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ArkaelDren

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Everything posted by ArkaelDren

  1. After reading the 9 pages of this thread(always interesting, don't know why people complain about the small time it takes)if I were Denny, I wouldn't come back and fix a thing. Bunches of pushy ungrateful Entitlement going on here. Thanks Denny, in case you do drift back in for a look. I complained a bit back in Roms thread begging for him to update his stuff. Docking port camera was on the top, with the arm and then the incredible lazor system. Seriously though, thanks for kicking this out, still enjoying my realistic docking cameras.
  2. Thx bud, this will help make the Emergency situ a lot more fun now. Priciate it
  3. @steedcrugeon was just checking in to see if you were still looking to include a Deep Space version of a capsule with CryoFreeze implementation. Sure hope this is still on your wish list. I tried to just copy over the Modules into the CFG's for one of the pods, but couldn't get it to function, no Joy for me. Not good enough at this stuff yet. BTW, nice work pushing out updates and keeping it current. Hope you will continue to lean towards TAC as it is a great stand alone and I just like it. Thx for your work and Time bud, really enjoying the RPG playthrough I have been doing with your Escape pods. Just couldn't do it with out them. But needing a Cryo version for a mission I want to run.
  4. Going to post this in the newly started thread and here as well. If this Mod has been taken up by the Bluedog guys, then that's great. But please do not follow up on your statement, " I'd be lying if I didn't want to see BDB replace FASA in some way". As much as I understand your desire, it wouldn't be appreciated by myself. I know my opinion is like the rest, and really only valuable to me but I love Frizzank and Denny's models, a shout to Nathen for picking it up. I think Raider had his hand in it, but don't exactly recall. Trying to replace it is not maintaining it. Now I think you were just dropping in your opinion, but if not, please reconsider parting this one out, only to sell off to the highest bidder, its a classic and should remain so. Like Minepagan said, they are both of the same origin, but completely different in what they offer. Either way, I end my posts the same, thx a ton for your hard work. Not just lip service, I think about what you guys do every time I grab a mod, and shrug thinking about how much you guys must dread the word, "Patch" or "Update".
  5. Hey Raider, I read just a few posts above that Cardboard had all of the original models. Do you think you could drop in a link to the old tanks please. I see we have the engines, or at least most of them. Would be really great to have the tanks to match. Like I said before, I never had the time to get to these, back around .16 and would love to have that chance again. Either way, thx for picking up as much slack as you have, I'm still only using your probes for 90% of my networks. Little tweaking here and their and they have been servicing my play through's since the start of Remote Tech. Speaking of, do you guys remember the little exp. plane/drone that Remote Tech had for a few releases. That was an awesome probe. I used that to survey atmo landing sites. Miss that little bugger. Thx man, appreciate the effort.
  6. Pizza, don't think this mod needs to be forgotten. A lot of us like the sounds of your RCS better than the stock game.
  7. Just to clarify this Repo, with TAC onboard, it somehow maintains the loaded type resources with the vehicle in an unloaded state. That will allow EC to generate and this in turn keeps the freezers up and runnin? Thx again for this mod, with out it I cant RPG the idea of long duration deep space flights.
  8. This would be great to have back. I always wanted to work with these engines and tanks but was so busy with so many mods that I never got around to "really" playing with them. Looking forward to this possible patch/update.
  9. Soooo glad you are still around Raider. Always have loved your attention to detail man. Thx for the work.
  10. I think one of the choices a player has to make during an "Abandon" ship situation is, "Out in deep space, jump in Cryo, then pray they locate you" because its a last ditch deal. So you shouldn't be able to Unfreeze your own cryo pod.
  11. Yeah but its this kind of thing that immerses a player. That's what I play for, to escape what I'm doing in RL to literally another universe.
  12. Nice tutorial man. can never have enough of this type of thread.
  13. Its NOT feedback for MKS. And I don't have any idea why you considered this post to be about MKS. I made a comment that was and is relevant to what and why I wanted changes to PBI. Nils asked me my opinion about what I would add, so I did. Then I explained the reason for it. Because its Relevant to the very few base building Mods we have. Now that I read your post again, I'm wondering why you decided it was necessary to jump in and tell me that? Seriously
  14. I changed the green house to produce Plants at a rate that supports 4 kerbals. Just Seeds/Water/Fertilizer/Dirt = Plants and Oxygen. Also the green house Harvests the plants, turning them into food and a reduced seed return with the capacity to harvest the main Greenhouse as well as 4 Greenhouse containers/modules. So each Greenhouse container/module can support one Kerbal. You could turn one of the MK habitats into a processor that takes Substrate and converts it into Dirt as well as minerals for fertilizer. During harvest, Plants could be converted into organic/biomass turning it into Mulch, (Would be a dirt substitute) or joined into the Waste category for bodies that don't have a close mining spot for Substrate. Its just harvesting your fruit/veggie's and composting whats left. Offering people a system that they already understand before even playing with it is "Intuitive". I have a few ideas for a more simple/focused life support system that doesn't include maintenance, for those of us wanting a lighter version of life support. I could work on the cfg's, but its the balancing I'm unsure about. Would be more interested in a rounded out, easier to understand/intuitive inputs/outputs, as opposed to hard line realistic values. Kinda stay in theme of the simpler direction. My opinion on MKS is that Its convoluted and does not lend itself very well to new players. Not to say it isn't a good Mod, it just has a steep learning curve, and it feels cluttered to me. Like I have said in the MKS thread, if you give someone a greenhouse, then ask them, "Ok, whats next?" Most can answer, seeds/water/dirt and fertilizer. But give a new player the MKS's Greenhouse and they don't have a clue where to start and maintain it. We just don't have a simple base building Mod, with really good models like PBI. I hate using the word "Simple" but for lack of a better word, that's what I'm aiming for. You have enough Models to create an engaging "Life Support System" based off TAC, and with a little bit of CFG work, maybe some plugin stuff (I'm clueless) it should offer an alternative to MKS, or maybe it could work into MKS as you gain momentum.
  15. Thanks a ton for this great Mod. Hope you read my post several posts above buddy. Dont check, I think it was my mistake looking in the Parts/Lifesupport.... Yep, just double checked it was my fault
  16. Yeah this makes sense then, I got my download from Spacedock and it doesn't contain any of the above files. Thx and will redownload.
  17. Yeah, sorry about that. I was just getting off the MKS thread where I think Rover was having a hard time with the definition of that word. I kinda got off a bit yeah. But problem is in the download from spacedock, no file exists inside PBI/modsupport/configs/Lifesupport called KPBS. I did find a CFG inside PBI/basesystem/parts/utility/greenhouse. But it does not show the converter I am looking for. Someone will explain where it is soon enough But hey, at least you grasp the definition of the word. I didn't think it was so misunderstood. I should stop assuming.
  18. Hey guys, in the Greenhouse Module, not the container, it has the greenhouse function. I have searched and can not find the cfg that has the resource converter. Where can I find the cfg for this so I can adjust the values. Please and thx guys, like I have said before, you offer the only real alternative to Rover Dudes MKS mod. So a HUGE thanks for this. EDIT: One last thing, please maintain a structure designed to be used with TAC, and do not adopt the MKS mod's way of doing things. Maybe people enjoy all the extra machine, recyclables, supplies exc, I simply like a mod that does water, food, oxygen. I know its a bit simpler, but some of us don't feel MKS is very Intuitive. I have tried to explain this in the MKS thread. Here goes, first, the word Intuitive means: A means in which something is true or easily known/understood with out the need for further instruction. Sorry for going on, but the MKS mod "IS NOT INTUITIVE".... If you give someone a greenhouse, then ask them what they need to grow food, most people would say, Seeds/Water/Dirt-Substrate/Fertilizer. Since we don't have many Mods with models for base building, that has a life support option, it is up to You guys and Rovers ideas of what the common KSP player wants and can easily understand.
  19. I would be willing to test, but my problem is I tend to be a bit biased and off in my own world so I don't think I would be able to deliver a good Sit Rep with any of your parts bud.
  20. Evening Jade, Gal, I have a quick question with a shadow issue I am having. Seems as though I get the cross shaped shadows on runway lights, landing gear. Also if your in the starting screen floating above KSP Central, I have shadow sections based on the angle of the sun, that slowly wander across the ground/landscape. I'm sure this is happening to others, but couldn't find any direct info on the shadow glitches. Is this a problem that is being resolved, or am I doing something wrong. Didn't include any Logs, or pictures because I simply don't know how to attach them. Saw the same issue on a recent Scott M video, so I'm assuming this is not an isolated deal. Someone can just confirm its a bug that is getting worked on and I wont need to wonder WTH I'm doing wrong, then get on with a more worry free game session. Thx again for your great work guys, visual eye candy that's stunning and a huge improvement over stock.
  21. Could some one create a module or dll that disables the auto-strut in-bread into KSP? If this isn't possible, or has been requested, I'm sorry I could not find such a post. Really I think a lot of people would appreciate being able to disable this feature, as it has caused more problems than solved, as far as I can see. KJR fixed a huge amount of issues, and struts are a part in the game I enjoy needing to figure out, and its a horrible Band aid, if that's what is was implemented to do. I read that the cPort1 will be removed. Unless it is getting replaced with a strut that does the same thing, or in some way a better job, then great, if not why on earth would we be removing an Awesome piece of "Needed" equipment? Just want to hear the thinking behind this is all, not trying to be critical, but I'm sure most of us Love using these struts "in situ". Thx for the work with maintaining guys.
  22. I read the entire thread. First I'm sorry you guys have to deal with the amount of impatience and the instant gratification generation. People asking a question that has been asked literally 2-3 posts above them. Please people, just spend a couple minutes doing some old fashioned "Research". Now I'm trying to figure out how to add items to the EVA tab in the VAB, also to include the ability to stack them. To change the existing items like the KAS cPort1 to be stackable as well as the Strut. Seems to be modules for every kind of item and I'm a bit confused. The old system you could just copy the "ModuleKASItem" and place it into the desired target item cfg, alter the weight, volume and stack, rinse and repeat. Could someone paste the Module in an MM configuration adding the item to the EVA tab as well as weight, volume and stack capable Please. Like this, but done correctly, unlike mine. Because the one below does not work and I don't have a clue how to do it. MODULE { name = ModuleKISItem volumeOverride = 100 stackable = true allowPartAttach = 2 allowStaticAttach = 1 staticAttachBreakForce = 50 } In case some one helps... thx a ton In case no one does.... I hate you guys
  23. @Shadowmage Oh yeah, that was directed at Unity, not so much Squad. Not to say I don't have my own issues with some of Squads decisions and directions. I just have a hard time seeing three guys working with very little time and resources, coming out with these beautiful, sometimes complicated Mods. While a large corp, with huge resources has a hard time releasing 2-3 parts. (not Squad, although guilty at times of this very thing).
  24. I've read a few pages, and don't really see if people are having as difficult of a time as I am with controlling these little beasts. Would really love to have this shuttle in my GameData build this time around, but for me, its a no go. Just not good enough to figure this stuff out. But like I have been saying for 4 years, thx guys, its what you do that keeps almost 90% of us coming back for more. Squad = Bones/Foundation Community = Replay and ultimately where the fun starts
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