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KSP2 Release Notes
Everything posted by Eskandare
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[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Eskandare replied to Alskari's topic in KSP1 Mod Releases
It would be nice if Alskari put it on dropbox or something. Since I used the 64bit windows hack, I have been adding all my favorite mods. Sadly now I can't get this one. Stupid KSP Curse. -
Mod Testing for 64-bit KSP (UNOFFICIAL VERSION)
Eskandare replied to mythic_fci's topic in KSP1 Mods Discussions
With the 64bit hack, I have B9 and Kethane working. I haven't seen any problems yet. -
KSP 64bits on Windows (this time, it's not a request)
Eskandare replied to Lilleman's topic in KSP1 Discussion
So far, so good! I've tried the 64 bit hack and haven't had any major problems yet. A couple of minor crashes typical of KSP, but other then that KSP seems to be the most stable it has ever been on my machine. I'm above 4GB and KSP stays fluid at full graphics. Although I'm having success with the forced OpenGL mode. I haven't tried the forced DX-11 mode yet (I kinda don't want to since it works fine for me). I've kept plugins to a minimum but so far all mods I've installed are working fine as they would have in 32 bit. I was actually brave and ran it on my already existing install and and opened up my test save. All checked out! Then I opened up my main save and all checked out fine. -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Eskandare replied to PolecatEZ's topic in KSP1 Mod Development
Fantastic expansion! Unfortunately, the lift is all messed up, but I gather that is something that will be fixed in the future. Nonetheless a fantastic expansion! -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
Eskandare replied to sarbian's topic in KSP1 Mod Development
IS there a non-RSS config for KW rocketry? Also is there one for Nova Punch too? -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Eskandare replied to pizzaoverhead's topic in KSP1 Mod Releases
It's funny when you know that the same music came from incompetech.com but that means most of the same or simillar sets work with KSP. lol- 779 replies
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Kerbin City Community Project - Phase B - New Islands
Eskandare replied to nothke's topic in KSP1 Mod Development
Hey Nothke, happy to see the project up and running again. Kinda had an accident with Jeb today. I forgot the bridges were unfinished. Oops! I'm back to working on my blender-fu, working on a simple cargo container mod for those who wish to make space freighters. I plan to make parts compatible with Lack's LLL and stock. Anyway, Is there any plots left for me to build the JMC (Jool Mining Corporation) building? -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Eskandare replied to Paul Kingtiger's topic in KSP1 Mod Releases
I honestly can't wait for the full TAC support. I, so far, use universal on all of my stations and space craft. I heard ECLSS was good too, I haven't tried it yet. I kinda avoid buggy mods (or a least mods that NRE all over the place.) -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Eskandare replied to stupid_chris's topic in KSP1 Mod Releases
Oops! Sorry wrong one. Here it is! This occurs upon leaving the atmosphere and prevents KSP menu commands from working (ie: recover vessel, revert, etc.) Edit: Reading through the log, it looks like it could be a conflict with MechJeb. Didn't occur when I tested each mod individually. Then I installed each mod one at a time, testing each one against the others. When I installed RealChutes the NREs started up again. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Eskandare replied to stupid_chris's topic in KSP1 Mod Releases
I'm pretty sure this may be the same issue, but I got NREs up the wazzu. Log in DropBox -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
Eskandare replied to sarbian's topic in KSP1 Mod Development
Do you have Module Manager in the GameData folder? Also the Cool Rockets folder must be in the GameData folder. -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
Eskandare replied to sarbian's topic in KSP1 Mod Development
I agree, anyone make a KSO mm config?? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Eskandare replied to stupid_chris's topic in KSP1 Mod Releases
That's odd I am fairly certain I updated it. I'll re-download and reinstall FAR. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Eskandare replied to stupid_chris's topic in KSP1 Mod Releases
While running the debug I encountered this. [Error]: [RealChute]: Encountered an error calculating atmospheric density with FAR. Using stock values. at System.Linq.Enumerable.First[MethodInfo] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.First[MethodInfo] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at RealChute.Extensions.CelestialBodyExtensions.GetDensityAtAlt (.CelestialBody body, Double alt) [0x00000] in <filename unknown>:0 Log in DropBox -
HotRockets! Particle FX Replacement + Tutorial
Eskandare replied to Nazari1382's topic in KSP1 Mod Development
Question, your fx animator for your mu files are based off of ModuleEngineFX right? (still trying to find a workaround for the B9 fan animation) -
HotRockets! Particle FX Replacement + Tutorial
Eskandare replied to Nazari1382's topic in KSP1 Mod Development
I'll go ahead and investigate this further. Edit: Ok I see what it is now. I guess there isn't much of a way around that. Unless there is a way to trick the cfg string to have moduleEngines exist as well as ModuleEnginesFX. -
HotRockets! Particle FX Replacement + Tutorial
Eskandare replied to Nazari1382's topic in KSP1 Mod Development
If you pay attention to the exhaust nozzle, the camera angle makes it hard to see, but the flame should be still visible within the nozzle. You can see the flame just licking past the the edge of the nozzle. Albeit, not a long flashy tail but there should be visible flame within the nozzle cone. -
HotRockets! Particle FX Replacement + Tutorial
Eskandare replied to Nazari1382's topic in KSP1 Mod Development
I am having a problem with the poodle as well. I looked over the HR config for the poodle engine FX and I didn't see anything out of place. I'll look again and compare with one of the other engines. -
HotRockets! Particle FX Replacement + Tutorial
Eskandare replied to Nazari1382's topic in KSP1 Mod Development
B9 Turbine, N1 Compressor animation got disabled. Is there a fix to this? -
[0.23.x] Coffee Industries Release Thread
Eskandare replied to CoffeeSE's topic in KSP1 Mod Releases
Your mod is great. I know it is WIP but I think tweakable bay doors would be a good idea and perhaps some work on reducing the memory footprint of the textures. -
I noticed some mods aren't compressed. Not sure if this have been answered, but is there a way to get them to compress? EDIT: Never mind I figured it out, but is there anything I should be aware of while writing config files? I'm trying to get coffee industries to compress, but some textures disappear and become black.