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KSP2 Release Notes
Everything posted by vanlock
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
vanlock replied to rbray89's topic in KSP1 Mod Releases
Awesome update, Thanks a lot ! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
vanlock replied to rbray89's topic in KSP1 Mod Releases
I'll test the new update tonight, thanks so much ! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
vanlock replied to rbray89's topic in KSP1 Mod Releases
Oh ok so it is indeed a limitation Yes thanks, i'm running with the best possible graphical options. If your mind is brewing over some possible solutions, they will be most welcome ! I agree with the renaming, makes sense. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
vanlock replied to rbray89's topic in KSP1 Mod Releases
Hmmm, i'm still on your latest stable but this new v8 is way too tempting to ignore ! I've got one question though, can you provide an even Higher res cloud texture ? I know the current is 32mb PNG and very detailed, but at intermediate altitude, when it's too close to the global cloud texture, it's still too blocky to my taste. So is it possible to generate an even higher res version for the people who have the memory and horsepower to run ? Or there are engine limitation ? -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
vanlock replied to shaw's topic in KSP1 Mod Releases
Hi Proot ! I really enjoy your work. Can you confirm that the latest version of your PimpMyClouds is 0.5 ? Are you planning an update ? The Visual Enhancements: Clouds & City Lights mod has received a lot of updates since your 0.5 version. -
This is really really great, I hope you'll gift us with a cockpit with instruments. Support of RasterProp Monitors would be awesome
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[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
vanlock replied to tobyb121's topic in KSP1 Mod Releases
Thanks alot for that compatibility version. The VisualEnhancements dev is updating fairly often. There's been an update in the last 48hrs ! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
vanlock replied to rbray89's topic in KSP1 Mod Releases
Thanks a lot for your mod, it's amazing. First time I go to LKO with this mod, i'm awed at how beautiful Kerbin is. This really makes the game that much more visually stunning and realistic. -
It took me a few minutes to understand his reply. "Full support for Career mode, with modules individually unlocking in several nodes;" I too was looking in the game how to get my rendez-vous module and also ascent guidance. So it seems they are unlock farther down the road ? In which ScienceNodes are they ? Also, the MJPod is unlocked from start ? i don't find it ;-(
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
vanlock replied to cybutek's topic in KSP1 Mod Releases
Wow thanks a lot for your lighting-fast response ! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
vanlock replied to cybutek's topic in KSP1 Mod Releases
I got a crash just before, here's the last lines from the game log : [LOG 02:03:14.886] BuildEngineer: Not primary because EditorLogic.fetch == null [LOG 02:03:14.888] [Experiments]: Setting FX Modules to 0... [LOG 02:03:14.888] [Experiments]: FX Modules set: 0 [LOG 02:03:14.895] BuildEngineer: Not primary because EditorLogic.fetch == null [LOG 02:03:14.911] BuildEngineer: Not primary because EditorLogic.fetch == null [....] [LOG 02:03:24.676] BuildEngineer: Not primary because EditorLogic.fetch == null Note that in reality there's thousands of those "BuildEngineer: Not primary because EditorLogic.fetch == null" lines all over the log, starting after liftoff of my craft. The crash occured while I was orbiting Kerbin, and Jebediah was Kerbal Space Program - 0.22.0.351 (WindowsPlayer) OS: Windows 8 (6.2.9200) 64bit CPU: Intel® Core i5-4670K CPU @ 3.40GHz (4) RAM: 8137 GPU: AMD Radeon HD 7900 Series (3054MB) SM: 30 (Direct3D 9.0c [aticfx32.dll 8.17.10.1236]) Log started: Thu, Oct 24, 2013 01:21:03 I have a few mods, including latest B9 aerospace which has a plugin called ExsurgentEngineer. Maybe it's wrestling ingame with your plugin ? I'll remove the whole B9 mod next time I launch the game, your mod is currently more important to me. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
vanlock replied to ethernet's topic in KSP1 Mod Releases
Looking good, thanks ! I know i'm anticipating a lot, but you modders will have to come up with a mod pack once there's a good amount of stable science-equipment addons Instead of there being a dozen different ScienceMods floating around on the forum. -
I hope so. Anyway i'm really looking forward to your project!
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I second that! Great work man, thank you!
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Making this would be incredible!!! :) But then we would have to hide it from the copyright owners of the comic, becausing they are powerful vultures that don't like things copying it. I won't even mention his name to be sure that google doesn't find out. I bet the right owners would refuse if the game officially hosted this mod on the forum.
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Great stuff:
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So the Kermanauts didn't die because of the huge acceleration? 8)
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Also a good idea!
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;D ;D ;D ;D I don't know if that Jeb behavior was an intentional joke on the devs' part, but it's growing into a great running joke.
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This makes me think that the game could add some sort of competition between different space ports, and hence the possibility to send rocket-bombs to destroy competitor's rockets and/or bases.
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LV-N series Liquid Fuel Nuclear Engines *update*
vanlock replied to Warringer's topic in KSP1 Mod Releases
Thanks for the updated post -
LV-N series Liquid Fuel Nuclear Engines *update*
vanlock replied to Warringer's topic in KSP1 Mod Releases
Which is latest's version? The one in the first post, or in your last post? -
I has some issues but it give you a nice challange. http://mod.gib.me/kerbal/mods/gibbed/ Fantastic, Thanks!