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Alewx
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Everything posted by Alewx
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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
Dummy question: is there already an RCS tank and a remote unit, or is it planned? The parts look really nice, and integrate fine in the style. -
My best guess is that the database reload is causing a problem with some of the mods, so best choice is: disable the database reload in the welding window, weld the parts you like together, and then restart the game.
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Oh dude, why hyping the version after the next? isn't one version enough hype, almost crazy for your parts.
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Actually I would say "no". The welded parts have to be pushed into the gamedatabase, requiring a restart and a syncing of the databases of all players connected to the server. But asking the DM guys might give a better result, if it works or not.
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The ion engine is in the "Large Probes" technode but in the stock techtree this node is no longer persistent. Was the node deleted or locked? Would it be possible to change the tech of the ion engine? "Experimental Electrics" seems to be the only node where it could possibly fit. Oh and also the dowload points at a 0.2.7 version but inside the zip it is a 0.2.6.1, this is at kerbalstuff and mediafire, is it a mistake or intended?
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Alewx replied to NecroBones's topic in KSP1 Mod Releases
Oh really? Why didn't I hear from it earlier -
I wish you all the best for your project We will honor your work, thank your for responding.
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Alewx replied to NecroBones's topic in KSP1 Mod Releases
Looks really cool; the blue colorcode that makes it possible to see if stock or not is a nice thing. 3,75m SAS? YEAH awesome -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Alewx replied to NecroBones's topic in KSP1 Mod Releases
That is awesome -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Alewx replied to NecroBones's topic in KSP1 Mod Releases
It looks really promising, I didn't have the time to test it, but it is good to have an alternative to the KW 5m parts. If I didn't overlook, there seems to be no fitting Sepratron for the job of pushing the 5m parts. I usually have the radial decoupler at the bottom and not at the top, to avoid them breaking from the engine weight, so that I need Sepratrons on top to push them away from the craft. -
Like SyberSmoke said, Images and partfile would be nice to give some help. Did you really weld the whole ship?
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[WIP] Nert's Dev Thread - Current: various updates
Alewx replied to Nertea's topic in KSP1 Mod Development
That is a really nice cockpit. Is the plate in the back a mesh or a texture? -
Vanguard Technologies is what you are looking for. Saved already countless kerbals.
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Thanks for the compliment, ok I will ask around. Rewriting from scratch sounds really really bad to me, we, especially you have already put quite some effort into the maintenance of this pretty tool. I will inform you about the respond I get from the moderators.
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I really agree with this proposal, but sadly we still heard nothing from Ubio, so unless we get some official permission, it has to stay in this thread. PS. nice episode of Odyssey , good to see some assets are rescued.
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Welding engines is always a bad idea! That feature is so broken I don't even know where it produces all the broken stuff and adds the same attributes multiple times. maxTemp = 1106.667 Is a little bit low for an engine if you ask me.
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KOSMOS 3/14/2015 RD-170 Family Released!
Alewx replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
For all this teasing, you deserve a job at Squad -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Alewx replied to stupid_chris's topic in KSP1 Mod Releases
Great to hear that you are almost back, best luck for the last exams. -
@Girka2k: Yep, indeed it looks like it, but the current one was just some basics I threw in there, to make it work and provide examples for everything. A new list for modules that should be added multiple times, or what do you think? I would prefer that it would contain somekind of multiplier that could be merged by the weldingtool, but Fractal might not be happy about such a suggestion. @NeoAcario: I can also not report any problems with x(number you like but bigger 3) resources in welded parts, my biggest one hat 8 resources in one part.
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It might work, but there is no guarantee.
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Thanks for all the info that is really helpful. If you add the Module 13 times, that would make the game think there would be 14 am collectors and make the context menu unusable large. try at own risk. Unfortunately as the module has only the name it will be completely controlled and filled from the Interstellar DLL. You could ask Fractal_UK for more input, but welding the collectors wouldn't help you at all it will always be getting the input as it would be a single collector. But you can still weld the rest of your station to reduce the part count.
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Yeah Ok, that should also be not too difficult to do.
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Animated Modules will always run into problems, as they reference certain transforms or meshes. ModuleRCS as example works in half, the translation is ok but rotation is broken with welded parts. My ModuleMerger should no matter which module still merge all the values. I don't know the Interstellar Modules inside out, but the antimatter collector might be have its own value for generating particles or it has some kind of modifier, otherwise it is filled and controlled by Interstellar code itself. I will have to look at the part when I'm home. The easiest way to avoid problems would be to add the modules, we know of that they are broken in welded parts, to the Ignorelist.
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Do you use the latest unofficial version that was released by Girka2k? I changed the merging of modules so that such a case should be covered. As Interstellar fan I know this pain. Do you use light or full Interstellar?
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Alewx replied to TaranisElsu's topic in KSP1 Mod Releases
Feel lucky, my game does not even survive the mainmenu in x64. @TaranisElsu: Thanks for this mod, it is really great; I'm plying a challenge against an college in a week with it, LS it is the real challenge for us