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ArkaelDren

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Everything posted by ArkaelDren

  1. Its really to bad Paul has a life outside Kerbin, cause I am going to do a little pleading, that if he checks in on the forums tonight, please bud, consider giving us a bit of your time. Because playing KSP with out your Mods for me feels like KSP is missing a right arm... Dren
  2. Why are you still using separate folders for parts that are simply re-sized? 1m, 2m and so on, and not simply adding them in the cfg files, to save on the total parts pack size?
  3. Uh, that's a negative ghost rider, we do not have confirmation on this.... classic
  4. Ok bud, it seems as though you can not offer the settings in the cfg's for us to alter. BUT, have you attempted to throw "ANY" weight at all onto these tracks. Most of them can barely handle a few tons before slamming to the ground. I would love to be able to use them, and they are really great visually, but you need to make a few sets of each track if we are not allowed to adjust the spring rates through the cfg files any more. Make a set for heavy medium and light weights for each track variation. Or try and figure out how to allow settings in the cfg files. I know this is the initial release, so I might be going a little hard on you about them. But I wouldn't do so if I did not intend on using them, or like them as much as I do. Keep up the good work. Dren
  5. You just made a friend here for sure bud. OK, that sounded a bit lame, but its true...... I love you man....lol
  6. Now see, this is a problem I have been having that's kinda related. Every Crane system I design has the same flaw, and that is getting the right size of wheel/track to have the correct amount of spring tension and dampening. Since the new modular wheel design, they are not having the Spring dampening settings within the cfg for us Layman's to alter. Paul (BobCat) informed me of this today. Imagine those legs but with tracks/wheel on each leg end and just a simple KAS winch in the center. Drive over the structure you want to relocate, pick it up and move it. Love the idea of having self leveling legs, and the high boy style here as they have potential for what I would use them for. Very cool Khaos Dren
  7. Was not layman's terms I needed, due to his English being a bit sketchy, and my Russian non existent, I just did not understand what you made clear. Being careful with the term "Layman" is a good suggestion. This could offend someone that has a degree in Aero engineering... But to be fair, I am extremely slow, so maybe you did the right thing. This is really to bad, would you not agree? Its kinda sad that resizing a part to re purpose is now a bit mute, being the ability to change the spring and dampening rates are crucial to heavier loads. I am very sad now, cause I love using parts for multiple purposes. I have a large 4 piece crane system that needs different sized wheels/tracks, and I cant get the current configuration of TTModular wheels, rubberbands tracks, or the other myriad of like parts to work with out changing their spring rates. edit: Hey Moon Goddess, would you be willing to answer a few questions I have via PM's, would love to pick your brain about a few things if you have the time.
  8. Devo, I forgot to ask you, do you have any idea what happened to the Space Tech guys? I really enjoyed their Mods, but they are so damn expensive as far as heavy files, that just putting the wrapper on their parts is now not enough, I don't have the space. Hell one of their lander packs takes 217meg and it only has like 10 parts. Could you ask around or let me know...what you know? Thx bud, looking forward to the new pack coming soon. Take care of that Gantry/Rail system's textures and modeling, its an awesome part, and it deserves awesome modeling. As always though, thx a ton from Oregon, we love the extra moving and shaking you guys are doing for KSP. Dren
  9. Sorry bud, that was not my intention at all. Damn lack of expression makes hard.
  10. So Kreuzung, are you going to ignore this bug, or are you choosing to work on it? Stock KSP game, add in the Parachute Mod, remove the internals, and the cfg line for the internals, and the Mod no longer functions. Its cool if this is how you want it, but I cant see why you would be happy with the Mod not functioning with out the internals line or files. Because that space is precious for those of us that enjoy being part whores.
  11. Paul are you saying this new format does not allow the adjustment in the cfg file, or is it by choice? Sorry to hear this if you guys "don't" have the option to include these settings. I know you have always liked giving people the choice to alter and change these settings themselves. Thx man, some of you guys are really making KSP a much greater game to play. Dren
  12. Whoa, I am sorry if I left you thinking I didn't like the textures, I was just trying to give a point of view. What you guys are doing is 100x more than I can do, so to give advice seems a little off base. I just wanted your rail system to look as good as its function. Advice is like opinions, you know the rest. To add to this, nothing you two are doing together could chase anyone away, your **** is awesome and I am really looking forward to it everyday. Checking in everyday has become my ritual. Thx as always from Oregon guys and keep up the great work. Dren
  13. I need to put this in here, no matter how many others have said the same thing. The guys that are doing B9 Aerospace had a part pack that exceeded 175megs worth of costly ram space, but then they worked hard and tighten that up to 75meg, and that's an impressive change considering their parts increased, and look Awesome. Nuke's part pack increased in its parts by a 3rd, and went from 150megs, down to under 60. If were going to use these part packs, its safe to say that the days of a single engine taking up 8-10megs is over. Slim these parts down and then we all can start using them again. Thx for all the hard work Dren
  14. Sirkut, it seems as you understand what I meant by "texture that will show how it works". That was not intended on trying to show what direction of travel, it was meant as a realism point of view to have a "carriage" be just that, and the "rails" to be rails. Having a set of rollers inside a channel would show this cause of action really well. Big industrial parts don't need to be "huge" industrial parts to be functional. Anyway bud, Great work, and when you have the time to be more perfectionist about them, I am sure you will improve their textures, if its not something your really good at, have Devo give it a quick revision. By no means am I trying to ell you what to do with these great additions, I am just giving you my opinion on what I think will make a good part into a "Great" part. Your cool with that right, cause I am just trying to give you some feedback. Thx man, your work and time are much appreciated. From Oregon, Dren.
  15. Ok Paul, on all of your previous builds you put the option in the cfg files, to change the spring rate, dampening rate, and a few more options to control the wheel/track of all your rovers. I see that the current LER wheels do not have these options. Please bud, you have to place all of these options back into the cfg files, so that we can manually adjust these settings. If I want to upscale a wheel of yours, I need to be able to adjust these settings accordingly. Its impossible to make a trailer with different wheel combinations without being able to adjust these settings. I am sure I don't have to explain this to you cause I am sure you understand the problems. TTModlularwheels has kept these settings within the cfg files, but he seems to be the only one that has so far. PLEASE fix this bud, or it will make any of your future builds useless for anything but the release purpose. I am sure most people will agree that we need to be able to change these settings. Thx as always, your work and time are great man. From Oregon...Dren
  16. Yeah, the only reason I was requesting a directional gui choice, was due to the placement in the editor determining direction of travel. I have a folding crane, that as soon as it unfolds, the tracks run in opposite directions of each other. As for the choices in the cfg, one of the reasons I love Paul's (BobCat) designs, is that I can modify these rates to fit the loads the vehicle is carrying, not to mention match a trailers torque that is using wheels. The ability to adjust these settings when one wants is important, if its something you don't see a reason to do, then the only loss is some of us wont be able to use your tracks....but I really like em. As for the suspension travel, hell yeah I understand the travel would exceed the range of the part, but it looks so damn cool. That was more of a love of watching the travel, I know you cant give that adjustment in the cfg's. As for the placement of the GUI options, the TTmodlular wheels 4.0 and earlier I think, had a tab by right clicking on the wheel just like you would to retract, or deploy the wheel set, that allowed you to change steering orientation, as well as drive direction. edit: I have been playing a bit this morning, and I cant think for the life of me why you wouldn't want to include the spring and dampening adjustments in the cfg file for people to change? If this is something you plan on putting in the cfg, then please just disregard, if not, then rethink it. I always have different uses for so many parts, and if I want to re-size a set of tracks, I need to be able to change these settings. Great work as always with most of you guys and thx from Oregon Dren
  17. Nope bud, I have tried this now on several attempts and builds, remove the internal space for the Pod/cockpit, and it no longer functions. But the new version of KSP 0.20.2 requires you to remove the line in the cfg for the internals even to function correctly. So, if you remove all your internals, then you have to remove the internals line in the cfg for every part that requires them, or you get strange glitches of the displays. Just try it, remove the internal and the internal line from a cfg, and your mod no longer functions. I am not saying you have to fix this, but for those of us that don't need internals, then were left with not being able to use your Mod, and I love this Mod... Thx for your work and time. Dren
  18. Sirkut, they should be stream lined a bit. Possibly make some sort of texture that explains visually how this would work. Think roller-coaster bearings, or that type of carriage. The rails should be slim and contain a small grove for the bearing carriage to ride in. The rails and carriage should be small in comparison to what its mounted to, and I am sure you will have different sizes. The length of the rails is the part we need the most, as 2 carriage sizes would work fine. I know.... I know.... I couldn't do that in Blender or any other type of creation software, but once the physics are finished, then you really should have something that highlights this type of part. It will become widely used I am sure, as the applications for this come on a very long list. Again, I wish I could help you guys with this stuff.... hey if either of you need an LSA exp aircraft built, let me know. Just my 2 cents, but as always, thx a ton for the hard work. Dren.
  19. I have to agree with this one guys, its kinda dangerous to have 6 guys bail out of a cockpit and then only "half" deploy...... Dren
  20. Your the man, and btw: Love the tag name... I cant tell ya how lucky the KSP guys have it with all you creators and thinkers, I truly believe that KSP would not be "NEAR" where it is today with out you guys, and that's not kissing ass, that's just the truth. From Oregon, keep up the great work. Dren
  21. Just loaded your current versions, and removed the older ones first. Seems as though the textures are not showing up. Love the Mod, but for some reason I have not had any success with it since .20.2 edit: Sorry, just read the entire thread again, I see you know the lost textures, my bad for not reading first. Still can not seem to get the ejection system to work, will give you an update if I cant figure it out. thx for all the hard work...from Oregon Dren edit: Tried on several of my separate installs, cant seem to get it functioning again. Also tried to DL the plugin for all kerbals parachutes and sorry if im being an idiot, but I click the link, then it takes me to the standard DL for the Mod. Cant seem to get that dll file no matter where I go. Might be nice to have a direct DL link for it on spaceport. anyway, I am going to try a complete fresh stock load, and give it another shot. Thx again Dren edit: Ok, dont know if this is something you are aware of, and its really sucks for me, but I think if you remove the Internals (spaces) then your Mod does not function. PLEASE confirm and see if you can fix this as I do not waist the ram space on cockpit views. Thx Dren
  22. You "REALLY" need to give an update with cfg's that we can modify the suspension spring and dampening rates.... PLEASE. The tiny tracks and the version 3 I believe, NEED more suspension travel. I played with the small version for an hour just running it over the Runway on and off watching the travel. So PLEASE, give me a way to adjust these settings and add a bit more throw to the other 2 versions. Great Mod....but needs what I recommend. edit: One last thing, what are the chances of getting a reverse drive direction in the gui? Thx and loving the suspension travel.....need more
  23. My God that is sexy Devo, you guys are really going to town on these great additions. Man I am so excited about the carriage gantry systems. I just left a post on Sirkuts thread asking approximately when we can see it released. I am assuming you guys are going to release some kind of a new package that is going to revamp the robotics/servos area. I know you understand how important these are to the community, and it is great to see you guys taking so much time to make it happen. As far as the carriage gantry system, hopefully you guys will make at least 3 sizes of powered carriages, with 6-8 lengths of railing. From their we can modify our personal cfg's for more sizes. Thx man, great work as always. Wish I had an understanding of the software so I could help out.... but I am clueless Dren
  24. Sirkut, how is the work coming along on the gantry and slider mod? Really looking forward to this. Personally this is one part that I am looking forward to the most. Hoping to see 2-3 sizes of powered carriages with 6-8 lengths of gantry's or rails. Also would like to see these carriages in free floating form as well, Just like a free bearing or hinge. From their we can add more sizes from the cfg's our selves. I have an idea for a hydraulic ram based crane, with the ram at the bottom, and the sliding carriage on the top truss that will allow the ram to push the truss up and down while sliding on the rail. So if begging and pleading will work, let me know and I will do my best. Thx as always for your work and effort. From Oregon.... Dren
  25. Looking great. Thx for the quick reply. Seems as though I only really suffer this issue with the docking washers, not so much the rotatrons. So what is the maximum torque numbers that KSP recognizes? I spend a ton of time altering cfg's and I am constantly wondering if a break force of 10k is any more than 999? As always, keep up the amazing work. Dren edit: We need some type of indicator that shows the current position of a VTOL engine. It could be as simple or complex as you wanted to create, but this is critical for flying VTOL's. While landing, the last thing you want to do is rotate your camera view just to see the current position the VTOLS are in. I think you could make some type of indicator that worked with all of the Servos. Just based in degrees of rotation/angle. Just a suggestion.
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