Delbrutis

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About Delbrutis

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    Curious But not George

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  1. I played around with the configs and could never get those panels to work right. I would suggest that the easy work around is to set the panels as redeploy-able in the config file. Wont solve the underlying problem but when you load a saved craft you can just fold and redeploy the panel and they look fine until the next save. The Lima looks much better nice job. The only thing I can see that is still needed to finish bringing everything up to date would be working window lighting for all the pods Its the only thing that is still missing.
  2. Delbrutis

    [1.3.1]TextureReplacerReplaced v0.5.4

    Thanks for the reply like I said no hurry. I think if Texture Unlimited could be used for visor reflections it would be fantastic. I have been using TU as a replacement for Window-Shine and Planet-Shine for some time now. I really cant comment as to how it works under windows for Direct X users but with Open-GL under Linux I have not noticed any performance impact from using it. I know using TR shaders for window and visor reflections can have a noticeable performance impact depending on how they are set up and how many you have on the screen at one time. Switching to TU seems like it would take a pretty big rewrite? I have been using the Linux shader from the newest version of TR with TRR and it seems to be working fine for me. Take your time and do what you need to do. Something else will probably break when 1.5 comes out anyway so no rush. And thanks for all the work you put into this.
  3. Delbrutis

    [1.3.1]TextureReplacerReplaced v0.5.4

    So I am finally ready to move away from my 1.3.1 Save and try and start a 1.4.5 career game. I know that there is no official 1.4 support. and I don’t expect any. "No demands here" But I would like to know if I should just use regular TextureReplacer or Hold out on TRR? I have all my suits and sky-boxes set up to run on TRR. I have a working Linux shader and the only thing keeping my OCD from letting me use TRR is this. I haven’t seen anyone mention this on the forum and I wondered if there was some sort of ConfigFile solution I could fix on my own? Thanks in advance If no one knows no worries just thought it couldn’t hurt to ask?
  4. Delbrutis

    KSP Weekly: Ultima Thule

    That looks awesome and matches the old Porkjet style perfectly. I would be very interested in just that one texture if you would be so inclined to release it ? I have been trying to bundle together my own low part count patchwork revamp . Your the first person besides myself I’ve seen comment on the lack of heating emissive's on all of the new DLC engine's. It has been driving my OCD nuts. the Porkjet engines came with a full emissive DDS sheet but sadly they appear to have never been finished. I always wondered why no one has fixed that ? I have seen several release’s with the MU reworked in Unity to combine the plain and boat-tail models for part switching. Anyway texture looks really good.
  5. Delbrutis

    [1.4.x] Engine Tweaks for Making History

    Thanks I was just throwing the idea out there for making the mod more balanced by itself. I have been using the Ven's service engine as a drop in poodle model replacement for a long time. It looks just as good as the Wolfhound has a working heat emissive and the thrust is aligned straight. I haven’t tested 1.4.5 yet but the thrust of the wolfhound was still off centre in 1.4.4 . I am good with tweaking my MM configs myself but thanks I really appreciate the offer. I will be setting up a new careerer play thru in 1.4.5 and will be using these engine configs for sure.
  6. Delbrutis

    [1.4.x] Engine Tweaks for Making History

    Like what you have done with the balance this patch makes the game much better with the new engines. I would vote for leaving the poodle named as is but making it the missing heavy monoprop engine Squad never gave us. Leave its good ISP but cut the thrust in half that should keep it viable as a lander engine.
  7. Delbrutis

    Mat's Aerospace Allotment - Kerbalised Soyuz Mod

    Really nice good looking and very stock-alike Great IVA's . This may be the first mod that might be able to replace HGR for some of my soviet style spacecraft needs. Still love HGR and its actually being kept up to date it aged incredibly well all on it's own. But with many of the part's being repeated in stock now I could maybe use a lighter weight pack to replace it. I always need to try and prune back the mod part creep. Good job !
  8. You and half the KSP community that’s been around for any amount of time.
  9. I don't think it's just the fact that the tree is not historical. I think most people object to the random ridiculousness of the order that the parts are unlocked in. And the fact that You do seem to unlock the whole tree to quickly making many of the parts that should be used to build early rockets redundant and unused in carrier mode. I see you haven't played career mode much.
  10. Delbrutis

    Textures Unlimited Recolour Depot

    That's Interesting thanks.
  11. Delbrutis

    Textures Unlimited Recolour Depot

    The DDS / DXT problem has been a issue for awhile for people loading suits and custom textures with TRR. Squad went to the texture compression at 1.0 to help with the lower end marginal PC setup and speed up game loading DDS quality has been pretty horrible. And I think the consensus over on the TRR thread has been for Texture&Suit authors to mostly just eat the extra overhead and use PNG's instead. So I can see what your doing sounds like the only solution that makes sense. I know you could never release a mod that does this but I'm curious. have you tried or do you know if the Squad textures can be replaced with a different texture format and still load properly ? Either way this is looking good so far and squads stock textures are pretty rough and pixelated anyway. So what people get is what they get. Wish I had something constructive to say but I don't Know? Good luck.
  12. Yeah I think this is something I have been seeing on my VEN solar panels and maybe a couple of times with the stock ones? Problem is I spend too much time working on these configs and need to play more to really test this stuff. Cant tell if this is a bug or not cant reproduce it regularly? And it seems most of us working on these configurations are far from professionals at it? At least I know "I'm Sure Not".
  13. So I posted this comment last Friday and missed you reopened this thread I’m going to re-paste it and delete the old one. Glad to hear this is being updated. I always liked using this mod " And the new SM from MH is not really so great" I was messing around with the old SDHI heat shield with the Klockheed Martin air-bags to see if I could get the animation working with the stock ModuleAnimateGeneric ? Got it on my second guess inflate with lower case i . Knowing that the animation still worked I started with a clean config file and was going to respec the heat shield using the new stock shields as a copy past example. On splashdown I was getting all sorts of strange weirdness and bouncing like the heat shield was repelled by the water ? So I restored your original config file with KMbuoyancy and added ModuleAnimateGeneric . Don't know what version of Unity fixed it but as of 1.3+ KMbuoyancy is working perfectly. I went back and checked the old Klockheed Martin bags and shields they all work fine after adding the stock animation module. No need for the old KM.dll file. So just thought you would like to know you might want to add back some Airbag love to the new release. If you don't mind my complete butchery of your original file this is what my configuration looks like. I have not fixed the sound yet I need to figure out how to play the sound clips with Inflate and deflate animation?
  14. Delbrutis

    Textures Unlimited Recolour Depot

    I would say on a part like that no one would notice. But that would totally be dependent on the part. And frankly I don't think messing with colliders would be a simple fix. Trust me I know the temptation Squads new texture switch looked sweet when I first saw it. But it's turned into a huge pain in my A$$. Plus messing with colliders on a part like a nose cone could end up having a huge impact on aero forces in the game. Squad broke a bunch of aero stuff with their update. And one would assume they should know what their doing? I think I saw someone report a bug where changing just the colour on a tank with the new switcher had a 7% change in drag. "That's some thick paint " I am really tired of messing with Squads new switchers. I'm going to apply TU to what base things I can. All the ComPods don't have switching "Cheep Window Shine" And the base metal stuff and FoilTanks & such. Then we will have to wait and see what happens? Good luck.