ThePixeledFox

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Posts posted by ThePixeledFox


  1. 17 hours ago, Gargamel said:

    Try it and find out!  Report back to let us know. 

    just tested in 1.7.1 and forced dx11 (using textures unlimited dll)....... ok well , triangles are still glitched , but all panels apart from 1x1 textures seem fine , domes and tubes are also fine you can just use the 4x4 panel and tweakscale it anyway lol , i'd say this mod officialy works in 1.7.1 and im happy for it :)


  2. not sure if this is the correct place but , when stacking warp drives the first drive you place is normaly the controling drive, however ive noticed a bug where if you lose focus or target away from your craft or reload it /come back to it the controling drive stops being the controling drive and it moves to a random other drive as the controlling drive.

    ps, thank you for one of my fav mods :)


  3. this mod has replaced my long lost beloved glow strips which doesnt look like its comming back ( if just for the slime lights , only thing sorely missing is a tweakscale config (i dont understand how to make one) to save on parts when i want to make a nice long strip of lights , im always thinking while building .. "dam if only i could scale this" lol , thanks for the mod love the slime lights :P


  4. i need this mod like i need to breathe so i felt compelled to help , simple really make sure you have the latest toolbar controller and click through blocker and HEE v.3.5.3.3 go into all of their version .cfg files (open with wordpad if you need to) and edit all the ksp version numbers to : current 1.6.1  min = 1.6.0 max = 1.6.9 (or 99).

    if the mod icon still isnt showing then you may need to make a fresh game and go to options and ckeck "use blizzy toolbar if availible"

    i dont use ckan and always remove avc dlls just so you know i prefer to do my mods manually , hope this helps :)


  5. ok this is driving me nuts all i am using is a LANTR and as we know it produces waste heat , on kerbin when i disengage the engine the waste heat drains out of the folding raidiators as it should ......... untill i cheat the craft into orbit for testing . Now the LANTR continues to start producing waste heat from nowhere even disengaging the engine , tried all radiators same thing , how is the engine magicaly producing waste heat for no reason the second i load it into orbit ? im going to try with hyper edit today and see if i get the same strange result , again thanks for this mod and i appreciate all the hard work .

    edit ok after a few tests , seems no matter what reactor / engine / raidiators i try i start magically producing waste heat the second i go over 70k (vaccum)

    tested this in stock orbit cheat and hyper edit and doing a traditional normal lifter launch to get it in orbit and test that way , same result , even tried using heat control to see if their raidiators made a difference , same result. however all tests done on kerbin surface show the waste heat and radiators working perfectly i dont see any errors in the console window,  seems no matter what i try or use i start magicaly producing waste heat the second i go over 70k is there somthing i can edit in a config to fix this perhaps ?


  6. yeah ive been watching that thread too hehe, is a good idea but if THIS idea gets cracked ? omg will make my internal deck areas on my ships usable !!!!! no more floating around between rooms ! the real thiiiiiiing !

    even if it cant be done while moving ? im happy to be able to walk around my ship in orbit ! this together with KSPIE = my life is complete ! :D


  7. 7 hours ago, PataSolar said:

    Sorry but can you elaborate? I have no idea what you're trying to say? Are you saying try it without dx11 or force opengl? What blue icon?

    in forced dx11 mode you will get blue-ghosted icons (google this) there is a temp fix which brings back part icon textures but ruins the colour options on PW = black wings.

    (you can still use normal force dx11 and the colours on PW are fine (but thoose blue part icons ewwww)

    in forceopenglcore mode everything is fine but the colours on PW wont work = black wings.

    in default dx9 mode everything is fine , if you like more mem usage and laggy frames (harmfull to potato pc users lol)

    hope this cleared it up for you and the people having problems with black wings and colours not working .


  8. Hello , I hope this is the correct place to post ,  ive just been deep in testing with 1.20.3 somthing is wrong , when i go to warp my craft starts darting around all over the place and my navball is going haywire , i don't understand, it wasnt doing this in 1.20.2 and ive not changed anything on my test build which is just the positron reactor-thermal generator-small warp drive, i removed the mod and tested both versions its definately somthing inside 1.20.3, i hope you can help , thank you for a great mod :)

    ksp version 1.4.5

    no other mods installed.

    update : just tested with warp turning on and off , same thing

    update never mind false alarm ive only just realised i think i accidently ended up using the latest KSPIE but for ksp 1.3.1 not 1.4.5 argh lol :P

    another update: ive been playing all night , with the correct version lol, yup , somthing not right , when i target and go to warp my navball flicks around all over the place , and when im in map view i can see my blue orbit line darting around all over the place so i was semi correct yesterday lol. Seems to only be on the first warp too , if i warp then cut it - then retarget and warp again it behaves fine , so a little bug in latest snuck in ? is anyone else having this issue ? again no other mods , ksp 1.4.5, correct KSPIE version , same test craft. Thank you :)

    updates : more deep tests, out of the corner of my eye noticed when warping the engines glitched when they touched ! they rip through the craft at lightspeed had to seperate them slightly haha, waste heat has changed to that is more of a challenge, also thermal power output has indeed changed my ship now i forgot the cryogenic tanks cannot run out of power - kabooms, once id sorted a few of these things ? i turned all the torque for the warp engines off and auto struted them , forced to invent a new cooling system, happy to report warps seem to be smooth now all night but i need an overall bigger build my ship is pushing at warp 1.6  - god i love this mod thank you so much for all the hard work freethinker ! :D

    more update : still getting lock on fails when i warp navball going haywire doesnt do it when i remove KJR but then the warp drive collides with the reactor, when i look at console im getting this

    my craft also pixelates into a glitch while warping (wish i could screen grab it quick enough) its like i cant lock onto a target and just warp and my craft clitching apart till explosion a problem with KJR perhaps ? i thought it might have been persistant rotation or my other mods, removed everything tried clean same glitchi dont know what im doing wrong ? just done another jump to eeloo with all parts autostruts off and no rigid attatchment to see if that was mabye playing with KJR, got rid of the really nasty glitch before but cant be 100 sure warp turning off somtimes helps but obviously i cant lock on i took some shots to try and explain it better

    xoAUzTL.jpg

    P4giROF.jpg

    a little shot of the internals of my ship (canopy off) to give you an idea of my cooling and warp system

    ZN820al.jpg

     

     

    thank you again for this mod :)


  9. firstly thank you for this mod its a game changer for a sci fi builder like me , for thoose having problems with black wings ? ive been doing some testing and figured out a few things.

    1. the dx11 fix for the blue icons in forced dx11 mode = black wings (without the fix colours work in dx11 but obviously all blue icons)

    2. force opengl core = black wings

    ksp v 1.4.5  - single mod testing.


  10. this is the ultimate challenge for a mod to have artificial gravity (especially if you build star cruisers with internal areas like me) would be the ultimate game changer, only way i can logic this in my head (i am no modder) is to have the kerbal have 0 velocity and attributes of kerbin when you select a certain part to walk on (in my case im using wing parts for my floors and walls etc). Even if we cannot have inertial damping effect while the craft is moving would still be a massive game change just being able to walk on the part of your choice in zero g while the craft is stationary i hope you crack this ill be watching this post too good luck :D


  11. dont get me wrong i love this mod and i was thinking the same thing about tweakscale i understand its a rather new mod im very interested in seeing it progress, could even go as far as scalable bubble config and different models for the different ships and so fourth.  Ive never even used a warp drive mod before this was very easy to use, i think its the new engine sounds from 1.4 causing the screetch but ill need to look some more, but i think jet engine sounds mod removed it. This mod would be fantastic for sombody like me who makes a lot of sci fy ships  and uses them with planet packs, sorry for my short previous reply i was rushing , i do hope this mod develops into somthing more , thank you for the work you put in for making this :)


  12. 2 hours ago, Rushligh said:

    on a similar note, i made a little tweakscale patch for most of your mk2 parts:
    https://www.dropbox.com/sh/1rom8ghl3x1yshm/AAD-dssmYhyrlx2wLXCbPyKia?dl=0
     

    use it if you want. i took me like, 3 minuets to type XD

    tweakscale gives scalability to all stock parts: including mk2. i made this so i can rescale all my mk2 parts and make some nice custom hull shapes. i have yet to do the mk3 parts, OPT and quiztechs parts.

    anyway, stick that cfg in the mk2 expansion/patches folder.

    what mod did you use for writing on ship hulls ?


  13. On 22/05/2016 at 9:50 PM, SuicidalInsanity said:

    You almost certainly need Moar Intakes.
    8j7hMuD.png

    Sledgehammers want a lot of intake air. With how intakes work in 1.1, there are two options available. The first is enough intakes to make sure the engines are properly supplied, since they have air requirements about on par with the Goliath jet engine. The second option is to start the sledgehammers at less than full thrust on launch/add the engine mode toggle to an action group, start in standard mode. As the craft accelerates even just a few m/s, the intakes' flow rate will rapidly increase, increasing the amount of gathered intake air, and the sledgehammers can be set to full throttle/switched over,

    thank you i will try this :)