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Bizz Keryear

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Everything posted by Bizz Keryear

  1. That is because Minecraft doesn't help modders in any way... they often make it more difficult for them instead. (not like GTA but well still hard) KSP is an extreme mod friendly game. (not as much as Space engineers .. I think ... but well still really good) -------------- Wow that is looking really good (and better than my installed one [dev5] in whhich the big map is totally broken). There is only one more question: At whom I have to point my weapon at to get these binaries? Well anyway keep up the good work. edit2: With other words: Don't hog* your dev6 binaries and publish them (because they seem to work better in 1.0 than the dev5 do) ----- *= Not sure if that is the right verb here. My instinct says it so but English is not my native language.
  2. No more KSP64 anymore so no more 64bit variant of the texture compressor. (I think) @rbray89 thanks for the update but could you please poke CKAN and tell it that 5-0 is out (that thing is still stuck on 4-3)
  3. You are troll aren't you? If I would remember to save the craft each time it is critical then I wouldn't ask for an undo. That is what most people also forget to do.
  4. It seems to work fine. Can't tell how it affects aerodynamics, though. (made me also the missing 2.5 version)
  5. Will there be a recompile for 1.0? I really like to use it but my KSP isn't very stable right now. So I'd like to avoid any mod that would case new errors.
  6. Well ... that looks very artistic ... like someone made a oil or acrylic painting. edit : did forget to mention ... that everybody should keep their hands away from the EVEoverhaul ... except for testing purposes ... it is very buggy I can not recommend to use it right now. (well it will eventually come with day time cities ... I have seen fitting texture for that in the mod)
  7. Yeah, sorry. I just recently started to use that and was too stupid to use it right. and I really need kitobans navball ... I always make the navball bigger .. and the nodes are better, too.
  8. Well to be fair, there is a lot going on right now ... maybe too much. It works fairly well ... well I have to put on hands in the very last steps of modding it ... (it plays save and doesn't allow me to some legit combinations). Well, it is a modding program made for beginners anyway (while I use it to reduce the work) I do have a feature request. or more than one actually. That I mark mods even if they are incompatible ... so that they will be installed as soon as they are availble When uninstalling a mod the option not to delete it but to move it to a backup location. (great for finding bugs, aka. "Damm, what has crashed my KSP now?") edit: Active Texture Management 4-3 is (what I have experinced) broken in KSP 1.0 but there is version 5-0 which works (but not shown in CKAN)
  9. Just a short feedback: Bugs I found: (so you eventual can find and sort them out) Some textures are seem to floating (Mün) underneath it is pitch black since it is bluish in color it looks like water. There is this wired box issue that appears around Kerbin from about from about 7km to almost Mün orbit (I time warped so I don't know exactly but it is a whole lot bigger than shown in map mode). On map mode you can see it in certain directions only (seems to have something to do with the Kerbol light) but it looks very much like a box around Kerbin. And the camera only catches it above horizon. umm there was one more I did forget just now. Well, you have to do enough anyway. So I might report it later (or maybe it is fixed then) when I test the next version. Keep up the good work.
  10. I can report it works fine ... even though I thought for a moment it didn't ... and I destroyed a symmetry I didn't wanted to. While this thing is really cool there are some features I'd like to request. A Message ... in best case including which part you just have destroyed the symmetry of (and maybe a short highlight) and maybe the part it was connected to (also highlight that). You know that there is the problem hitting the right part in VAB / SPH can be sometimes a chance of pure luck And undo ... hitting the right part by pure chance ... brings me the topic of an undo ... since the KSP internal doesn't seem to recognize those changes. (well I might be wrong due the lack of feedback) ------------- forgive my language abilities I am half asleep right now.
  11. I found out by step by step removing CFGs until It worked ... it is the dust cloud CFG that messes things up. remove that and it should work fine (at least it did it for me)
  12. That error message is really annoying. I hope we will get a fix soon. (shouldn't`t be too hard ... or am I wrong)
  13. Great to hear. Anyway as short feedback: It is broken in 1.0 (maybe the the quick dirty fix of smoke screen didn't made it) it works in the assembly building, though. (this is just meant as status feedback, no pressure) Keep up the great work it makes the game better. edit: Seems to work ... dunno why it didn't while 1st testing it. I do see the cold effects on the engines, but I don't see anything on the tanks (prelaunch). They might be under the surface ... but then I should see them below the tank ... maybe there also is an option to make them more prominent ... to exaggerate them comic style since KSP very much is like comic style. Well, I can't figure out your CFG ATM, though. Otherwise I would try things myself. Well i might give them later a second look.
  14. Yeah, have the same problem ... did only a very quick test of the Fasa towers, though and had only a very tiny one stage rocket which barely reached 50k. Anyway the the Umbilical Tower (and only the Umbilical Tower only) followed me up reappeared every few km and same on the way down. Then it disappeared completely. The rest stayed on the launchpad, though. (To be clear the one that followed hasn't reappeared on the launchpad). Edit: The 1.25m Redstone Clamp was considered as symmetry part with the FASA Launch Tower in the editor. The FASA Launch Tower has its lower hatch obstructed which makes it impossible for Kerbals to come out of the lower end. I placed placed a BZ-52 Radial Attachement point (Kerbal stock) against it and a Mk1 Lander Can on its attachment point as work around. But after loading it onto the launchpad the lader can was displaced. If needed to I cam make screen shoots but to lazy right now. Edit 2: If not decoupled the Umbilical Tower will provide power and fuel to the Rocket even after launch ... making it an infinite fuel source. ... and if visually left behind it still appears in staging.
  15. So, from the posts I guess that they don't work anymore. (Those smart parts)
  16. Also a pretty please from me. I guess exams comes first ... but don't you not even have some short minutes left to recompile it against 1.0? (and then update the 1st post that you made a quick dirty recompile) Anyway good luck with your exams.
  17. I hope that you soon get all the information to update this to make it work in 1.0 Keep up the good work. I and many, many, many other (like e.g. Scott Manley who show cased this mod) like this mod.
  18. Ok, I was just about to ask if it is still compatible ... and then I have read it is and a updated (recompiled) version is coming. Thank you so much for this mod. (and I hope the new one is coming soon) Btw. have you ever considered to make it CKAN compatible?
  19. Since this mod is constantly worked on and yet still has to get a version that is stable and or fully working how you implement one of those amazing update check tool into it ... like e.g. CKAN? Other than this ... keep up the amazing work .. and thank you for making this mod.
  20. Ok, from my experience it is far from perfect especially now where so many mods are updated... but it seems cool and reduces lot of work. I wish I could update mods that I manually installed with this tool. edit: I found some mods on KerbalStuff that are marked as CKAN, that are updated to 1.0, but do not appear in CKAN (like kOS Classic) edit 3: Stock Bug Fix is missing its homepage in CKAN. Btw. I would love to copy the in CKAN shown addresses for the mods into my clipboard. (Due to the fact that my standard browser isn't my set as my standard browser ... cause I don't like that several installers and programs open websites without my consent ... they are all now redirected into a super secure browser in .... mode [it is in pron mode all the time .. doesn't know anything else ... it also has disabled any tracking method that was possible to disable].) edit 4: it is missing planet shine which is updated ... but it has the option to install libaries that depend on planet shine and then complains that planet shine does not exist. however if planet shine is installed it complains that planet shine is installed.
  21. Did forget to thank you and all the other amazing ppl. who updated their mod within hours after 1.0 release ... and for free on top of that ... but especially you since Kerbal Engineer is one of the most needed in KSP IMHO. THANK YOU.
  22. Thanks, for the quick dirty patch. And, thanks in advance for for the clean patch to come.
  23. This might be a dumb suggestion, but how about a standalone app of it? It could be run before you fire up KSP so that you won't have the trouble to go though several ram crashes of KSP before being able to play.
  24. A little off topic: Since KSP x64 also has a memory leak .. uses about twice the amount of ram with less mods than X86 does ... I consider it as dead and stick to X86.
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