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Everything posted by Imca
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[Parts, WIP] ACI - Aeropod Pre-Release 3 (31/01/13)
Imca replied to Quellcrist's topic in KSP1 Mod Development
I mean I know this is old as hell but like, I am still interested in it at least after getting back into the game. If you don't want to work on it any more, is there any chance you could fix the download links at least there kinda broken? -
Discreet (not just aircraft anymore) Parts. (Updated 21-06-15)
Imca replied to electronicfox's topic in KSP1 Mod Development
The main problem seems to be Animate2Variable.dll.... If some one knows how to recompile it.... -
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
Imca replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
The VAL's IVA seems to be blank to me, despite downloading the version in the OP. It just looks like this inside of it, is there some way to fix that? -
How did you make them transparrent in the OP?
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Discreet (not just aircraft anymore) Parts. (Updated 21-06-15)
Imca replied to electronicfox's topic in KSP1 Mod Development
Any one still have this mod? Or is it gone forever. -
How do you remove the eyes from a head?
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I used to know how to do this, but it was sevral versions ago, and if I recall correctly my method involved "rescale factor" or something similar that broke and while it would work on the inital load the part would no longer be rescaled upon reload..... So, I would like to apoligize in advance for the stupid question but how do I do this agian?
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KSP Interstellar Extended Continued Development Thread
Imca replied to FreeThinker's topic in KSP1 Mod Development
Still having issues about nothing I am doing fixing my vessals sayin they are deprived of intake atmosphere. I like the modles though. -
I thought of trying that, but there is not any diffrence as far as the game is concerend within command moduals, probes are just a ship with a crew of zero....
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KSP Interstellar Extended Continued Development Thread
Imca replied to FreeThinker's topic in KSP1 Mod Development
With 1.2 does the AGI core need telemetry to pilot the craft? And if so is there a way to make it ingnore it? I really doesn't make sense that an artificial genral intelegence would need to wait for every one else to make decisions. Edit: I seem to be getting an anchient issue where no mater what I do, my jet says it is intake atmos deprived. -
Is it posible with moding to make a probe ingnore signal and always have full controls in 1.2? And if so how would I do it? I would prefer to do it to 1 or 2 cores rather then all if posible...
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Cant wait, will be using it pretty much first thing to send Val to Laythe.
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Thanksies~ Just checked myself... It does, but it bounces around like a superball if you disembark with the wheels down for some reason, oh well it is not too hard to remember to put them up.
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Does this still work for 1.04? I miss the Ant. >.<
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Yay! Now Val will finally look as good as her peers.
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Imca replied to SuicidalInsanity's topic in KSP1 Mod Development
Its not the 1.25m-mkII one, it is this one. I know I will be using it a lot myself. >.<- 863 replies
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Cant wait myself, would you consider sharing those Val textures to pair with your old kerbal heads for now? >.<
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[1.0][Release-5-0][April 28, 2015] Active Texture Management - Save RAM!
Imca replied to rbray89's topic in KSP1 Mod Releases
How can I make ATM exclude a folder? It keeps overwriting my texture replacer files? -
Fixed after much experimentation, either the normal map has to be the same size as the texture. Or the texture is case sensitive.
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So ummm, I keep trying to add suit png to the default folder and no mater what I do they won't take, the EVA suits are still stock white, and the IVA orange. Did something change between versions? Edit: Fixed this by deleting the texture cache for ATM. But now Eva visors are not getting replaced.
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[.23+] Jeb and Bill 9000, a smaller radial Jeb for the Clarke fans.
Imca replied to dishycourier's topic in KSP1 Mod Releases
Tried updating this to 1.0, but no mater what I do it seems to be providing a reaction wheel even though there is none in the code, what is going on? -
Is there a way to allow specific unnamed probe units to not need a signal, or have lag, but still have it on others? I would kind of like to modify the MK II drone core not to have one due to the AI flavor text.
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Is there any mod that makes it so that high G's will kill the crew? I would kind of like something like that, so that G's are an actual consideration not a suggestion, but the only one I can remember seeing also came with full life support which is not something I would like to deal with... especially since they all use human requirements and I am of the personal belief that Kerbals are plants.