DaniAngione
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Everything posted by DaniAngione
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
DaniAngione replied to stupid_chris's topic in KSP1 Mod Releases
I'm having this issue too. I've been trying to narrow it down for 2 days now (since I have like 100+ mods) and finally found the problem with the MK16 parachute I was using. Not sure what's happening -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
DaniAngione replied to Ven's topic in KSP1 Mod Development
I've been fighting this damn bug for 2 days now. Problem is, I use 100+ mods and it has been really annoying to narrow it down... After a long work I've finally managed to find the issue... It's on the parachutes. I've confirmed that it happens when using stock/realchute chutes except the side ones. Check on VAB: If the staging icon doesn't appear for the chute, this chute will cause that problem. Now I'm trying to figure out what to do to fix it... I'm no modder but I might be able to find something in the CFGs EDIT: It seems the problem is on RealChute's end. Funny, I've always used RealChute but never found that bug... Seems to be happening with some people over there, though, so it might be a good idea to check that thread -
[0.90] Kerbin Shuttle Orbiter System v4.13
DaniAngione replied to helldiver's topic in KSP1 Mod Releases
Yay! Yay, yay, yay! Thank you very much, you are all awesome! This is one of my must-have's Angel, Bravery, Celestial, Divinity, Entropy, Frontier and Galaxy (KSO) & Audacity, Boldness, Cerulean, Destiny, Explorer, Fearless and Gallant (S25) will finally reach for the stars again <3 -
[0.90] Kerbin Shuttle Orbiter System v4.13
DaniAngione replied to helldiver's topic in KSP1 Mod Releases
Oh yes, oh yes! Can't wait for my shuttles to be flying again! Has the texture layout changed? I had customized shuttle names so I'm wondering if I'll be able to use them again ;D -
OpenGL, Windows 7, KSP 1.02 | 32-bit 0.15 looks good here. Had to use the new button but the lines were gone afterwards Everything ran smoothly except for a few issues: 1- Some pink textures around KSC and some parts, like Mk1-2 IVA (the whole panel is pink except for the screens/buttons) 2- When I'm really far away from the planet (almost reaching Mun SOI) I start seeing some artifacts in Kerbin (they look like several round ripples/circles around the planet) 3- Effect seem to be lagging behind in map view. Other than that, everything seemed to be fine. Beautiful work =) PS: I've used around 125~ mods with it and my memory usage kept below 2.8 gb, so good work there!
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
DaniAngione replied to KospY's topic in KSP1 Mod Releases
With Infernal Robotics and Hullcam VDS, I'm already working on an auto-reloading rotating harpoon minigun with camera aiming Oh, god, I really should go back to... you know... space exploration. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
DaniAngione replied to KospY's topic in KSP1 Mod Releases
Just checking in to say that Jeb and Bill were testing the harpoons and they seem perfectly safe to me. EDIT: As a suggestion, it would be really cool if "harpooned" parts would start leaking/losing whatever resources they hold over time... This would not only add a cool thing to deal with/feature (you can't just go around harpooning your stuff as please) but it would also be... quite interesting... for people with Life Support mods... with things like... let's say......... oxygen. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
DaniAngione replied to KospY's topic in KSP1 Mod Releases
Did you convert the textures to DDS? This sometimes happens to me when I convert textures to DDS in mods that are not DDSified yet. Converting back and into DDS again usually fixes it, or deleting your Module Manager files (cache, etc... other than MM itself) works for me too -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
DaniAngione replied to KospY's topic in KSP1 Mod Releases
It could become KUS Kerbal Useful Stuff -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
DaniAngione replied to KospY's topic in KSP1 Mod Releases
Really? I've always used them together and never ran into any issues. Curious Anyway... I think the name is quite self-explanatory but... just out of curiosity (until I get home) is the harpoon literally a "shootable" harpoon? Like... to ease landings, grab stuff, attach stuff, kill ker-- ermmm, I meant monsters, etc? I could put them to work (or not work, rather - he he he) like the Philae lander, for example? AWESOME! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
DaniAngione replied to Ven's topic in KSP1 Mod Development
Yes. I wasn't, until I added 2 mods I was missing and now I'm having this problem, so these two mods (or one of them) are probably the cause behind the incompatibility Since they're pretty much part of the same package, maybe both can cause the issue... Anyway, the mods are "Color Coded Canisters" and "Modular Rocket Systems". Hope it helps -
Hey there, I've been using it since release and everything seem to have worked well so far. Something really awkward happened today, though... I got a new rocket into orbit and when I decoupled the lifter from the crew shuttle, the crew died with the decoupling force. I've been using this same ship and decoupled many times so I'm not sure what happened. I think the only different thing I did was to decouple while pointing retrograde to make a little correction to my orbit (I usually decouple while pointing prograde) but I'm not sure this had anything to do with it... Other than that, it has been working great!
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So I checked this last night and thought "Such a nice idea... Too bad the colors are too light for my tastes..." and then I got here today and you've darkened them already. THANK YOU! Have my download and rep, kind sir/madam
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[1.0.5] Heat Management (No longer supported)
DaniAngione replied to Randazzo's topic in KSP1 Mod Releases
There you go, some new textures for these parts. https://dl.dropboxusercontent.com/u/25513695/HeatManagementTextures.rar Nothing fancy, I know - but at least they can have their own look now Feel free to use 'em if you like them (or at least until you get some cool models ) -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
DaniAngione replied to DMagic's topic in KSP1 Mod Development
Oh yes... I'll soon be able to start a career game, then -
[1.0.5] Heat Management (No longer supported)
DaniAngione replied to Randazzo's topic in KSP1 Mod Releases
I understand the modelling limitations (I'm not a big modeller myself) but maybe some custom textures? Now with stock DDS reading, textures for these parts would be really insignificant memory-wise. I could try making you some if you wish -
I just hope the game actually launches instead of being pushed to the next Steam Update Window on tuesday because of bad weather, winds or something like that...
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Let me add myself to the HYPE TRAIN
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Maybe the ability to customize Kerbals? Like change their names... so, you know, we can get even more attached to them and cry for a week after leaving them stranded in Eeloo. EDIT: Considering the "Try to Imagine it's your first time playing", maybe a quick intro cutscene showing the KSC, the kerbal anthem on the background, etc... ?
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
DaniAngione replied to pizzaoverhead's topic in KSP1 Mod Releases
I see Well, yeah... Until x64 works fine, we all have to make sacrifices This list is a bit short, though... I use pretty much all of these (except Kethane; I use Karbonite/all the USI stuff instead) and I can run with high res textures without issues... I see you don't use ATM, I don't like it either (becuase I like the full res textures) so I'll suggest you what worked for me I'm really happy with the amount of mods I can run with this: 1. Try converting all the textures to DDS (with THIS) and using DDSLoader 2. Try running the game in OpenGL. To do so, follow the instructions provided HERE. Believe me, it is worth the trouble. This is my GameData folder WITHOUT Active Texture Management and using full res. My game runs around ~2.5 gb, eventually climbing to 3.2~3.3 (but still not crashing) Hope this helps!- 779 replies
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It works in .90 indeed though it's a bit bugged... I'm not aware if this happened before .90 (because I didn't use EVA Follower before), but when you crash or your pod is destroyed, the kerbals stay alive (their portraits on the lower right corner of the screen). You can even go into IVA or EVA (and they will appear out of thin air around the pod's last position)
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
DaniAngione replied to pizzaoverhead's topic in KSP1 Mod Releases
Hmmm, might be a problem with some other mod... I'm using it fine with 0.90 (win32), no problems at all. I also use a really extensive mod list (~100 mods) so could be a problem with your install or something? Are you using any other mods?- 779 replies
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[1.12] Extraplanetary Launchpads v6.99.3
DaniAngione replied to taniwha's topic in KSP1 Mod Releases
Extraplanetary Taco Assembling.