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About Akira_R

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    Sr. Spacecraft Engineer

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  1. Will do!! I hope to get the chance to poke around with it in the next couple of months, between uni and work and all the other games coming out at the moment my free time is sorely limited, haven't been able to rebuild a 1.3.1 install with my plethora of mods, but hopefully your patches will expedite that process! I sort of consider myself quite the cfg/MM wrangler so if I do have any suggestions or patch requests I'll be sure to include a prototype for you to work off of
  2. Sounds cool! It's the kind of thing I always tell myself I'm going to do whenever building a new career install and then never actually get around to doing...
  3. I would like to echo what has already been said here. SSTU has totally broken KSP for me, ever since first trying it out I cannot bring myself to play with out it. I agree with other peoples statements that SSTU in it's current form is plenty stable and more than feature rich enough to deserve a 1.0 release, I know with personal projects there is always something you think you could do better or differently, but this is already far and away better than the majority of mods out there, and the tools that you have created for the community in the process is amazing. So if you do decide that Squad and T2's new tack is anathema to you I hope you will consider placing SSTU into release and sticking around for a bit to at least maintain it. I realize this request is purely selfish in nature but SSTU really has profoundly changed my KSP experience.
  4. @Shadowmage Just some further thoughts on that multi-node docking mechanism (I realize it'll be many months before it is worked on). What about a part that has two docking port type models with a slider that will adjust the distance between them? It could have one version with both ports the same for 'ambidextrous' use and a version where the ports on either end a different (different sizes, or different styles) for one orientation only use. You could also have a version with a purely aesthetic third docking port model that stays in the center, you know just for kicks.
  5. [1.4.X] KS3P

    This plus TU is going to be mind blowingly gorgeous!! Before you know it flat-earthers are going to be posting screenshots from KSP saying 'this is a game and it looks more real than the photoshopped pics from NASA!!' hahahahahahahaaaa......... people are dumb and it makes me sad...
  6. I find coding to be quite enjoyable as a hobby, I write some basic Python and MatLab, I learned C++ back in the stone age when I was in high school, but have pretty much forgotten everything syntax wise about it, the main thing I held onto is the thought/problem-solving process when writing/de-bugging, and general design theory. Have wanted to take the plunge into C# for a while now so that I could help contribute to mods but just haven't gotten around to it. I like it because it gives my ADD addled brain something to chew on, it thoroughly enjoys the problem solving process.
  7. Much unexpected excitement!! Thank you for all your hard work for the community Galileo!
  8. [1.4.2] RemoteTech v1.8.10.2 [2018-04-06]

    It is on the planned features list for RT 2.x, at least it was last I checked and now I can't find the page....... RT 2.x is still quite a ways out though.
  9. Right on! I think I'll take a crack at the Far Future Tech in Nertea's dev thread when i get home.
  10. No worries that is perfectly reasonable, the PBR stuff works just fine under openGL anyways. Just to satisfy my own curiosity, what is the issue with dx11? Is it because the textures are DDS as others have said? Why does that cause an issue? I am a fairly competent Python and MatLab programmer but know almost nothing about shaders and how textures and different texture formats work.
  11. Near Future parts with TU look so amazing!!!! If you want any help throw me a PM and maybe we can split the Near Future packs between us? I'm an experienced config jockey but haven't messed with TU stuff yet so hopefully won't take me to long to figure out.
  12. The PBR shaders should work with openGL as well, it's just dx9 that has issues with the PBR shaders, so maybe try openGL and see if you have any issues, also this guy claims to have a fix for DX11 but IDK if it works:
  13. Nertea hasn't posted anything on SSPXr in here yet. The project is up on GitHub but there are no releases for it yet, you could still DL it from there but that will likely very much be 'use at your own risk', I suspect that once Nertea is ready for people to start testing that he will provide a testing release.
  14. Nice! Didn't expect you to give it a try so soon! There has been a bit of discussion about this in the SSTU thread, from what I have gathered this is due to having the specular (smoothness) set fairly high. Since there isn't much to be reflected in space if something is super shiny then it will look black. Now the documentation in the wiki is still very lacking at the moment but assuming that a setting of .75 means 75% of 255 then the current specular setting for the gold foil is around 191 which is pretty close to the max recommended value of 200, perhaps a value closer to 175 - 180 or so (.68 - .70 ish in the config I think) might help it look less black. Some discussion can be found here: and here: Just in case any one wants to play around with the configs the _Smoothness value is what would need to change to adjust the specular values.
  15. @akron Not that your mod isn't already pretty enough, but have you seen TU? Allows the use of PBR textures and shaders, can make some really amazing looking stuff. Would definitely be a lot of work to convert all of your stuff over, not requesting that by any means, just wanted to put it on your radar though in case at some point you run out of models to make and get the itch to do something masochistic and crazy