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Everything posted by Horus
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[1.3.0] Ambient Light Adjustment 2.6.3.8 [09/06/2017] continued)
Horus replied to timmers_uk's topic in KSP1 Mod Releases
Sometimes ambient light changing is really of help. Till now I've been using romfarer lazor addon nightvision. Thanks! -
[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
Horus replied to Albert VDS's topic in KSP1 Mod Releases
I don't really understand how there can be some problems with MFT. MFT is really nice since it allows easy volume scaling. Add proper MM configs and you'll really enjoy it. If you have some issues you cannot get - ask ppl. You can pm me and if I'll be able I'll definitely help you with configs. -
Nice work! Yet I personally do miss your "futuristic brick type" parts. They made your package unique.
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[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
Horus replied to Albert VDS's topic in KSP1 Mod Releases
The model is really nice. Still, since it's designated to be comparatively small - high detailed valve is a a bit excessive. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Horus replied to TriggerAu's topic in KSP1 Mod Releases
Cannot say better. Not even a second of regret while using this mod. Perfect utility + perfect visually. -
[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
Horus replied to Albert VDS's topic in KSP1 Mod Releases
The valve has too much polygons. Could make it more "kerbish" - brick shape valve and square section pipes. Also, tanks straps could be somewhat like simple struts - no need for them to wrap the tanks. With all these you could cut dot polygons by, say 30-40. -
Wooow. Do want!
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[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
Horus replied to Albert VDS's topic in KSP1 Mod Releases
Russian label for "Water" is not correct. -
To me all these ships are nice, since you are using stock parts only. Well done, man, well done.
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AFAIK, scanners are height dependent. Each scanner has in its' configs the following: fov = # min_alt = ##### max_alt = ##### best_alt = ##### When your height exceeds min_alt or max_alt the scanner becomes inoperable. No more magic here (well... except fov usage & warping)
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Always sad when really nice mods stop progress... Oh, well... POKE!
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Lack, you are the man! Kudos! I really enjoy the visual looks of your modules. Sure, they need additional tuning (adding necessary module features, etc.), but they are really nice. HOWEVER 'LLL/Parts/Command/NoseProbe/part/LLL1x1NoseProbe' [ERR 22:54:47.558] PartCompiler: Cannot replace texture as cannot find texture 'model001' to replace and ArgumentException: The requested value 'Command' was not found.
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HotRockets! Particle FX Replacement + Tutorial
Horus replied to Nazari1382's topic in KSP1 Mod Development
HotRockets just re-writes engines configs using the very same numbers for heat production as they are in original configs. If it bothers someone - just remove the corresponding lines in hotrockets configs. Or write a suppressing config using MM's "final" directive. For Kerb sake, people! Use your brains already. This mod DOES NOT add any additional heat production. Period. Check your DRE, FAR, whatever-hull-engine-etc mods. Full stop. -
HotRockets! Particle FX Replacement + Tutorial
Horus replied to Nazari1382's topic in KSP1 Mod Development
What's 'the "shrinking parts" bug' ? -
Nice enthusiasm & always cheers to people making this game more interesting. But, seriously, it's being already a nuisance - everyone's creating his (her) own resources. If the trend continues we'll have a ksp universe full of ©®™-ed molecules - "Oxygene-by-John-Doe", "Hydrogene-by-Jane-Doe". For this Kethane package addition (it's not a mod, seriously) it would be enough to make just configurations patches. That's it. Why bother with "super unique" models? As it was already mentioned here - when a player already has a sat scanners network he (she) does not want to scrap it and re-build anew only because of a new water scanner. I'd say "to Hell that", for, it takes: 1. create new scanning satellites 2. put them to operation 3. wait scanning complete (as kethane has background scanning issues). And all these just for a proper production?! Hell, no.
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Horus replied to Fractal_UK's topic in KSP1 Mod Releases
Flowcharts rule! Thanks. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Horus replied to TaranisElsu's topic in KSP1 Mod Releases
Same here, man. It just makes a little bit concerned, for, there's a possibility to have a crucial mission reverted due to some mod issue which is not revealed at the moment. -
[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
Horus replied to onkelsiebdruck's topic in KSP1 Mod Development
This could be a marvelous possibility to get a nice outpost base modules which is of really high demand at the moment. -
I'd suggest not to use LLL "brick" parts with FAR while in atmospheres influence. The parts are really some kind of futuristic design and I don't think they are really aerodynamic in any means. If you'd like the crafts done with LLL parts being launched into space there are at least 2 ways: 1. Fit the craft into a proper fairing (Procedural Fairings do it like a charm) 2. Use a mod like Extraplanetary Launchpads and construct your vessel in orbit (or on airless low gravity celestial bodies). Well, or wait for a mod that negates "laws of gravity" (say, gravity hack) and allows you to fly futuristic style (any direction, UFO-like). @Captain Sierra You can just use them like space gliders (without atmosphere action, of course)
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So, seems better to read it "never" Better be surprised than waiting in vain.
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Reeeeeally nice to hear that. Since HOME 1.0.5 is broken for me. Any estimations on its' release?