About Ven

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  1. Well yeah silly. I need to see them first though.
  2. To be blunt, it's also impolite to accuse someone of wrongdoing without evidence. Anyways, my permission is irrelevant, the license I picked allows Toric5 to do as he wishes as long as he gives attribution. And yes, he did contact me about this and I told him the same thing. Otherwise, I'm not really sure why he didn't just fork and then submit a pull request on GitHub for some changes, I'm still watching it and will merge the pull requests that make sense. Be aware that I've just pushed my updates to the repository, a whole lot of background config cleanup and added a few tidbits that were previously unused.
  3. VSR replaces most of the assets used by WindowShine, making the majority of the mod redundant/ non-functional. The Parts that remain unchanged by VSR are the only bits of WS that function correctly.
  4. If people believe that those business practices effect the game, then they have every reason to post their opinions as a review, regardless on how overblown their reactions really are.
  5. Mainly this was done to let an ejected escape pod yaw when the escape tower is fired, otherwise the offset was added to simulate the real thing.
  6. Pretty much. Though, there's quite a bit more stuff in there than just the models and textures currently seen (like the wheels/ landing legs, their finished. An unfinished LVN Turboprop and V2 engine) Plus it could be a learning tool for new modders I suppose, even with the broken Unity files. Sadly, during the unity 5 editor conversion, half of the mod vanished, kinda ending development. It's hard to believe that anyone could be slower... *shivers* Thanks for taking the time to do that! I've added the links to the OP.
  7. Anything works, I just need a link to them XD
  8. Dumping the source files, if any of you can re-host the files, and post a new link here that would be fantastic. Same licensing rules as the base mod (https://creativecommons.org/licenses/by/4.0/) : https://www.dropbox.com/s/2hst7myddq34kuk/VSR_Models.zip?dl=0 https://www.dropbox.com/s/t9lw5dm33x7i6g5/VSR_Textures.zip?dl=0 What remains of the unity files will be uploaded when I have more space to upload them. It took two days to upload that second file.
  9. I think you're giving me too much credit... But whatever, I'll just say that it's the case. I've accepted your pull requests and made a proper release and shiz.
  10. Are you dead ven? I hope you are'nt cause this is the best mod ever!

  11. Ven... We need you to officially fix your mod! I cant live without it! I mean the community got almost the whole thing done for you! But we need those spaceX landing legs and such! Please?

  12. Go to Data and then check Auto-Smooth, that'll fix the issue.
  13. Regardless of version, the normal map artifacts (or "blocky lighting") are likely the result of the poor texture compression of DXT5 DDS files. The only way to fix this it is to move to a higher DDS format like DXT7 or to a different format entirely.
  14. Sad to say that changing the Tusb value had little to no result. Changing the suspension distance, however did stop the gear from exploding for a short time, it eventually shook itself apart though.
  15. Hmm, after attaching the sphere to the wheelTransform, The sphere is absent until the final part of animation (the time it pops in is related to the TsubSys Value). After changing the Tgt's layer name to default the results are the same. And fiddling with the Tsub Value (0.7 and 1.5) didn't stop the overstressing, it just delayed it. Could this be caused by an animation issue? In the past I had to set up separate transforms for animations because the game wouldn't touch/move said animated objects. Though, the new stock gear doesn't seem to abide by that old rule... *The headaches intensify*