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Posts posted by Wolfair corp.
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Add this module to cockpit parts config you wish to fix the errors on.
MODULE { name = RasterPropMonitorComputer }
I don't really support old versions, I'm already short on time to support the latest one. If you want older versions, go on github/releases and grab the version you want.
v1.4 "Alpha Strike" is the last one to support 1.3.1
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On 1/14/2019 at 4:55 PM, Numberyellow said:
Sure. And sorry about the inquiry....i was just notified that even asking is against the rules now.
Never heard about that, thought it was thread-specific. I personally don't mind as long as it isn't abusive.
On 1/14/2019 at 4:55 PM, Numberyellow said:I only said something because at load, KSP says it is unsupported by 1.6.
It's a plugin that warns when a mod isn't officialy supporting the latest version. But in KSP, parts pack hardly gets broken between updates, so it should be fine.
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42 minutes ago, Numberyellow said:
Any chance of this being updated for KSP 1.6?
Already a new update?
Well, I'm pretty busy right now. If you get to try AoA in 1.6, could you please tell me about any bug you encounter? Thanks!
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9 minutes ago, Catatau_27 said:
Something like that -> https://imgur.com/dc3cjG4 inside in your collection of cockpits.
So you mean doing internals with ASET? It's on the to do list.
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1 minute ago, Catatau_27 said:
Maybe the EVA of the Raffale cockpit can be usefull like a ASET standard or something like that on the future.
what?
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1 hour ago, Catatau_27 said:
This mod don't work on 1.5.1, and broken 50% of my crafts on SPH DD:
Maybe one update solves. =)
Maybe a screenshot of the broken parts? (when you try to open a spacecraft)
To be fair I wan't even aware that there was an update, but I checked the changelog and nothing should be broken.
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I don't use cKan so I can't check right now but it should be there. See in your filters if you disabled outdated mods or something, because it is tagged as compatible with 1.3.1.
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Thanks, that helped a lot.
I added crew experiments to the said cockpits, and added RasterPropMonitor computers where they were missing along the way, so there should not be any Initialization errors anymore.
You can grab it on GitHub if you want.
However, the hatch stuff is unity configuration, so I need Martinez to share me the unity project. I already messaged him about it.
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On 9/29/2018 at 9:09 AM, GabeTeuton said:
I seem to have issues with many cockpits not having a crew hatch, did i miss installed something or is it inteded?, i love the parts but if i can't exit to repack the chutes i can't use them u.u
Hatches are part of the model, so it's not your installation.
Of course it isn't intended. Wich cockpits don't have one?
Sorry for late response btw
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On 6/26/2018 at 9:09 PM, Radar said:
Hi @Wolfair corp., did you manage to build the rover replica? I'd love to see it and if possible to download it.
I haven't done ksp in a while. Can't remember if I finished it, if I kept it, or deleted it.
You better go search for something on KerbalX or do it yourself.
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4 hours ago, DiscoveryPlanet said:
sir will you updated this mod to ksp 1.4.x ???
Is it not working on 1.4? They just added languages support and minor bigfixing, I think, nothing that would corrupt the mod.
Please tell me if it's not working in 1.4.x.
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1 minute ago, DiscoveryPlanet said:
Whhhoooooaaa sure sure it is my honour, hahahaha, you could use all of my pictures if you want too, one day (after this holyday) I will share all of my craft to kerbalx hahaha
Could you upload the craft file on dropbox or something?
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@DiscoveryPlanet Could I use your Su-57 for creating a header? You'll get credit.
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18 minutes ago, [email protected] said:
not for me. i have a do a weird jet engine placement behind the plane
Try re-installing the mod. Works for me.
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9 hours ago, [email protected] said:
is the prop on the super tucano really not an engine?
Its an engine.
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2 minutes ago, Daniel Prates said:
It would be great to see some pics of the parts on the OP.
Im working on that right now along with some other images for the OP.
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On 12/13/2017 at 1:49 PM, DoctorDavinci said:
forces me to make a custom texture for each of the 42 camo/colors in DCK
Why not making a single png texture and put transparency where the camo needs to be?
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Martinez is pretty much absent these days.
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9 hours ago, memeconnoiseur said:
cool
are you planning on adding anything?
I dont think I have the modelling skill yet to create new parts, and I don't have ideas. This part belongs for now to @martinezfg11.
Anyway, I'm quite occupied with updating the mod.
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3 minutes ago, memeconnoiseur said:
So is there any rough release time for the 1.3.1 release?
Around Christmas
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7 hours ago, Waristheonlyway said:
When will this be available for 1.3.1
It's working on 1.3.1 but there's a lot of stuff to do before updating.
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I was intending to update the mod soon, when I will have more free time.
The idea of creating MM patches is on my list now, but internals may take time.
Your cooperation on GitHub would be great, I personally won't refuse some extra support for now.
And by
18 hours ago, StahnAileron said:Stardock
Do you mean SpaceDock?
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21 hours ago, martinezfg11 said:
So your requesting an MK2 science component? Just trying to understand your request
Think @Delvan is thinking about a surface attachable part. And if not I think it's the best possible solution - a little core part that can do ElectroReport
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On 29/07/2017 at 11:15 AM, memeconnoiseur said:
@martinezfg11 Do you think you would be able to make a T-50 PAK FA cockpit?
It's just such a cool plane and I don't think that stock cockpits look as good
Thanks
As @martinezfg11 didn't reply, I think you could try to use an F-35 Cockpit and hide air entrances with wings and ctrl srf. Good luck.
@Dayne_Treader Already saw this issue. Move your BDArmory folder away from GameData and see if it's still doing that.
[1.5.1] AoA Technologies - Maintenance & Development thread
in KSP1 Mod Development
Posted
It should work fine on 1.6. If you encounter any issues, feel free to report them here so I can look into it.