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Alewx
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Everything posted by Alewx
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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
Hi smunisto, did you try it with a fresh carrer savegame? Old savegames tend to not like changes in the techtree of modules. and at a new savegame you can just cheat in the science to unlock all nodes by editing the savegame at "sci = xx.xx" -
Now-defunct-thread-that-should-not-appear-in-google-search.
Alewx replied to Cilph's topic in KSP1 Mod Releases
So does that mean Mechjeb is a dependency of RT2? In the first post it sounded more like a "bug fix" to instell Mechjeb. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Alewx replied to Majiir's topic in KSP1 Mod Releases
@undercoveryankee Thanks for the help. I found what was causing the game to keep endless loading, my version of the Module Manager was bugged the new version solved the problem. Now everything is fine, except the 2 errors in 2 other mod configs. But it is a step forward -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Alewx replied to Majiir's topic in KSP1 Mod Releases
Hi, I wanted to use the Scott Manley mod package but suprisingly, Kethane is throwing an error at game start. The MMI_Kethane.dll is 0 byte big and the error is: [ERR 20:34:29.813] Failed to load assembly D:\Games\Kerbal Space Program\GameData\Kethane\Plugins\MMI_Kethane.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0 at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0 Can anyone advice? Thanks in advance. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Alewx replied to Cilph's topic in KSP1 Mod Releases
I would have to get back into C# and uUity, but my job is taking most of my daytime. That would be the most common problem -
Now-defunct-thread-that-should-not-appear-in-google-search.
Alewx replied to Cilph's topic in KSP1 Mod Releases
Isn't there anyone who could join or take on the development, it's such a great mod. otherwise there would be no reason to have sattelites around -
Easier Multi-port docking
Alewx replied to r4pt0r's topic in KSP1 Suggestions & Development Discussion
I really would love to see a native implementation of multiport docking, external savegame tools or doing it by hand is quite annoying. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Alewx replied to Normak's topic in KSP1 Mod Releases
I managed to fix these attachment Points , with some little help from Unity and calculating the normalized vectors for me it was quite easy. I can upload them if wanted. BTW currently only the Balkal Truss Blocks are fixed, i like them most in visual, but for others it should be the same easy thing. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Alewx replied to Normak's topic in KSP1 Mod Releases
Thanks for the ModuleFixer. But the Problem is, as example, the balka truss segments the nodes in the middle for the 6 sides, only attack something on top or at bottom, but not in the direction of the hexagon polygon. I try to fix that by editing the nodes in the part.cfg, but man that is so long ago I had to calculate vectors by hand and normalize them So far I already learned that the last attach node in the part.cfg has to be one that is having ist direction in y-axis up, or it will mess up the wohle part. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Alewx replied to Normak's topic in KSP1 Mod Releases
I used the TechTree, but the parts have some really broken behaviour in the part list in the VAB and SPH, also the attachnodes of many parts have wrong directions. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Alewx replied to Normak's topic in KSP1 Mod Releases
Is the package still up to date for 23.5? -
SPACE STATIONS! Post your pictures here
Alewx replied to tsunam1's topic in KSP1 The Spacecraft Exchange
With greetings from Star Trek -
SLS Block 1A Crew Variant Replica
Alewx replied to robogungt8's topic in KSP1 The Spacecraft Exchange
Cool station looks a bit like a big ion cannon from command & conquer And how did you make the structural section? There is no central element only the four M-Beam 200 I-Beams aside. -
Medusa Grand Tour Architecture. Go where you please!
Alewx replied to Rune's topic in KSP1 The Spacecraft Exchange
Good morning, yes multi-docking is really nice. but i still train it more and more. also as you can see i don't use a quad setup but a hexagon, that makes the next tanks much more complicated. Also my heat shield is slightly oberweighted, for the single Docking port, as soon as I try to rotate the beast the shield is swinging dangerously. And I found out why in your setup the spine is so slim in the middle;) -
Medusa Grand Tour Architecture. Go where you please!
Alewx replied to Rune's topic in KSP1 The Spacecraft Exchange
Just as I promised here are some pics of its current construction: two of the orange tanks are already double docked, was really suprised as the game just made it happen, without any savegame hack. one is still somehow not really adjusted. (Can anyone help with embending the imgur album?) Edit: Found the Forum Help for adding imgur albums, but it still does not look right. Edit 2: Now I got it correct -
Medusa Grand Tour Architecture. Go where you please!
Alewx replied to Rune's topic in KSP1 The Spacecraft Exchange
Sorry for double post but that is somekind of answer to my question before. I found out that there is a dirty way of multiport Docking. in the persistent.sfs file of the savegame are all the parts of all ships including the Docking ports. Every Docking port has 3 states that are possible: Ready, that means there is nothing docked; Docked (docker), this means it is docked to another port and also tells somekind of direction maybe for physics; Docked (dockee), that is the port that is docked to the otherone and slaved to ist movement, as far as I understand it. So it might be possible to just dock the things in Orbit with mutliple ports, and then manually fix them in a Texteditor, but that is highly experimental. -
Medusa Grand Tour Architecture. Go where you please!
Alewx replied to Rune's topic in KSP1 The Spacecraft Exchange
Actually I never docked in Docking mode. The chasecamera is ok but I get just confused, but I will try harder. That means I get a busy Weekend. Did you ever manage to dock something at 4 dockingports that are in 120 degree directions? So what I mean is, having instead of 2 symmetry axis at the medusa build one with 3 axis. -
Medusa Grand Tour Architecture. Go where you please!
Alewx replied to Rune's topic in KSP1 The Spacecraft Exchange
Well that sounds like a real problem for me. My Docking manuevers are anything from aligned, and take almost one hour for just getting into my LKO 105km for Assembling stuff. having to be aligned that two ports are precise at unknown limit is something that looks impossible for me. The single port Docking is core feature? Or is there any mod out that is cappable of enabling multiport docking without beeing perfectionist and expert? Sorry for the bad spelling but IE11 is playing tricks on me -
Medusa Grand Tour Architecture. Go where you please!
Alewx replied to Rune's topic in KSP1 The Spacecraft Exchange
Hey Rune, I feel Kind of stupid, to ask but how did you convince KSP to use more than just a single Docking port to dock the tanks at medusa? The radial Junior Docking ports are the thing, I use a similar setup on my own ship but the tanks i wanted to rigid this way are ignoring the second port totally. @Camaron Nice ship, but is the single nuclearengine in the centre of the ship not a bit underpowered for the mass? Edit: As soon as the tank docking problem is solved i will show pics of it. -
[Showcase] 0.23.5 Lifter Designs
Alewx replied to ScottyDoesKnow's topic in KSP1 The Spacecraft Exchange
It was so late at night i only made a couple of test flights with some Basic launchers. felt really smooth in fps. sadly I was too tired to try out the old launchers with the new stability Did anyone try an Asparagus staging with the new massive parts? My design was, well not really stable, it was spinning from the first decoupled parts on. -
Medusa Grand Tour Architecture. Go where you please!
Alewx replied to Rune's topic in KSP1 The Spacecraft Exchange
Thanks for the Info, cool. Did anyone suggest to integrate it into the regular game; sounds and Looks like a really cool enhancement. -
Medusa Grand Tour Architecture. Go where you please!
Alewx replied to Rune's topic in KSP1 The Spacecraft Exchange
Hey Rune, finally i got the time to get back into KSP, so I try to construct my own kind of Deep Space Ship, and i wanted to rebuild your Heat Shield. But, omg that is ****ing annoying with the Rotation and Placement and symetry, how did you get your to work that well? i get frustrated now after one hour of non working tries to place the Panels in a nice order. -
I managed to create my very first SSTO, it is heavy and has quite some problems at taking off, but as soon as it gets to 200m/s it flys quite well. Also as soon as it is in orbit it eats Oxidizer as hell.
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Medusa Grand Tour Architecture. Go where you please!
Alewx replied to Rune's topic in KSP1 The Spacecraft Exchange
I like it, it really Looks like it could be a real spaceship for space travel. But is it really completely absolutly stock parts? If so then i will get it and try it out, maybe modify it for my own Inspiration, ist awesome . -
Thanks for the Pictures, Looks really cool.