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Alewx
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Everything posted by Alewx
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Wow, extreme seems not to fit for this beast. What is your nonwelded partcount?
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Careful, admins do not like it if the spoken language is not english in official english sub forums. But I find it cool to see that we have such a wide range in collaboration for mods.
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Well it is just a suggestion, and currently it is quite easy to make, without breaking any of the existing stuff, it just checks if there was no Generator attached if itself is already containing a reactor. More like an enhancement for future items and or welded parts. It is not that I wanted to reduce everything down to one single part. And you have the last word on it, but for me it was just something that was necessary at that moment with 8 antimatter reactors and 16 generators welded into one part.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Alewx replied to Paul Kingtiger's topic in KSP1 Mod Releases
@Daishi Your textures are breathtaking, a retextureing of the stockparts from you, would knock out everyone. Where did you learn that or are you gifted with it? -
Spaceplane Plus Integration: what do you want, what don't you want?
Alewx replied to Wanderfound's topic in KSP1 Discussion
These parts are just super beautiful. -
I have a question for the new docking procedures that are done with 5.0, the multiport docking. Did you guys develop some code that made it more reliable, or will it still be "bug-using", with the ports beeing just more accurat in the new parts?
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Flashing alarmlights sounds awesome , that would make IVA real fun.
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I really like the idea of having the parts with seperated functions, but that works for me only as long as the partcount is low enough. For me it is not just a case of function to have them in seperate parts but also asthetics, having one model for reactor and one for generator. Also I think reduction of such a thing would reduce interstellar in it's complexity.
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A Jet engine that is running out of air, would be my best guess as an example.
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Alewx replied to sarbian's topic in KSP1 Mod Releases
No Problem, but I can test it earliest in about 6 hours -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Alewx replied to sarbian's topic in KSP1 Mod Releases
The Downloads are 2.3.3 and not 2.3.4, just wanted to mention that. -
[WIP BETA] Nasa IXS Warp-ship for Interstellar
Alewx replied to Stevie_D's topic in KSP1 Mod Development
Thanks, it is a company called GEMA. I just hate them, they lie so much and ignore other video portals completly. -
[WIP BETA] Nasa IXS Warp-ship for Interstellar
Alewx replied to Stevie_D's topic in KSP1 Mod Development
The video is not available, just me or in generell? -
[0.25] PartArranger 1.2 - Arrange your part list however you want!
Alewx replied to tony311's topic in KSP1 Mod Releases
Awesome, integrated into the partcatalog, that would restult in the ultimate sorting tool for the Editor -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Alewx replied to Fractal_UK's topic in KSP1 Mod Releases
Thanks I will ask him. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Alewx replied to Fractal_UK's topic in KSP1 Mod Releases
Is Interstellar able to handle singlepart reactor-generator combinations? I have to reduce partcount and weld together as many parts as possible, and that included Reactor and Generator of the same size. I edited the modules in the part.cfg to have matching radius and correct values for usage and resource amounts, but as soon as I proceed to launch, I get the message that no reactor would be available. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
What mods else do you use? Although I can not report any compatibility issues between IR and other mods myself. -
Downloading right now.