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Alewx
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Everything posted by Alewx
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So far yes, some "Access Violation" in x64 but that is like all the time and not related to any specific mod.
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Well everything seems to be fine, except that the filtericons do not show up in the partcatalog.... no errorreports, no exceptions so far.
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Hey Faark, got some strange LoD behaviour at some parts of SSE. Some textures are black while all others are ok, and the Log didn't show something I would notice. Might it be that LoD suffers from x64 like so many other mods?
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hey dtobi, I found out that LoD is causing the big orange tanks to be black textured, it is nothing wrong with SSE.
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Ok, sad that internals work different from parts, it would smooth things a lot.
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@Helldiver: MODEL { model = AlewxMod/Parts/Structural/Station_Core_Hub/scc3 // parent = anotherModelTransform position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 texture = model000, Squad/Parts/Structural/stationHub/model000 texture = model001, Squad/Parts/Structural/stationHub/model001 } Just as promised, here is a code snipped from a part.cfg that contains an extern model and two textures. it works perfectly, at least in 23.5, wasn't in 0.24 today.
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Alewx replied to Normak's topic in KSP1 Mod Releases
In case someone would still maintain the mod, shouldn't there than be versions that are "newer"? I really would like to see an update of Kosmos, but I Keep my hope low. -
KSPx64 is not a stable release! There is simply no guarantee that a mod and/or the game will be stable in 64bit. Mostly because Unity3D, they lacked to implement x64bit for Windows earlyer and better, already for years!!!! Of course it is totally frustrating to have crashes in the game and in the mods, for developers and players. But first blame Unity! they made the engine and the bas 64bit support. Two years ago they were not even willing to discuss x64 support. So the correct order to blame the ppl is: Unity for god damn late and bad Integration of x64 and then squad for bad use of it. Bringing the hate up through the whole chain is not efficient, start direct on the top and then downwards. And if I remember correct there is a way to assign textures from different locations, but then you have to assign the model and the textures as a submodel. I can look that up this evening.
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The Mod Concept is awesome, just what I thought what is missing in the game. But would it be possible to not just add more costs on different basis, but also something like long term contracts with daily income? As example: run a lab around mun orbit for 120 days with 1000 Funds as daily reward.
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Sorry but the pure clear stock KSP x64 version works flawless. Don't take the heavy modded 23.5 version and just update the KSP stuff.
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Jep, my normal mod update routine. Deleting the complete old mod and then installing the new.one.
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Got the new 2.6 version and it is breaking my game as soon as I enter the VAB. Are there any knwon issues with other mods, I have already 37 other mods that are running fine with each other. The Output.log gives me the answer "CRASH!!!!" the error report tells me it was an "Access Violation" and the ksp.log doesn't even notice, happens only if I add KW to my GameData Folder, after removing it game is fine. Everything in x64 because of the Memory. If you want I will send you a link with the output files.
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Can someone tell me what I need to do, in order to have my SSE tanks in orange and not in black? That is currently my only problem with SSE no matter if 2.0 or 1.4.2 or 1.4.3 (where the hell did I get that?).
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Alewx replied to Fractal_UK's topic in KSP1 Mod Releases
Hopefuly he is just in summer vacation. -
I can just say, "YEP" it is made so that you hacve to play the contracts in order to support even a single launch for science or fun only. I miss something like income on daily basis, because with the current system having a station for science performance is totaly useless during early game.
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Alewx replied to Fractal_UK's topic in KSP1 Mod Releases
Wow, you mean kspi is a total one man show? Impressive and scaring. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Alewx replied to Fractal_UK's topic in KSP1 Mod Releases
Do you have any idea when that might be? -
I have FAR installed and not NEAR and get 34 Items that are hidden reported by MM. Loocking in the log and at the files shows that they are hidden because they are accessed with "NEEDS", so for me it looks like everything works as intended.
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For me the Kockhead Martian works finde, but it looks like it has problems with LoD, the tanks have black texture, and somehow I do not believe that is the new intended color
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That is just called NEAR it is also done by Farram4.
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NEAR is another mod for a different draf/lift flight model in athmoaspheres. You could also call it FAR-Light, as it does the almost the same as FAR but not the complex and difficult calculations.
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3.2 seems to work fine so far with the new gameversion, but there is a mod that is breaking LoD. KerbalMechanics, and the strange thing about it, it was a MM file from the mod that made LoD crash. Was just trying the mod, because of the nice mechanic to repair broken parts, but I don't want to play without LoD so I removed KerbalMechanics.
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Alewx replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Well, might be a totally dump question, but how can BA be 0.24 ready while the required mods are still not complied against 0.24? -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Alewx replied to cybutek's topic in KSP1 Mod Releases
Does AVC react on the download link at course or on other sources? -
@K3: how is the work going on?