Auriel
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Everything posted by Auriel
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Auriel replied to bac9's topic in KSP1 Mod Releases
Sigh. I knew it was going to be something stupid, aparently I can't even notice that the Firespitter has not been updated since .24. I found the updated one, thanks >.<- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Auriel replied to bac9's topic in KSP1 Mod Releases
I'm having a issue with B9 tank parts. Whenever I try to place any part that has a variant, the textures flicker/flashing all at the same time (for each variant) and the right-click menu doesn't shows up when I try to use it. At the same time the Info window (that blue part that shows up a list, I forgot the name) doesnot work either, either the right-click menu or the list window. I've tried to look everywhere and checked my mods for incompatibility problems but no avail. Firespitter is up to date, I tried unninstalling TweakScale and Tweakable Everything but the problem persisted. Sorry if this turns out to be something simple or was answered before.- 4,460 replies
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[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
Auriel replied to Mihara's topic in KSP1 Mod Releases
I just found it on the SPP thread, thanks! -
[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
Auriel replied to Mihara's topic in KSP1 Mod Releases
Are we ever going to see the glass monitors on the Mk2 and Mk3 cabins from the old Spaceplane Plus mod? -
[1.0+] B.Dynamics - Retracting/vectoring engines etc. v1.2.0 (May 6)
Auriel replied to BahamutoD's topic in KSP1 Mod Releases
Is it working fine on .25? -
Are we getting 64bits support at some point? This is one of my main mods that I just can't play with.
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[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
Auriel replied to Mihara's topic in KSP1 Mod Releases
Well that just about solved the problem, thank you so much! -
[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
Auriel replied to Mihara's topic in KSP1 Mod Releases
Yeah, on my stock cockpits the screens will show the same as your screenshots. This really sucks :\ -
[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
Auriel replied to Mihara's topic in KSP1 Mod Releases
Hey Mihara. Something is causing all my glass cockpits to look like blank grey squares, I have no idea of what's causing it. For example, this picture is from the ALCOR pod: http://i.imgur.com/vlgKuBQ.jpg It shows black but in-game it looks more of a light-grey Would a list of mods I'm using help? I have for example the Active Texture Management (Basic) and the Renaissance Pack along with several others. Really would like to fix this, I can't remember how to play the game without Rasterprop -
[0.23.5][Alpha] Voiced alerts via Windows text to speech 0.0.1 09/05/14
Auriel replied to agises's topic in KSP1 Mod Releases
A video would be nice, this sounds very interesting -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
Auriel replied to stupid_chris's topic in KSP1 Mod Releases
I don't know the reason, but the 3 0.65cm parachutes are not showing in VAB/SPH. On carrer mode they show up at the tech tree unlocked (the first, free tech thingy) but won't show up when building a spacecraft, as if they were not instaled. -
Hello! I've recently taken to myself the hobby of create rovers, either for exploration (Mars rovers style) or for surface operations (buggys, jeeps, etc). However I find it quite hard to keep those vehicles under control, especially in low-gravity biomes, due to the fact that you can't limit their speed other than try to keep the aceleration controled. Is there a mod, or a way to create one, that can limit the speed you vehicle can acelerate to? I'm thinking like several engines have a "max thrust" option, there could be a "max speed" option for wheels. Sorry for any grammar mistakes.
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[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
Auriel replied to Mihara's topic in KSP1 Mod Releases
Mihara do you think you could make a glass cockpit for Sam's Mk2 Cockpit Internals? http://forum.kerbalspaceprogram.com/threads/44012 His cockpit is already very good and I think it's just missing this.