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About Araym

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    Spacecraft Engineer

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  1. I gave it a simple D. It's not a worse "F" just because I wanna be positive about the future of KSP in the whole, but, from the stand point of an old customer that entered the Kerbal world when it was at 0.13/0.14 stage, both 1.4.-something and its DLC about Making History are the first time I does not really feel the need of an upgrade, playing and keeping 1.3.1 as my "main version" A lot is already said about "not so much refined additional parts", but THE BIG DISAPPOINTMENT for me was the "Mission Builder" itself: I was hoping for an IN GAME (and I mean in a career, science or sandbox mode game) iteration, where I could "program" my series of missions (instead to use the randomly-generated one of a career mode), to try to fulfill a whole "space program", but basically we had just a "scenario builder" disconnected to any "long lasting" (but old and already present) game mode. It's not a worse "F", just because I give "F" to the "1.4.-something" update of KSP, and it's not a fault of "making History": unrefined, full of bugs, already arrived to it's FIFTH patch (1.4.0... 1.4.1... 1.4.2... 1.4.3... 1.4.4...) but still not finalized, giving an headache to any modded player and to any modder that tries to keep an expanded gameplay based on mods that are still not able to find a final, stable version in which update their mods. It's not a worse "F", just because i give a "Z" to whoever is now running the development of KSP, not the game itself: rushed releases, parts and features designers clearly "new" to the Kerbal Space Program game, at such point that a tons of modders working for PURE FREE could teach to them a thing of two about "design, balancing and implementations" of ideas and parts into the core game. FREE CONTENTS shared by the comunity (modders) have better realization than those that should be OFFICIAL PARTS released by Take Two (... yes... there is no more "Squad", even if it figures still on the label). I'm sad to expose those bad voting, but I feel orphan, in KSP 1.4.-something: the game's dad sold his idea, the big company that bought it has not a really clue about it, and the actual developers (as said before by others than me) seem just interns of a big company working at KSP as a side project in the free time from bigger projects that had to learn about it from scratches and that have less knowledge about KSP than modders. The "latest release" still working as KSP, up to now, is till 1.3.1 for me. Probably for the moment the last one that has still a legacy of development to the "original designers" of KSP. 1.4.-something (it's on the horizon already a probable 1.4.5 or a 1.5.0 version that makes 1.4.4 someway already obsolete) has the feel of a beta-release to test something that take Two does not still really know what should be, and thankfully not having bought it from Steam (to avoid an auto-update, or the need to extract it in a safe space) totally a version that I'll skip waiting "future, fixed, releases".
  2. Thank you for the fastest answer ever in this forum
  3. Quick install question @linuxgurugamer: I'm going to add this mod on a 1.3.1 KSP install. I grabbed the version related to it (not the latest, obviously) but I'm unsure if it should work as it is, or there are some mod dependencies different to those stated in the OP (being related to the 1.4.1 and subsequent ones). Apreciated any suggestion about
  4. Araym

    [1.4.1+] Toolbar Controller (for modders)

    - deleted - sorry
  5. After "KSP 1.4.1" release Note: I do not plan to redo the suit pack, so, if nothing major will happens to TRR, it should be compatible even after 1.4.1... ... but I have NO CLUE at all about the modding status of the new release, so basically at the moment it's guaranteed only for KSP 1.3.1.
  6. OOoooOOOooooooh! My suit pack in a video!!!!!
  7. Araym

    [1.3.1]TextureReplacerReplaced v0.5.4

    To have a "non transparent" visor, you have to add a "grey" visor with no trasparency at all (so a solid block of grey) and then find the right color hue with the color option in TRR settings for it (if you look in my suit pack, I added a semi-trasparent visor, and colored gold-ish for the EVA used in space... yours should be simply "non transparent" )
  8. It's easy for a dumb and old user pop-ut from nowere with the classic and overrated "uber-idea-of-the-week", but I was randomly surfing the forum and I'm probably just in the mood to practice a bit of english (not my native language: "sempre grazie, @sarbian per mantenere mechjeb" <--- italian thanks ): I remember, Long-Long-Long ago, in both early KSP and mechjeb development, a neat function that I always found a bit of a shame that was removed when Mechjeb became "v.2.-someting"": "manual throttling" using the Ascend Guidance. Surelly mechjeb now is a complete suit of programmable parameter both to manage the launch profile and the engine, BUT in the early versions I always liked to use the throttle by myself ([Shift]/[CTRL]] like a manual launch, leaving to Mechjeb just the "keep the rocket pointed in the right direction". That could be my only "wish-list function", if it possible to address this laters year development. Seeing it back again could make an old 42yo pal smiling like a kid at the Christmas morning
  9. I happily introduced in my suits pack a dedicated "enhanced tourist suit" once I discovered your mod, @whale_2. I hope do not mind if I pop here a notice and a link, just because since I made that suit, your mod has a place on the "supported mod" of my choice
  10. -- version 0.9.2_FinalReleaseTEST (26.01.2018): DROPBOX: **Changelog** - Testing the format, basically already the "final release" - All planned job-traits finished (as those listed in "Comunity Trait Icons") - Added customized and specific suits for the "Original 4" - Some outdated NRMs brought in par with corresponding textures (Scrubbed for the moment Spacedock, availability on DropBox untill tested enough to be sure is in the final state)
  11. "Kouston... Are we ready to go???" ... waiting patiently Spacedock to upload the final release...
  12. ... and the "Medic Team" is ready to sweep the rest of carbonized kerbonauts......ehhhrrrr! I MEAN: work hard to save kerbonauts lifes in danger! Jobs-classes done. A bit of testing, a couple of controls to be sure that everything is properly set, the addition of a "bonus" I was thinking and then I'm probably near to a full release. In hours.
  13. Problem discovered in the latest release just today, meanwhile I was continuing making textures for all the other job-traits aside stock: the EVA suit NRM was not updated to the actual suits (last modification was on the EVA boots, but the normal map was not updated). It's a very minor flaw almost unnoticeable in game at the actual point, but it's now addressed in my working-in-progress. I was thinking to make another pre-release to fix that, but meanwhile, I'm now in the "awesome" phase to define all the color differences on my pack and create that half of a ton, repetitive but necessary, textures, so probably the "next" public release will be the "final" one... ... and noticed now that even if I stated that my point was "to not create a rainbow suit pack" but being closed to a stock-ish look (chosen to stay on 3 base colors + gray + orange-veteran), once I put all the suit together in a single picture it starts to resemble a power-ranger assembly: Long story short: I'm almost done with "all" the suits, then it will be added a "bonus" just because I got an idea that will be revealed just on release date.
  14. Araym

    [1.3.1]TextureReplacerReplaced v0.5.4

    And by the way: Waiting impatiently to exploit no spacesuit kerbal models! I have half a ton of ideas about it e new... well... at that point even "dresses", not only suits!!!