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Alewx
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Everything posted by Alewx
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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
Sounds like you have already a bigger one in Progress? -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Alewx replied to Fractal_UK's topic in KSP1 Mod Releases
Awesome! Yeah Scott Manley gave a good inspiration for such an sattalite, mine is still under construction but it feels a bit like "challenge accepted" I'm so obsessed with symmetry I don't even know that mine will work out. -
I think the Athlete will make a difference for me it could sage me at one single arm about 3 parts. I know a little bit about the moddeling process, so no the textures are not the concern, it's more the design, but as you said there will be more iterations. I feel fine to wait and see Were only my 2 Cents.
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Well building the stuff in the VAB and SPH without LoD works fine for me but for really playing and flying the stuff I definitly need it. Normally it takes 1 to 20 minutes for me to Crash with LoD in VAB but it Looks so much better The reduced and compressed textures make me just so sick.
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@Spartan-S63: I got the same error like you by adding Texture Replacer with disabled texture compression, but as soon as LoD has loaded them everything is fine. Also Faark said he is working on getting the part browsing and TR under control give him time, I have faith in him. LoD is awesome, compared to pure texture size reduction and compression of ATM it is a quantumjump.
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Sure: My Comsat 1 from an early techtree stage And ist more advanced brother in early construction Phase, I already changed the two hinges on top of the panels with a single open hinge. Athlete might be able to save me a lot of parts. if the texture looks awesome it will be the thing. Don't get me wrong on this, I like the parts and that they are made like from one Piece having the feel they all belong together. But my personl subjective Feeling on the hinges is like i look at this: instead of this: The current hinges are soft and round and nice, and from what I have read most ppl like them, but they are just not mine.
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I like to build my sattelites inside of some fairings, and the current meshes of IR are really well Fitting, they take just the space to feel realistic. To me the parts for them self look good, and the hint mesh for showing where the primary node for attaching is, is great, but but compared to the current meshes they are taking much more space in meaning of spacevolumen in cm³. The structural parts are looking more adault than the hinges. But I love your robo arm, it is incredible.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
The current parts are more made for fitting into some fairrings, the WIP parts well it can get difficult. But that is for the other thread not here. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
That would make me sad, i like the "dark" industrial look even if it does not fit into KSP style. @ZodiusInfuser: nice models, but it's just not the style I like -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
I prefer it with an MM cfg file so that everyone could adjust it to their very own needs. -
Did you test it with clear vanilla ksp? Maybe Unity is just not liking such resolutions.
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Nice I only have GTX 580 SLI while one of them is crouching ist vent is broken.
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Cool, I didn't try to run KSP on all my 3 monitors, was afrait the FPS would go through the floor.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
Little update for everyone who is just lazy like me: // set the stepIncrements of the IR parts to 1 @PART[*]:HAS[@MODULE[MuMechToggle]]:BEFORE[InfernalRobotics]:NEEDS[InfernalRobotics] { @MODULE[MuMechToggle] { @stepIncrement = 1.0 } } // giving every IR part that has no stepIncrement an default Increment of 1 @PART[*]:HAS[@MODULE[MuMechToggle]:HAS[~stepIncrement[]]]:BEFORE[InfernalRobotics]:NEEDS[InfernalRobotics] { @MODULE[MuMechToggle] { stepIncrement = 1.0 } } Put this into an "MyMod".cfg and use an ModuleManager with version 2.0.7 atleast, but I use 2.1.3 for safety. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
Cool, have an relaxing Weekend. -
I will have a look at vmmap. Could it be that VMMAP is not liking that KSP is in focus and fullscreen? Update: Does not look good, was able to reproduce the crash without reaching RAM Limit, but not only KSP crashed also VMMap does, it could not save its file. Update2: Sorry, this is the maximum I was able to reach, the mmap file still causes it to crash. 18.05.2014 10:06:10: Unhandled exception! 18.05.2014 10:06:10: System.Exception: Failed to load TGA file: D:\Games\Kerbal Space Program Interstellar X\GameData\B9_Aerospace\Parts\Cockpit_S2_Body\model000.tga ---> System.ArgumentException: Ungültiger Parameter. bei System.Drawing.Image.get_RawFormat() bei System.Drawing.Graphics.DrawImage(Image image, Int32 x, Int32 y, Int32 width, Int32 height) bei System.Drawing.Bitmap..ctor(Image original, Int32 width, Int32 height) bei System.Drawing.Bitmap..ctor(Image original) bei FormatDatabase.RecognizeTGA(FileInfo file, Byte[] data) --- Ende der internen Ausnahmestapelüberwachung --- bei FormatDatabase.RecognizeTGA(FileInfo file, Byte[] data) bei FormatDatabase.AddRecognitionScope`1.Recognize(FileInfo file, Byte[] bytes) bei FormatDatabase.Recognize(String file, Byte[] data) bei TextureManager.StartLoadHighResTextureScope.ProcessLoadedData(Byte[] loaded_data) bei Disk.RequestFileScope.RunProcessor() bei Work.WorkThread() bei System.Threading.ThreadHelper.ThreadStart_Context(Object state) bei System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) bei System.Threading.ThreadHelper.ThreadStart()
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
Hi, I posted a MM cfg for doing that just one or two pages earlier. @Sirkut: I noticed that the option to move into the centre position is the starting position, is that intended instead of the centre between the configured min and max degrees? -
HotRockets! Particle FX Replacement + Tutorial
Alewx replied to Nazari1382's topic in KSP1 Mod Development
@Nazar1382: Maybe you could update the pircutres of the engines in the first post? For me it was quite disapointing to see the poodle only with this tiny almost invisible flame, but having this awesome effect seen in the post. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
@Taniwha: If I understand you correct you means that @PART[*]:HAS[@MODULE[MuMechToggle]]:BEFORE[InfernalRobotics]:NEEDS[InfernalRobotics] { @stepIncrement = 1.0 } is more appropriate? Edit: So thanks for the hint, and now it found the working solution! For Everyone who wants to change the stepIncement for all the parts at once, here is my little helper: @PART[*]:HAS[@MODULE[MuMechToggle]]:BEFORE[InfernalRobotics]:NEEDS[InfernalRobotics] { @MODULE[MuMechToggle] { @stepIncrement = 1.0 } } Works with MM 2.1.2 and 2.1.3 -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
Good Morning guys, I love the new Version, and everything works well so far. But it Looks like IR is not liking to get parts modified by MM? When i Change the stepIncement by Hand in the parts it works out well, but when I want to do a Little MM Magic it just gets ignored, Sirkut could you tell me where my mistake is? @PART[*]:HAS[#stepIncrement[*]]:BEFORE[InfernalRobotics]:NEEDS[InfernalRobotics] { @stepIncrement = 1.0 } I have set it to BEFORE IR to ensure that the changes are made before the DLL is loading them, but somehow it does not work. -
[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
Thanks for the solution. Should have seen it myself -
[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
Ok it is official, i'm, too dump. I wanted to make a MM file for changing the stepIncrement of the 0.15 Infernal Robotics parts. So I made a Little Folder with one single .cfg file that should only do that. @Part[*]HAS[#stepIncrement[*]]:Final { @stepIncrement = 1.0 } What am I doing wrong? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
Man you are awesome! Already a new version in just one day. Testing it right now. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
That would be awesome but also it is a little bit of Training for me. But the CFG config will be extremly cool.