Adoelrome
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KSP2 Release Notes
Everything posted by Adoelrome
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Adoelrome replied to Starwaster's topic in KSP1 Mod Releases
idk, I see 7.8.1 on checker but don't see it elsewhere for download)- 5,917 replies
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- reentry
- omgitsonfire
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[DEFUNCT] AD ASTRA --- Check the latest post and update!
Adoelrome replied to G'th's topic in KSP1 Mod Releases
that's a sad news cos only one JNSQ size is almost 4 gb and it takes 12 gb in final build - hell of a lot more than AVP absolutely without any visible benefits. for some reason I thought that AD ASTRA is a replacement of JNSQ but not an addition to it. by myself I am not against all this and I have a lot of RAM, but it takes 12 GB alone and I have another 170 functional mods so it is dead idea already. nevermind. I have another question. A couple years ago for 0.90 version I wrote configs for the planets myself and did cool things, but now a lot has changed and I can't immediately figure out what I need to touch to get the required result. It doesn't matter what I use, I get the result on the left. If anyone can suggest what I should change in the configs to get something close to the right one, I would really appreciate help. -
[DEFUNCT] AD ASTRA --- Check the latest post and update!
Adoelrome replied to G'th's topic in KSP1 Mod Releases
has anyone had same issue? AVP works perfectly at the same time. -
[1.3.1] [Poll] Sunflares of Maar: GPP Bundle v1.2 [Jan 23, 2018]
Adoelrome replied to JadeOfMaar's topic in KSP1 Mod Releases
@JadeOfMaar The beautiful part is that particular properties of the viewer's lens creates them so ideally we can assume that every craft should have the different cameras and obviously different flare. If we use at least a few different crafts in orbit, then it won't make a big difference whether the flare will depend on a specific craft, or they will simply be random. From a visual point of view and my satisfaction with the game, I don't care at all whether it is logical to have different flares or not. It's just very inconvenient for me to close the game and replace files by hand. And it would be just perfect if they just changed from time to time. -
[1.3.1] [Poll] Sunflares of Maar: GPP Bundle v1.2 [Jan 23, 2018]
Adoelrome replied to JadeOfMaar's topic in KSP1 Mod Releases
oh people, can we use everything at once? I mean ... it would be cool if there was one random choice for every load. I don't want to choose one thing, they are all perfect. -
oh folks.. Am really grateful that u invested time and effort to the tests but mayb it's just not that serious. Actually I do not have this log now - the problem was only with one part, so i just deleted it and everything go back on. The matter is that the log was normal, without errors or warnings, and it just stops at the place that I showed. It freezes and nothing else happens. So my life is totally ok without this part and u can just leave it.
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hello, folks. I'm just wondering if KAX is still supported? Now at 1.10 I got this: And KSP cannot load. [LOG 10:56:30.662] PartLoader: Part 'KAX/Parts/KAX_electricProp/KAX_electricProp/KAXelectricprop' has no database record. Creating. [LOG 10:56:30.662] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. [LOG 10:56:30.670] DragCubeSystem: Creating drag cubes for part 'KAXelectricprop' [EXC 10:56:30.712] NullReferenceException: Object reference not set to an instance of an object ModuleResourceIntake.GetInfo () (at <c1858a3f77504bd1aaa946fdccf84670>:0) PartLoader.CompilePartInfo (AvailablePart newPartInfo, Part part) (at <c1858a3f77504bd1aaa946fdccf84670>:0) PartLoader+<CompileParts>d__56.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
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pretty useful at first look! how it works with KeepFit Refitted ? Anyone tried?
- 1,032 replies
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- realism
- life support
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I have a two short questions for now: 1. Can I use it with Dangit just especially for reused parts (and Dangit for other parts)? 2. Can I repair broken parts right in space during the mission, as I do with Daingit?
- 225 replies
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- failure
- reliability
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oh man, u do so much for this game... so it is just unplayable without u.
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[1.0.x]Destruction Effects (flames and smoke on joint breaks)
Adoelrome replied to BahamutoD's topic in KSP1 Mod Development
emmm, tell please, will this plugin work with 1.12 build? nothing about version compatibles in release info and no .version file with the plugin. -
[1.8.x] In game notes / notepad / checklist v0.16 2019/10/23
Adoelrome replied to agises's topic in KSP1 Mod Releases
We waiting for a update. Reallu useful thing. -
Still this mod is dead? can anyone carry its function?
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I really hope that you're all right and you continue your beautiful work. This game needs a good sound.
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How do you deal with all the shortcomings of the game ?
Adoelrome replied to NikkyD's topic in KSP1 Discussion
Orbiter, no? -
owwww, Total War Center work? Hohoho%) love them. ok, i ll test this right now. So. It works. But most of all causes only fast wow-effect. In half an hour I could not repeat something like this: It's great to control the light ... but until someone pick up a good preset, it is almost useless.