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ArkaelDren

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Everything posted by ArkaelDren

  1. Yeah, couldn't agree more. I wish you could reduce the differential of the auto adjust in DOE, because the adjustment selection it does give you, doesn't really affect the lighting in the way I would like. But its all worth it considering the payoff is so great with the planet pack/visual effects and textures.
  2. Nothing to really add as I haven't tried this well needed Mod. Why this has to come from the community, from people that have RL jobs exc, is a complete mystery to me. I"m absolutely ticked off at the lack of professionalism from companies producing games these days. Thank you very much for this attempt and I'm sure completion of this Mod at some point. I'm a huge fan of exploration with rovers on all the body's we have in KSP and Mods that create more fun . I tweaked some of Rover's wheels, as well as the stock wheels to be much more compliant like a "Rock Crawler", but you can only get so far until it starts becoming unmanageable. Looking forward to using Kerbal Foundries pack with this. Now to end this post, people with real lives, busy lives, turn out better work than the paid teams that claim to be professionals. I'm a bit older than 95% of this community so I have a bit of a different perspective on this. Not to say I know more, or am somehow wiser, its just that I have watched the decline over the last 20 years and its just a crock of Bull Droppings, or Human waist, or maybe greedy a$$ hats. (Sorry, the language sensors drive me nuts)So looking forward to proper wheel and track behavior. Thx man
  3. No sense in anyone feeling bad about this lighting issue, I mean think about these triple A titles releasing stuff with more bugs than they "ever" should. But something I have noticed, even my "engine light" mod seems to be a bit dimmer. I have changed my Intensity in both categories but still feels off, I did that from the very start, while searching down the possible causes. I cant put my finger on it. When I'm in the dark side of a body, I cant see ANYTHING, unless I place the camera with a backlit position. Even the additional lights I have placed seem dimmer than usual, and if that's the case, then its not the Math for the Sun, it might be something else. Although I would have no clue what that could be. This is merely an observation, which is probably not worth much.
  4. Want to say I am very happy to hear you guys are working on the overall "Brightness". I have been screwing with this for a long while trying to figure out if its some kind of issue with, "my new monitor" "new GTX 1060".... this has been a complete pain. Yes I'm a Moron, but I'm still happy you guys are going to work on this. It just isn't right, and its off enough, that I have a very hard time playing, thinking every other minute, "damn why is it so hard to see everything".
  5. Please REMOVE the two versions of Module Manage dll in this pack. Its very frustrating trying to hunt down that file and fro some reason "some" mod creators are still sticking it in packs and its a PAIN.
  6. Only one issue, not having our home planet called Kerbin, isn't right. Sorry but that's just my opinion. Other than that, this is the best pack I have used.
  7. Sorry, end of high jack thread... thx Delta, sounds great
  8. Hey Ash, good to see your still hanging around making these great worlds. I've got a couple small issues that I would like you to answer. One is just that the Mun looks like it was made from paper mache. The other things is an issue, the mod changes the brightness to an extreme level. Dark is way to dark when it comes to being in shadows trying to view your craft, and forget about it if your on the dark side of any body. Please tell me I can adjust this, I tried to increase the Suns intensity, but it didn't help with how dark things are. I could run lights on EVERYTHING, but I cant even make out an Outline of my ships if I'm on the dark side of ANY planet. Really need help with this as I just cant part with the solar system now that I have been spoiled with the textures and great changes. Thx man, Dren
  9. Man I wish I had some fricken clue. I've asked several times just for a direction, or link to get started. Linux, if you could lead me in the direction of where and how to learn this Modeling stuff, I would be glad to try. I'm an Old guy, but I used to build airplanes, LSA and EXP, so I think I can learn something new.
  10. @Linuxgurugamer Thx much bud, I have been awaiting someone to adopt this mod as it adds some very needed quick stability options for all types of ssto cargo's, as well as cranes, and all types of Infernal Robotics contraptions. So yeah, much appreciated man. Oh and thx Cripp, for the heads up on this getting an update and adoptive parent. Update: Yes, could not agree more on an updated Model, the original was just a borrowed version from squad, and that continued with the most recent version which is one ugly ass duckling.
  11. Well much appropriated. Been waiting for a good Escape pod and to be honest, as much as we all know Rover Dude is a fricken machine, a lot of his Models lack quality. So his being the only escape pod since a modder by SpaceTech, and maybe one other around the .13 area, there hasn't been very many options. Along yours comes and not only an option, but a great looking model as well as, a well thought out Escape Pod "PACK". So yeah, thx man, very nice work Indeed.
  12. Would like to see Horizon Aeronautics mod done with this please.... some day the mod will get picked up, its way to cool of a launcher, and to be honest, im a bit liquided no one has yet. I mean it is easily the best modeled and engineered Launcher since the beginning. No launcher has been created with so few parts that looks and does what the Zenit does. Im not trying to sound rude, I would maintain this if I had a clue. Take a look, and the pics don't do it justice
  13. Thats funny, I had KJR's config open when you sent this message. thx
  14. Sorry guys, don't mean to complain, but with the changes in KSP over the years, if I add this(Believe me, I love the work) its so damn dark I just cant even see an outline of my crafts in any darkside. I know this might be reality, but is there a way to adjust this a little bit? Update: Yeah, don't think this is being caused by this mod, sorry.
  15. def having issues while attaching winch to an IR hinge. With a plugged in grapple, the hinge can not alter the position. This is just an fyi supporting other well explained reports. Quick update: Uninstalled KJR and the problem is fixed. Seems KJR and several other movable parts mods have issues with KJR.
  16. Ok guys, did a bit of reading and searching and I just want to increase the amount of clouds. I've installed with no changes and my cloud layer seems very sparce. I just want some more clouds. Please and thx and yes, thank you for taking this on Waz.
  17. Cryo pod, listed my ideas on the release thread. Really need a deep space emergency pod, and with out cryo, its a death sentence. Thx for your mod and work bud
  18. No it just seemed as if you guys were still hashing out ideas and so I thought you guys hadn't finished, or agreed on a final patch/specs just yet. But I did grab the finals up above and I am enjoying the outcome so far. If finished, thanks for the workup, def makes it a better feel, having purpose built parts for this type of craft. I always built mine with the Infernal Robotics Gantrys with RCS modules on the ends, to adjust balance due to length and or weight of payload, but this system just gives a great start platform that eliminates the large transit side of a tug operation. So yeah, really digging this Mod, so thx again for getting it up and running. Now if I can convince someone to get QuantumStruts up and running, my base building/recovery of assets will be complete. From Oregon, Dren
  19. Bumping for a reminder... stubbles should come back to say hello and let us know what AAA titles hes been working on since release.
  20. Hey Deimost, Leon??? You guys done cause it was getting interesting then nothing for almost a month? Please do continue
  21. Likes this..... ^^^ Politically correct or not, they are Kerbals, so respect given.
  22. I"m just curious but, if your a person that knows what they are doing, far as code and the tools necessary to make a mod like this function, how long does it actually take to update Quantum Struts? Yes I want this Mod again for my game, but I'm am genuinely interested in the process for something like this that isn't just a cfg fix, but has a dll file, and compiling. I have adjusted cfg's for my own game, but never any further than that. I would like to start contributing to KSP as opposed to just being a "consumer". Could you guys tell me where the best place would be to start? Maybe even a link or two, for specifically maintaining Quantum Struts? Maybe if I can teach myself enough to do one part, of one mod, I can move on to helping other people that need basic helpers. Oh, and someone fix Quantum struts....
  23. Yep, i don't know if you read the post Sarbian, but I said, "maybe someone would have better luck contacting Paul than I have". But yes, like I said, maybe he would consider releasing the private hold for some public. Maybe you just skimmed it. It sure would be great to get him to respond to a PM about this possibility. BTW: Good to see your still hanging around Sarbian, I'm sure some of your content has become mandatory for many users.
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