Adoelrome
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Everything posted by Adoelrome
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It works with 32 but doesnt work with 64. And its useless cos who needs 32 when there is a good 64? waiting for an update.
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Tell me olease, can this mod replace Engine Ignitor which isn't supported from version 0,25? I mean, restrictions for the number of starts of engines and an opportunity to recharge them?
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It means that there has to be an option that everyone could make it stronger or weaker voluntarily. At least. And this option should to affect ALL parts in game.
- 100 replies
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Reaction wheels too strong, it is obvious. of course we can make "a mod for it". But this is a large number of parts in different mods and each mod will have to be corrected separately. There should be one general rule which will follow creators of mods. SQUAD should rebalance the reaction wheels.
- 100 replies
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Adoelrome replied to Crzyrndm's topic in KSP1 Mod Releases
Heading doesn't work. When I press target pitch, the inscription "target pitch updated" appears. And it works. When I press target hdg, nothing occurs. Or, alternatively, it attempts to change direction, but no more than 20% of target and makes it extremely rough. Not the way it behaved when everything worked. Tested with mods, without mods (only stock, only minimum common mods like module manager) - everywhere behavior is identical. Also I constantly used this mod in 0,25 and his management is familiar to me. In all stances nothing changes. -
[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
Adoelrome replied to toadicus's topic in KSP1 Mod Releases
I really very much love your work. And the fact that the system consumes energy too. Stay well!- 577 replies
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taniwha.org is offline. It is a sad that you don't use kerballstuff or something like. Can someone upload it please?
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Adoelrome replied to Ippo's topic in KSP1 Mod Releases
Thanks a lot, i suspected that it does not work.. However, let's hope the KCT updated soon and I can go to 090. -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
Adoelrome replied to HoneyFox's topic in KSP1 Mod Releases
logically yes, if they were scaled Thank you for your attention, this is not a problem anymore, I figured out how to solve it. It is good idea and will make professions more important. Cause the crew to pick up more closely. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Adoelrome replied to Ippo's topic in KSP1 Mod Releases
Will this version work with KSP 0.25? And if not, where can i get a version for 0.25? -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
Adoelrome replied to HoneyFox's topic in KSP1 Mod Releases
I understand. Just useUllageSimulation = false for all engines, and all works stable. I want to remind you that perhaps plugin will be more popular if it is just an option to limit the ignition of the engines, without excessive simulation. Now this can be achieved only by intervening in the recording manually. Tell me another thing please. These engines were scaled. But one engine kept amount of the fuel, and another - no. It was fantastically "pleasant" surprise in space. And, I could not repeat the correct engine then, I had to just copy it. Although I suspect this can be achieved by using symmetry. Has anyone experienced this? From my point of view, if reduction of size of the engine reduces its fuel capacity, it must also decrease the amount of fuel required for ignition. Or the amount of fuel has to remain. That is the number of possible ignitions has to remain. -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
Adoelrome replied to HoneyFox's topic in KSP1 Mod Releases
I do not know what I'm doing wrong, but this thing just does not work. Or it ignites only one engine of the two and rocket spins to death. Do you really want to say that the real engines have only a 10-20% chance to ignite? I think, nobody would fly to space with chances in 10-20%. Also need a button that will minimize power without shutting down the engine. Because if I just press "X", I need to ignite engine again. And maybe need some settings. For example, I wanted to play with this mod, if the ignition would always worked, but required resources and was limited to the number of runs. -
My cent =-]