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Everything posted by Demcrew

  1. Agreed, these are really annoying actually. Back on KSP1, Vessel Icon fading away depending on the zoom is a must. It gives to this feature (vessel icon) a situational trigger for the player.
  2. Will try that one! thanks !
  3. @ShadowDev , I'm very surprised there's no description of both, the issue, and what this exe file is exactly doing to fix it. transparency is key, especially in these times.
  4. Just thinking it needs some love Sorry for being a bit "cavalier" by assuming DMagic wasn't supporting it anymore !
  5. Always this little... annoying detail - my bad! Thanks for your help! Sorted...
  6. Well done @Nate Simpson and the team. This is amazing how reactive you are. Keep up the good work, it's just the beginning of the Journey for us, but I assume a huge milestone for you guys. Keep the faith!
  7. Dear RemoteTech Team, @tomek.piotrowski One of the main and core feature of RemoteTech is planning. If you don't plan wisely, then you're stuck. So the Range is the main component, added to that the type of antenna you use. But Power is also a dependency, and tbh, I'm struggeling to perfectly design probes with the adequate power management. I've tried few mods to help mitigate and the best I found at this point was FuseBox. However, it is not drilling down the data as DBS (below) does. But unfortunately it is useless when using RemoteTech, since the Antennas drain isn't recorded by the mod. Someone has asked the question to @Nertea on the OP of that mod, and he seems open to integrate RemoteTech support. So, would it be possible for you guys to share and connect with @Nertea - to make it possible to use Thanks a million!
  8. Hi all, Just started "another" fresh career... Was wondering if you guys came up with the same issue and if so, how you've solved it. As mentioned in the subject of this topic, I have no longer the "Set Camera" to focus a specific part while in flight. Below is the list of Addons I'm using, more oriented on QoL than additional parts. Thank you!!
  9. Given the number of mods adopted since a (bunch of) year(s)... (thinking of @linuxgurugamer @zer0Kerbal just to name few active modders), I'm very surprised this one hasn't found yet a new daddy... (or mummy!). The OP refers to the following licenses terms: License for textures and models: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License License for plugin software:BSD License I know it is a "working" Mod, but in regards to all the benefit and fun it provided throughout the years, and the work of @DMagic, I think it deserves some attention
  10. You should post your question in https://forum.kerbalspaceprogram.com/index.php?/forum/129-ksp2-mod-discussions/ instead
  11. I agree with @Snark - this Esc key has become a "generic" (if not genetic) behavior for whomever is interacting with a GUI based software (not only in games)... I don't think it is a challenge for the Multiplayer sessions: if in MP - Hitting the Esc key should have the exact same result except: Pause feature would then be simply disabled (greyed out - good reminder you're on a MP session). Anyway, this is something I'm sure the dev crew is keen to manage properly.
  12. This is an amazing information! Would it be possible to have a pinned message centralising all the information, such as for CKAN? I'm just anticipating, since the interest would grow more and more as Mods start to spread.
  13. Hello everyone! The dawn of KSP2 has barely broken and many thanks to the dedicated modders who are already working to make our lives easier. I have been reading with curiosity about the content of the mods, but especially about the mod loaders. I don't know if having two types of loaders is really relevant for a KSP2 launch. BepinEx and SpaceWarp both seem to be effective. But the community might lose out. Then again, from what I've read, KSP2 will have an integrated loader. So either we go with what P.D. and the development team will provide, or we go for a community approach. In the latter case, I think we should definitely simplify mod management. Starting with two different loaders doesn't strike me as the best way forward. Finally, I don't know what limitations or opportunities one or the other brings to modding. I am also aware that there are other operating systems that need support. However, could there be some consultation on the best way forward?
  14. Hi @Angel-125, or anyone who could help. Is there any walkthrough in regards to the experiment research thingies (couldn't find anything yet... ) - dependencies - steps and exampleq Seems that depending on what are you getting in WB & Tools, this is not entirely clear, even though there's been some effort for it to be intuitive, at least to me. Thank you !
  15. YAWM ! Thanks @zer0Kerbal @Gaius ! I'll give it a try this eve!
  16. More information is required here, do you have a screenshot or a log to share ?
  17. Thanks for your honesty here. Appreciated! A.P.U.S. is a really good mod, it deserve just some attention. But hey, the only thing I hope is that you're able to make it on your prefered projects and get them achieved the way you like. Take it easy!
  18. @Gotmachine & community behind the scene. Just to tell you a BIG BIG THANK YOU !!! There are issues indeed, and these are well fixed over time. Keep up the good work guys - this keeps KSP experience well and consistent ! (even better than stock!!!!)
  19. Hia @Lisias, hope you're doing well! Maybe this has been answered in the past, but for some reason, the search function of the forum today is disgusting... ! Anyway, I've got the following : deleting a DLL is something I'm always relunctant to do... and since they're not in the same location, that adds more of a suspicion to fail.. Afterall, didn't notice any issue, got this since a long time now, but this is like a fly teasing you at night, so I thought I may ask the question finally...
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