Fell-x27
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KSP2 Release Notes
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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux | CPU: AND Ryzen 3900x | GPU: GTX 1080 | RAM: 64GB DDR4 If you perform 5-6 returns to anything during flight, your framerate drops to 0.1 FPS, even if it was over 60 FPS before. There is no gradual decline in performance; it functions well until it suddenly drops to an unplayable state for some reason. Craft doesn't matter.
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Test link is 404 now. Looks like my maingame will never remain.. Sadly.
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Anyway, developer remember about mod and users. So, we can cleep quietly now Cant continue my career without this mod, and cant wait for update, but... ãÑÂÿõшýþù ÷ðщøты, ýø ÿухð ýø ÿõрð
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What about KSP1.0?
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Fell-x27 replied to sirkut's topic in KSP1 Mod Releases
Soooo goooood... -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Fell-x27 replied to sirkut's topic in KSP1 Mod Releases
Sirkut, Hi! What about piston-dock-dock-piston curse? It happens even if between one of pistons and docking port we have another part Is that problem ever solvable? Yes, I know about save/load after undocking as a fix. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Fell-x27 replied to erendrake's topic in KSP1 Mod Releases
YES YES YES! It happened! IR+KOS! Better news in this year! -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Fell-x27 replied to erendrake's topic in KSP1 Mod Releases
Is it work with IR? Pleasy, say YES! Please! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Fell-x27 replied to sirkut's topic in KSP1 Mod Releases
Sirkut, can you make IR-parts more inflexible? 2 rapier-engines in vacuum-mode can insanely deform it and we have bad thrust-vector as result There is no ways to fasten parts, which can move. So, please, make them harder in active joints -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Fell-x27 replied to sirkut's topic in KSP1 Mod Releases
So, just test your IR-systems on launchpad and after it configure them in hangar. Not awesome, but works. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Fell-x27 replied to sirkut's topic in KSP1 Mod Releases
But not when some part already attached to it. Its bad, when you mirroring some complete and confidured system with it. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Fell-x27 replied to sirkut's topic in KSP1 Mod Releases
Yes, 0.19.1. Unfortunately, this bug is still exist here. Yes, I installed new version after deleting an old. Not by merging. Gantry Rail is bugged too. Just try to change state of it in hangar editor and after try to use it on launchpad with hangar-changed position. And after all, door hinge have wrong axes mirroring, when you use symmetry. P.S. Sorry for my English, it's not my native lang, and I still have some troubles with grammar. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Fell-x27 replied to sirkut's topic in KSP1 Mod Releases
There is one bug within hangar movements. 1) take some robotic part (hinge is good example). 2) open movement editor for it, or IR panel. 3) Turn this part forward and backward many times aaaand.. 4) We can see offset. Part looks like more or less than 0 degree, but in info we see 0. 5) Go to launchpad. Part will be moved to default state, but base of part will be moved, not active segment. 6) Back to hangar and...all very bad, because part now fixed in wrong position. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Fell-x27 replied to sirkut's topic in KSP1 Mod Releases
People, that's all is not so important, not as kOS integration. IR+kOS=new vision of KSP. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Fell-x27 replied to sirkut's topic in KSP1 Mod Releases
Sounds like something amazign. Can't wait, guys. And not only me, as I think:) -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Fell-x27 replied to erendrake's topic in KSP1 Mod Releases
Is there methods for access to part's properties\switchers? E.g. acces to max thrust of some engine, or toggle some ledder. But not via action groups. Or can i use more than 10 action groups? Action Groups Extended mod provide up to 50 Ags! Also, if you want to make something awesome with infernal robotics, 10ags is'nt enough -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Fell-x27 replied to sirkut's topic in KSP1 Mod Releases
Soooo... Somebody tell me, IR have kOS integration, or still works via a-groups+KOS? Can't find any documentation for IR API in kOS.