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Alewx

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Everything posted by Alewx

  1. @Red Iron Crown Could you tell how you edited the embeds in @Dr. Jet thread, because I got just the very same problem but using IE11. Better tell us how to do it than making it youself, so we can deal with it.
  2. You can fork and recompile it simply against 1.2.2 it does look like not much changed for welding in the two versions.
  3. Update to UbioWeld Continued 2.5.1 Recompiled for KSP 1.3.0 Fixed empty WeldedMeshSwitch slots Download version 2.5.1 for KSP 1.3.0
  4. Could you add some fields to enter the values by keyboard, the sliders are not exaclty accurate.
  5. the contracts app, is havinga null pointer exception. But about welding there is no Report in that log.
  6. Thanks but that is not one where a Crash happend due to the welding. But I saw that your contractsapp mod seems to have a Problem.
  7. Thanks, but can you post the ksp.log, that would help me greatly.
  8. HOW TO GET SUPPORT - Read before posting Modcreators can not guess what is going wrong without any Information.
  9. In theory the mod can handle an unlimited amount of parts. Crashing the game sounds more like you do not have enough RAM.
  10. Thanks I give the original one a try first.
  11. How about the Navball, was that working, or is there still a problem. It didn't look like a clear answer in the previous discussion so far.
  12. Keep the mods on the old version, that will not break stuff. Since the weldments are onle referencing the parts of the other mods, it would require a lot of manual editing.
  13. I like the ion engine, it has the stock feel, but lacks the exhaust. But really needed is none of them, the most parts are already replaceable by other mods.
  14. No it is the other way around, you keep most of this alive.
  15. Ubiowelding can not break the game. The Moment where you ppl update the mods and the parts, break the weldments and therefore the game. You have to reweld everytime a new version of the game comes out and someone updates the parts. No aimated parts still do not work, because the module that handles the antimation is not designed to handle multiple models at the same time. And no I can not fix that. Writing the iva merge was a pain, so no there is no easy fix for it. But good news I found a bit of time to hopefully fix the welded meshswitch with empty entries.
  16. Sounds great. As long as you do not take over also Ubiowelding Wish I wold have more time.
  17. @linuxgurugamer and how bad was adapting the code to the new Version?^^ Stil have not really much time around, since Job and renovating the flat is very timeconsuming.
  18. Ok, but give me some time 224 mods, man you are crazy .
  19. Can you also provide a list of mods that are installed. This empty list is strange really strange.
  20. Did you update the mod that brought in the parts between the starts of the game?
  21. Nope that are actually two different pairs of shoes. The breakingForce and breakingTorque are the values that define the requirement for the part to be destroyed and get removed from the world. The value for the joints is only handled by KJR, but welding will merge the welded parts into one new single part so that it might look like it would have stronger joint forces but there are no joints as it is just a single part.
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