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Alewx
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KSP2 Release Notes
Everything posted by Alewx
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Thanks, It should only be added if the part is not in its default scaling, which parts where affected by this? -
hmm yeah should be possible.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Thanks for the infoand the craft, that is actually the NaN bug, so far really no freaking idea why this happens, it applies if the rootpart is a structuralpart that is normally tiny. Try using the top tank as rootpart this should solve the problem, at least it worked for me. -
So I checked out the configreading and the only real problem is the asterix itself(propably every other special letter also), it requires the brackets, every normal letter works without.
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Dreamer, they are working on Unity5.0 or 5.1 converting the project right in the process again is total nonsense and doubles the work.
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Thanks, I will look at it, but because you use Unix system, the filepath is used with a different separator, so he can not find the settings file. I will change that. And AVC is not used by Hangarextender so it does not know about it.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Can you provide the pre welding craft file and the list of required mods, then I can look up what there is going on. -
Hmm will see what the current value is, but that should be very easy to do. Was that ever part of the mod? Sounds like you prefer the sph camera.
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Alewx replied to Claw's topic in KSP1 Mod Releases
Thanks for reuploading it, now it works flawless. -
I'm still facing some random NPEs, which is really annoying. A minimum zoom, nope that is currently not included, but is for sure doable. Which way would your minimum zoom be; with increased size the minimum zoom is also extended, or freely definable? Detach the craft exepft for the first root part, and then remove that part, and add a new rootpart into the scene. Update to the FSHangarExtender 3.4.3 - more bugfixing for Scene changes Download at Github
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Alewx replied to Claw's topic in KSP1 Mod Releases
I used the Github download link. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Alewx replied to Claw's topic in KSP1 Mod Releases
I just wanted to report, that the StockPlusController.zip gives me the message it would be broken after download, and ist size is increased to before, is everything ok with it? Or is just my iternet crappy? -
It was just a timing problem, the buildings get loaded last in the scene. The real problem was that KSP itself does not bring any hooks or events when a scene is completly loaded and ready. UpdateDamn, Looks like there has sliped a bug through in the SPH. Update to the FSHangarExtender 3.4.2 -Bugfix for the SPH -Bugfix for building scaling and partplacement and camera Download at Github
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Update to the FSHangarExtender 3.4 Now with visual scaling of the buildings. Download at Github Pullrequest is sent to Snjo.
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Just wanted to let you guys know that I made some progress today with the HangarExtender. I just need to find a few work arounds for some details and then everything should be fine.
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parts [1.2] Karibou Expedition Rover [0.3.0]
Alewx replied to RoverDude's topic in KSP1 Mod Releases
Could it be that you are not fully occupied with your mods and squad stock work and RL? you put out so many usefull packs. -
KSP Interstellar Extended Continued Development Thread
Alewx replied to FreeThinker's topic in KSP1 Mod Development
You produce These updates fast than I can download them -
[1.6.1] NodeHelper - tool used to edit node positions
Alewx replied to Felbourn's topic in KSP1 Mod Releases
Hey, I made you a pullrequest with a fix for rabbit buttons. It is also already tested. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Seems plausible. I just hope that not too much stuff will be changed and that the part.cfgs get more streamlined, currently they are quite different based on which gameversion they were created at. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
That might be possible with a major UI change. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Updated Mod Version for KSP 1.0.4 2015-08-27 - Version 2.2.0 - Continued Compatibility with KSP 1.0.4 Dropped compatibility with KSP 1.0.2 and Previous New WeldedMeshSwitch that is able to select the correct meshes for welded parts that contained the InterstellarMeshSwitch WeldedMeshSwitch contains an option to destroy unused objects to save tiny performance Fixed a major bug that caused the Welding and UI to freeze Saving the settings out of the game now makes them also the actual ones used Settings contains a precisionDigits value that will round the values of the new part to this amount of digits after the dot Improved Model scaleing Textfield for stackSymmetry in the Main welding window Added some new Modules and Attributes to the config -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
pretty sad, If you would have found some information that might have made it possible it could have gone into welding. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Hi, sorry but there is no really way to work around this. normally the parts and the internals are develop in sync so that both fit each other, but welding creates completely new parts.