AlciyaDragonash
Members-
Posts
19 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by AlciyaDragonash
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
AlciyaDragonash replied to bac9's topic in KSP1 Mod Releases
If i run KSP through steam, how would i go about implementing this?- 4,460 replies
-
yeah, but i don't think those work as command pods. i'm looking for something along the lines of the 2m lander can from stock, but in 3.75 size.
-
Anyone know of a good inline 3.75m command pod? only needs to hold like 1-2 kerbs... ideally something for piloting additional modules of a multi-docked interplanetary transport.
-
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
AlciyaDragonash replied to Tiberion's topic in KSP1 Mod Releases
Apparently Kerbalstuff is down? and the Dropbox link on the first page does nothing. any other places where this is available at? -
Any plans to do those big Octo Tanks/Trusses? loved having those for station fuelpods/fuelcores but really not liking the 'checkerboard' textures seeing on the other version of these...
-
i Saw earlier in the thread that the TAC parts were on hold till TAC switched from the 1 unit/day format, which the new 0.9 TAC prerelease does. any hints on what to expect from the TAC parts pack? love this mod, as it makes my rockets much nicer to look at, as well as adding lots of good functionality
-
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
AlciyaDragonash replied to TaranisElsu's topic in KSP1 Mod Releases
then something else messed up 'caue once i got 2.5k from him it alerted that all his stuff was depleted and i couldn't switch to the kerbal to have him get on board the rescue ship. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
AlciyaDragonash replied to TaranisElsu's topic in KSP1 Mod Releases
On a side note: if you get a misson to "Rescue X Kerbal from orbit" it's prolly a good idea to disable lifesupport mods before attempting this, as the EVA lifesupport doesn't seem to last nog enough to intercept a 100km Kerbin orbit. >_< -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
AlciyaDragonash replied to rbray89's topic in KSP1 Mod Releases
just got this and it's causing my KSP to hang on the loading. specifically the Clouds/Kerbin1.tga i'm pretty sure i'm not anywhere near memory cap on it though 'cause this is like the 2nd or 3rd mod in the load order, and i'm using the Active Texture manamgement thinger to reduce memory use... anyone else have this problem, and if so, how to fix? (Also, yes i am too lazy to rifle thru 266 pages of thread to find an answer if it was posted before...) -
[1.12] Extraplanetary Launchpads v6.99.3
AlciyaDragonash replied to taniwha's topic in KSP1 Mod Releases
what do you think this is, 1985? -
Think you could post the scaled .cfg files for those of us who haven't gotten that far into cfg editing? ? Also the mediafire links for the Hab model and the 'greenhouse' keep getting a 'failed to connect' thing... just FYI
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
AlciyaDragonash replied to sirkut's topic in KSP1 Mod Releases
Having download problems. Four attempts over three days at different times... always a "Cannot connect to server" from the mediafire download button. Perhaps a Spaceport link? edit: got the github link, but doesn't seem to have all the parts. -
Is it just me, or is 0.21 eating more memory than before?? i loaded about half the mods i had for 0.20, and it's maxxing out memory usage (to that <bleep>ing crash point) before i can even hit the liftoff button. Got B9, Novapunch, LLL, THSS, and KOSMOS loaded as the big packs, plus a couple smaller utility mods and plugins... Any clues? Is it 'cause not all the packs are updated to 0.21? Or is it just something with KSP? Hopefully the KSP team can get some 64-bit love going so we get more room to play with. T_T
-
LLL - Lack Luster Labs - Development Thread
AlciyaDragonash replied to Lack's topic in KSP1 Mod Development
Vertical connection: the 2x1 part is oriented in the same manner as the previous part. like the 2.5 stock parts > LLL bicouple, but instead of the single connector being stock/round, woudl be a single 2x1 LLL part. As for the 3x, it'd be a coupler that would align 3 2x1 parts side by side, Like the adapter for the big octo tank that matches the THSS designs. coudl connect up to 2-2x1 parts like a 2-to-3 coupler... or maybe even a single 2x1. Also 2x2 parts, and more 4x2 to go with the big hog command part. -
LLL - Lack Luster Labs - Development Thread
AlciyaDragonash replied to Lack's topic in KSP1 Mod Development
Just a couple questions/requests: 1: is there a decoupler for the 2x1 parts? or even the 1x1 parts? 2: woudl like to see a few other options in the multicouples. like a 1-2x1 > 3-2x1. or a 2x1 bicouple that works vertically and connects to more 2x1 parts. (Like the round one before, but staying with these parts havent' tried docking yet with these parts, hoping to be able to get stuff to align good. even got setup for 2 docking ports on the bicouple to make sure alignment catches hoping it works