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Eskandare

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Everything posted by Eskandare

  1. Love the mod, great modeling work, but it behaves like a heavy wet noodle on liftoff. My first launch it bent over and exploded. Second launch I reinforced the launch with FASA launch towers. lifts off but too heavy to maintain vertical flight, bends over like macaroni.
  2. 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.
  3. With the 64bit hack, I have B9 and Kethane working. I haven't seen any problems yet.
  4. 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.
  5. 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!
  6. IS there a non-RSS config for KW rocketry? Also is there one for Nova Punch too?
  7. 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
  8. 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?
  9. 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.)
  10. 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.
  11. I'm pretty sure this may be the same issue, but I got NREs up the wazzu. Log in DropBox
  12. Do you have Module Manager in the GameData folder? Also the Cool Rockets folder must be in the GameData folder.
  13. That's odd I am fairly certain I updated it. I'll re-download and reinstall FAR.
  14. 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
  15. 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)
  16. 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.
  17. 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.
  18. 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.
  19. B9 Turbine, N1 Compressor animation got disabled. Is there a fix to this?
  20. 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.
  21. 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.
  22. One thing I noticed is that the textures are smaller in size. So far as I've seen, they load up smaller too and make KSP less laggy when using the FusTek parts. My beef with FusTek is that when I am completing a rendezvous, there is a lot of lag when my station is being taken off the rails.
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