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Alewx
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Everything posted by Alewx
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Do you need a 2,5m probe for every work that is done without kerbals? Having to combine them is also not really clever as there is the problem with the different sizes. For a simple sat sure there is no sas needed, there is torque and force enough but there is more where remoteunits are used. The way the system is build is "we have to improve career mode", which for itself is ok, but keeping such a limitation in sandbox is ridicioulus, I just hope there will be adjustments, otherwise I will have to abuse MM to add the function back into the probes.
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Remote units do no longer get SAS, they kinda will have something like it in the highest tier, gut it is not recommended to use them, so what is their purpose then? It is the soft way to force the Player to use pilots. I watched the twitch today in total. Don't get me wrong here, for career it is totally ok, having to work up the whole way. But in prespctive of Rosetta and Dragon, remoteunits do not only have SAS they are cappable of finding their own course. While in the game they are nerfed to be of no use. In case I don't want to use kerbals because they are valuable to me, it is pretty hard to impossible to play, based on what MaxMaps said. My normal workflow is to build a craft in LKO with remoteunits and then in the last stage, I send up some kerbals for the Mission, how should that then work?
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
Alewx replied to sarbian's topic in KSP1 Mod Development
Cool, sounds good and easy to use. Hopefully there will not be too many changes in 0.9. -
Hmm that is strange, a new bug not a legacy one. Will also look into it this evening. I have welded several times the SAS rings from KW with different degrees, and never noticed this, must be new.
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What kind of rotation bug?
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wow that is too much for me, as a windows user, that is highly magical stuff you talk about there I get the UI stuff done this weekend and then this can be tested and integrated, for a new version
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Cool that looks ok You managed to fix this within such a short time you are more capable of Linux than me
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As a win only user my best guess would be that the .net framework is not reading the filename/path completely correct. Girka2k might know more about that.
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I had unchanged mod paths, and the "-25" got doubled in the welded part, happens repeated with every welding of the part for me. But until I'm home I can't access my stuff.
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We will start a new threat as soon as a new version will be ready for release. About the broken NearFuture Adapter the problem is somehow in the name of the folder "trusslrg-adapter-25-25", I ran into the same problem, and will look to find a fix for it.
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We will release soon a new version that will fix this issue.
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Heya @Girka2k: I'm still struggling with the new dropdowns, but making slow progress, but it is really a pain. Worked through the whole GUI system during the weekend, and now spend every evening on this stuff. my last real problem is to switch the click behavior into our own implementation.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Alewx replied to Nertea's topic in KSP1 Mod Releases
It is just that I don't pack to many part mods into my game as the 64bit is not stable, it is nothing about the mod. Neartea does an awesome good job, and his stuff never caused me any problems. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Alewx replied to Nertea's topic in KSP1 Mod Releases
Subscribed for the 64bit build as soon as it is stable... Nice nice finally finished. I just hope I will finally be able to make an SSTO with these rapiers -
KOSMOS 3/14/2015 RD-170 Family Released!
Alewx replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
That looks like always extremly detailed. Sometimes I just ask Is he crazy, These parts give me sweaty hands. What is the tri count for them? I looks like they must be somewhere close to 5k. Oh and nice to see that I'm not the only one using still 3ds Max -
Quicksaves from the VAB? I never tried that
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ouch that sounds quite serious. I'm not a fan of the database reload and have it by default disabled, so this never happened to me, but yeah that would I think require a push to reload the parts for part catalog. But yeah totally right having a back up for such situation is really the best way. My sister has brought her new boyfriend home, so this weekend is pretty endless for me, I will get a lot done
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Welding doesn't touch the persistant file, that can't be it. it might be possible that the game saves the craft itself in a strange way. Database reload can cause a lot of problems depending on the mods. Station science parts, hmm never handled these, would have to look into them, but currently I'm still working on part of the GUI.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Alewx replied to K.Yeon's topic in KSP1 Mod Releases
That sounds really nice. It was not an order, just a question.