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DfA-DoM

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Everything posted by DfA-DoM

  1. When reaching orbital altitude in flight, the rocket sound is gradually muffed and the soundscape is becoming rather quiet, but when switching into the orbital map screen, the sound seems to be restored to the usual/stock global level, which now is sounding... quite harsh and rough now. The same kind of annoyance is appearing when choosing to revert the current launch. (my post crossed the release one, so my expectations may be met. I need to try it soon)
  2. The @Vandest's video is very nice demo of the mod features which could surely be referenced in the OP. But the thing not shown is the odd behavior when switching from flight to orbital map and back. @ensou04, could you please have a look at this (even if lending an ear would be more appropriate)? Thanks
  3. In the same mood, the sound intensity may get rather high when switching from flight to orbital map. It could be nice to have a softer or longer intensity transition for that, or keep the last level for the current vessel.
  4. IMHO, we are here at an edge between unhandled case (bug?) and misuse, but this kind of issue would be avoided if we got a way to detect such kind of structurally arguable builds. Have you considered that your (already mandatory) mod could also provide some hints and warnings on the engineering report for example to prevent unintentional relying on ill-formed ships ?
  5. Cool, but we'll definitely need a more appropriate sounding
  6. Hi @Angel-125, With this set of mods, you're very nice to give us tasteful food for BreakingGround DLC and you're even nicer to recompile the mods for 1.12.2. So, for perfect Kerbal picnics, I'm sure that most of us would greatly appreciate having these available on CKAN. Could you please remedy or perhaps ask @HebaruSan? Thanks in advance
  7. Hi @DMagic, The difference between an enjoyable gaming experience and a truly intense moment that you will find hard to leave is relying on few things. Tracking Station Evolved is indeed one of those that make all the difference (at least for me, but according to the thread length, I shouldn't be alone). So, other than asking for your help, what could we do to have this mod working in the last release?
  8. Hi @Morse, As far as this UI un-enclumbering life saver mod has been tested to work as-is in 1.12.1, that would be nice to have it listed accordingly in CKAN, no?
  9. Because that would alas mean several (at least 2) different sets of code for the same feature, implying more time to write it and leading unavoidably to an even bigger set of bugs and issues...
  10. For the record, found in v1.11 output log once installed the v2.7 mod with CKAN : The KSPedia version should be rebuild.
  11. Hi, I was wondering if someone had already tried the toolbar in 1.10.1 ? If so, and if that works, please @linuxgurugamer, it would be nice to have the CKAN record and/or the mod itself updated.
  12. Despite this mod may not be considered as the most useful one for all KSP players (and I suspect neither the most difficult to handle), and since I can confirm to have working flawlessly as is on latest v1.10+, it would be nice to have it updated (at least its ckan compatibility record stuck at 1.8.1) and registered as such. Thanks in advance
  13. Hi, As a dual (and sometime triple) screen user, I'd love to have AnyRes also handling the window placement on the desktop. Is it possible?
  14. Indeed. BTW, I just saw that you already spotted the issue on the CKAN side several month ago. Being myself programmer (but not a C# guru), I was also wondering, even if this could involve quite significant code rewriting, if it wouldn't be possible to dynamically load the offending dll such as what is done there: https://stackoverflow.com/a/13492645/4153864 ?
  15. Hi, Just thinking out loud: Even if this kind of code isn't the funniest to write, can't we have a CKAN-aware addon acting as a kind of setup application and dedicated to handle the deployment/removal of the different sub-components spread across the game directory tree?
  16. Sorry to bother, but there seems to have an issue with the "science found" toolbar icon (the one with the yellow spark), which is displayed as blurry when science data is fetcheable. -D-
  17. Hi, I had weird behaviours of the addon on 1.9.1, sometimes giving hints on EVA report possible, sometime not. The log is available here: https://www43.zippyshare.com/v/JciTmjvu/file.html To be noticed that The Janitor Closet (installed but unused in this game) also triggered lots of exceptions. Regards, -D-
  18. It's now available. Many thanks for the job done (we couldn't thank you enough for all your work on KSP)
  19. Hi, There seem to have a glitch in ckan definitions for KEI: The mod is listed with v1.9.0 as Max KSP Version (as Engine Lighting Relit does), but in contrary it isn't selectable in KSP 1.9 (which is the case for ELR).
  20. 1 mod for 1 line of code: isn't it a bit... overkill? That would be really nice. I'm not against having several mod acting together (currently playing with approx 50 active mods), but I think that the wheel brakes handling don't deserve many mods, possibly conflicting each other.
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