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Everything posted by Eskandare
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
Antarctic radio telescope station.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
Easily done with Kerbal Town, but for those who aren't sure about working with Kerbal Town I'll probably just add a spawn point on one of the pads. Then send a basic config file for the code to be added to future releases by AlphaAsh. The new KSC was made in SketchUp. The hate towards the program is because it is basically hard more for modeling and the program isn't too forgiving like Blender or Maya.- 2,488 replies
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Funny as you say this TouhouTorpedo's parts, still to this day work in KSP and better with a few tweaks and using "tweakable everything." Agreeing with ObsessedWithKSP, Just because Nazari isn't done, doesn't mean the parts are worthless. What do you think "isn't done yet" or "Beta" means? Just like KSP, it isn't done yet. Sorry Reaper, you're logic dosn't quite fit. Yup! I love Porkjet's work!
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I worked out how by using one module and combining the numbers. It takes a lot of config edit work on the welded part file, but it does work. Edit: Also You must combine the bottom hull and top hull seperately. Leave out the elevators, engines, rudders, arrestor cable, plane docks, and bridge. Add thoseparts after the weld.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
I built a couple of new bases. Edit: Actually, AlphaAsh, I was thinking, later on maybe have a "build it yourself pack" for those who are brave enough to, er... want to build their own bases, ie. basic runways, taxi ways and roads to add to your current set of assets. Maybe also a plain basic hanger like those on the Island Airfield outside of KSC (park aircraft in).- 2,488 replies
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[0.25] PartCatalog 3.0 RC8 (2014-10-08)
Eskandare replied to BlackNecro's topic in KSP1 Mod Releases
I did that. Along with a total reinstall of KSP and it still has problems. -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
Eskandare replied to BlackNecro's topic in KSP1 Mod Releases
Anyone have any idea why the parts list menu is not showing up? Also none of the parts are being displayed. -
[0.23.5] Refuel Station - Uses kerbtown
Eskandare replied to Albert VDS's topic in KSP1 Mod Releases
I added and infinite fuel generator to the config so basically I can land, refuel and refuel an unlimited number of times. Helps my massive cargo planes. Edit: Oh never mind, it was already there. lol -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
Good work on getting the tools. I miss having Krystal City installed and rescuing Jeb after drunken parties.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
looking good. I kinda pictured it on the shallower end of the island but now I see it in the mountains, I like it there better. Certainly needs a little bit more blending in.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
S.E.X.Y! A good place for that might be on the island in the middle of the crater sea. I put Ocean Odyssey just outside of one of the islands that make up the edge of the crater. I was planning to stick a satellite tracking station on the island. The carrier stuff is coming along but I still haven't heard from InfiniteDice.- 2,488 replies
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[0.25] PartCatalog 3.0 RC8 (2014-10-08)
Eskandare replied to BlackNecro's topic in KSP1 Mod Releases
My probelm still resides with 1.7. Last night I updated all mods that use it. -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
Eskandare replied to BlackNecro's topic in KSP1 Mod Releases
Parts Catalog was working fine for a while until recently where I'm getting this: [Exception]: LuaScriptException: [string "chunk"]:460: '}' expected near 'mapNames' -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
I did a test import of one of the models. It works so far, but I'll need InfiniteDice's approval first before I can continue, they're his models and textures after all.- 2,488 replies
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
Eskandare replied to sarbian's topic in KSP1 Mod Development
They're broken for me too. -
[1.1.x] Space Shuttle Engines (2016-07-03)
Eskandare replied to sarbian's topic in KSP1 Mod Releases
Hi dtobi, I love KM but I'm having issues with random CTDs with my new orange tank fueled space plane. Does km_Gimbal_2.0.dll have issues with x64? EDIT: Just ran KSP with only KM installed. KM is certainly broken in .24.2 x64. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
Hey AlphaAsh, I've been playing around with Kerbal Town and got the hang of the controls and functions. (I added more palm trees to KSC) I'm thinking of taking InfiniteDice's aircraft carrier parts and making them static to make an aircraft carrier base. I think the elevator animations may be a problem also the arrestor cables. Other then that I think I could build a non moving aircraft carrier for launching small aircraft. Edit: If it works I'll ask InfiniteDice for permission to redistribute his models for Kerbin Side.- 2,488 replies
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I've noticed that KSPx64 loves to crash a random plugin. Generally it seems that unity fails to load a file as it is trying to address said file. It has been something I've had to live with. x64 will improve in time, maybe in the future KSP will be compiled to run on the soon to be released Unity 5 player. For now, the random Kerbally *.dll crash isn't too bad and not too frequent.
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Eskandare replied to PolecatEZ's topic in KSP1 Mod Development
Yes I'm using 64 bit. My B9 and D12 are not special. I just update the *.dll files, and the community module manager fixes. -
Hey Snjo, I've been playing with your ver 7 pre release. Good stuff, but I am curious about what causes the helicopter to flip end over end while flying forward, is it caused by blade length or is there a VNE for the helicopter blades? I am using FAR so VNE comes to mind. Also, when using FAR one has to be very careful with speed and maneuvers because the rotor gets destroyed by structural failure . Another thing, is it possible to put the new hover code in the old engine configs, or other engines? (For example turbine engines for VTOL jet craft) Also the old engines are no longer providing thrust. I'm at max throttle with 100% engine power on the limiter and it barely generates any thrust. What could I do to fix that?
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Looking great, Chris. I look forward to its release.
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[0.23.x] Coffee Industries Release Thread
Eskandare replied to CoffeeSE's topic in KSP1 Mod Releases
If you're interested, I'll see if I can write you up a Raster Prop Monitor Config for your cockpits. I've been studying how the props go together. -
Oh I get it now! It's a weeping angels reference.