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MAKC
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Everything posted by MAKC
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
MAKC replied to DYJ's topic in KSP1 Mod Releases
no plans for wing thickness control? -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
MAKC replied to DYJ's topic in KSP1 Mod Releases
any progress? are you going to change how wing thickness is controlled? its the only thing keeping me from using it -
will be following this. how about an option to force IVA? i think it would go well with the general immersion theme
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sad to say but this doesnt work all too great for me. a lot of kw engines dont work properly and no matter which engine configuration i click, i get 0 dV. im using the exsurgentengineering.dll you provided, b9 sabre engines are installed and im using remotetech as well. im gonna stop using this until its fixed
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[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
MAKC replied to yongedevil's topic in KSP1 Mod Releases
i simply removed the sabre engines and exsurgentengineering.dll so hopefully it will work. thanks man -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
MAKC replied to yongedevil's topic in KSP1 Mod Releases
does anyone have configs for B9 cockpits? -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
MAKC replied to DYJ's topic in KSP1 Mod Releases
how about dynamic wing fuel storage? optional of course -
Only 7 new parts? Really? Why are they even hiring part makers if they aren't gonna make parts?
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
MAKC replied to BigNose's topic in KSP1 Mod Releases
Would be nice if you could change the light radius & strength in .cfg, if it's possible, because at the moment they light up too much of my craft, making it look ugly. IMO they shouldn't be omni lights but rather beam lights like the spotlight with a wide beam angle (170-180° so they light up stuff infront and besides them, but not things behind them such as your craft. Good mod tho!- 799 replies
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The problem with Squad acquiring these talented modders is that the content output greatly decreases. They take the best modders and usually, because of it, their previously released content becomes outdated with the latest release of a patch that adds a surprisingly meager amount of new parts. I personally wouldn't be playing KSP if it weren't for the mods. And with their acquisition of bac9, I seriously doubt we will see anything resembling the style of this pack in official parts, as it clashes with the art direction of the KSP developers. They take away huge amounts of 3rd party content from this game for too little gain, which will turn people away unless Squad seriously starts churning out more parts. With that said, I hope they give bac9 the creative freedom he deserves.
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im glad for your sake but im also a bit pissed off. squad end up hiring talented modders, preventing further development on the fantastic mods they made and as an added bonus, ksp doesnt come out with new parts in the rate youd think after having acquired so many part makers. why do they hire so many part makers if they arent making any parts? im sad to see this go because it has a great style that will never be seen in official ksp parts..