ahappydude
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Everything posted by ahappydude
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
ahappydude replied to KospY's topic in KSP1 Mod Releases
No , but in the upcoming kis we can make a mod do that ( i think) even if we cant, it doesnt take that much time to teather them -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
ahappydude replied to KospY's topic in KSP1 Mod Releases
Ayeaye same! =) -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
ahappydude replied to KospY's topic in KSP1 Mod Releases
Works now -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
ahappydude replied to KospY's topic in KSP1 Mod Releases
Nice idea doing a stream! =D Time to lookup the timezones hehe(i live in sweden) -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
ahappydude replied to KospY's topic in KSP1 Mod Releases
Paste your logfile nd we can look more close =) -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
ahappydude replied to KospY's topic in KSP1 Mod Releases
How does your folder of the mod look? Might be you have old and new files mixed up -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
ahappydude replied to KospY's topic in KSP1 Mod Releases
Does the attachment also saves during enting a commandpod and such? Thanks for snwering questions and showing screens happy news -
Still wotrks on 0.90 x64 here=) wind 8. You can refuel using kas to. And soon kis coming we be able to do amazing things hehehehe
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
ahappydude replied to KospY's topic in KSP1 Mod Releases
winn75 thanks for the reply! =) Yeah its everthing i thought of and hoped for =D I have a big grin on my face haha cheers -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
ahappydude replied to KospY's topic in KSP1 Mod Releases
First of thanks for all your hardwork you and the team been doing =) Second, will it be stored (the attached items) like the handscrewer on the kerbals during being in inventory or inside them witjout us seeing? Soooo coool to see the progess -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
ahappydude replied to KospY's topic in KSP1 Mod Releases
So happy to read about kis ! -
I think i got it after making a new map and pasting it in there, my guess is that windows 8.1 prob messed with the settings for admin and so on . I wanted to say that this mod made my interest in interstellar flights in ksp peak again so thank you Cap Robau =) Thx Ed I mean, wth, could play fine . BUT after i quit and trying to play now it crash during loading again. I get a lot of data not found for all the planets, and i was playing 5 minutes ago. I guess a troll lives in my harddrive
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Sweet mod mate, clusters if fun to play around with and can be more usefull then ordinanry engines(for some builders) Thanks and keep up the good work
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WIP - Environmental Visual Enhancements Development
ahappydude replied to rbray89's topic in KSP1 Mod Development
Hope you are ok rbray, wherever you are -
Ohh neat update you gys! I have to re-launch my station but i gladlely do that hehe. Are you looking into adding an sort of transmitter to? A idea i had is, what if you could steer the cam with an actiongroup(if thats even possible) and adding an option so it goes up and down . Just thoughts not a must do =) cheers and thanks for this mod
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[0.90] Procedural Airships [1.3] dec 20th 2014
ahappydude replied to RadarManFromTheMoon's topic in KSP1 Mod Releases
It works fine for me? IM running a combo of this and hooligans -
Also aslong as you have it attached with kas to a vessel you can send rovers down from orbit and so on
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I appriciate that ^^ Here is a screen from latest station So neat having a indoor camera station for all your need. I dont want to poke to much in your plugin but i will try to incrase the way you can use the cameras with modifed anthena or something like that
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My grap card is radeon r7 200, did you change your intervall in cfg to? Sure i gladely do that, maybe i can post my tr folder to. Here is mine http://www.filedropper.com/texturereplacer
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You made me chuckle =) Well i tried my best to give info of what i had changed reflectionResolution = 512 // Number of frames between reflection updates for a part. Only one face of // the environment map is updated at once, so 6 updates are necessary for full // update. reflectionInterval = 2 Tried that?
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reflectionResolution = 512 // Number of frames between reflection updates for a part. Only one face of // the environment map is updated at once, so 6 updates are necessary for full // update. reflectionInterval = 2