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Athlonic

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Everything posted by Athlonic

  1. @ Kshade That is interesting, does it happen with every skin or only some of them ? Also if you set "skin_index = 0" does it fix the problem as well ? @ Therealcrow999 Yep I saw this in the Kethane thread, I had this issue once but was unable to reproduce it then after.
  2. Oh ! My bad ^^ The official method is "reversed&high pitched" Spanish. I used Google translate voice but it doesn't render very well, if any Spanish guy here will want to help it would be appreciated I just need a good Spanish translation of Apollo11 launch + abort sequence.
  3. Hi, just make one if you want At the moment audio sets are separated, 1s long, audio files but if all goes well I may return to a single audio file system in next update. So don't bother with file format for now, just make a single audio file I will take care of the rest. thanks
  4. You are welcome some more : [0.25] Connected Living Space (API) v1.0.9.0 (11th October 2014) [0.25] Athlonic Electronics / LCD - Launch CountDown v1.7.3 (11 Oct. 2014) Also you can remove Chatterer v0.7.0 from the second list as v0.7.1 is on the first list already and 0.25 ready
  5. Excellent work on struts Marce thank you both a lot for this must have mod
  6. I would say even better : [0.25] Procedural Fairings 3.10 - payload auto-struts (October 11)
  7. If your are using Steam : Right click KSP from your library -> Property -> General tab -> Set launch parameter Enter -force-opengl Click OK If your are not using Steam like all these paranoids/haters : Right click KSP desktop shorcut -> Shortcut tab In the traget field enter (with the quotes and your personal path) : "***adapt with your path***\Kerbal Space Program\KSP.exe" -force-opengl Click OK Note : if you have not many VRAM (< 2GB) on your graphic card you may want to try : -force-opengl -popupwindow and play in windowed mode.
  8. Hi, I feel your pain. I used around 50 mods in v.0.24.2, with v0.25 I reach the memory limit at around 37 mods installed. Solution : Since KSP winx64 is not stable yet, the launch parameter -force-opengl is your friend. It will pass around 1.5GB from system memory to your VRAM : problem solved. Hope this helps
  9. [0.25] TAC Life Support v0.10.1 [10Oct] [No Win64 Support]
  10. About time ! Just kidding ^^ Thanks a lot for your work
  11. You are welcome guys In fact my avatar came from this : Here is my usual avatar : I just realized I kept my "Christmass 2013" version on this forum
  12. Like it a lot as well. Here, to save everyone some time, with a "game alike" background : And here is the background layer if you want you can put it as background layer in your PSD file (usefull for preview), just don't forget to hide it when saving your final .png (happen a lot to me ^^ )
  13. Thanks for your report. By looking at your log files I think I get where the issue comes from, Chatterer button may try to be initialized before ApplicationLauncher's readiness. I will implement a additional "ready" check in the next version, hopefully it will fix this.
  14. Actually it shouldn't matters and break anything as we all reference Assembly-CSharp already, so if anything were moved here it will still be available. Assembly-CSharp-firstpass was only needed when using the ApplicationLauncher toolbar (animated sprite management). I think Ram0n said in a devblog that with v0.25 we don't need to reference Assembly-CSharp-firstpass anymore because they moved a lot of these functions to Assembly-CSharp.
  15. These are parts only so shouldn't need to be updated, I use them with v0.25, no problem so far.
  16. Thanks Magico13, will try this as well and report any irrational behavior I encounter
  17. EA will buy Unity. Then KSP will switch to Unreal Engine 4.
  18. This is hilarious ! Love you guys ^^
  19. Seriously ? ^^ Well taste & colors, here you go : https://www.dropbox.com/s/kvp3wsh8kxrjkcf/breathing.ogg?dl=0 Just copy/pasta in 'Chatterer\Sounds\AAE\effect' I think I will put a "breathing Human/Kerbal toggle" option in next update
  20. Chatterer-v-0-7-1-08-Oct-2014 v0.25 Ready as well
  21. Looking good so far, v0.7.0 seems to still work with 0.25. I still have to test Remotech (no longer "2") compatibility, and I will do a recompile against 0.25 refs to be on the safe side.
  22. Most usefull post since v0.25 mod compatibility update. You got +rep here ^^
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