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Stone Blue

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Everything posted by Stone Blue

  1. Well, the Telemachus dev, @tcannonfodder was last on the forums not too long ago, (just over 3 wks), so hopefully he'll reply here or on the release thread and let everyone know if he still plans to continue development...
  2. @VITAS the last working version was for 1.1.3... It never even got a working pre-release 1.2 version... and no, its not working... 1.2 pretty much killed ANY .dll...
  3. Sounds kinda kewl... However, I believe we're still waiting for a 1.2 update for Telemachus... (and if someone takes up the torch, please contact me, as I have a new "atmospheric" antenna just about done for Telemachus for KSP 1.2.X)
  4. Kewl... Like I said, no pressure... I ust figured IF it IS something you would EVER consider, it would probably be best to see if its feasible and get it on the roadmap sooner than later, incase it needs lots of work and planning...
  5. @icedown THANK YOU... I'd like to throw something out for future consideration... Not a request... Just a thought... Have you seen Enceos' new mod? Maybe if its a simple thing, could be used to fill the "empty" spaces on either top wall? AND could maybe even be used to display useful info? Again... Just a random thought I had when I saw it
  6. Actually, you can use KSP ModAdmin for this. It hasnt been updated in awhile, and it still has some functional bits that dont work or buggy. But basic functionality still works. I create a .zip archive of the Squad folder, then delete the folder itself... Then i use KSP Mod Admin to "re-install" the Squad folder, just as if it was a mod... that way you can use KSP ModAdmin to prune and "edit" the Squad folder just as if it was mod.
  7. ??? WHO uses mods at all, who doesnt already have ModuleManager installed?
  8. I saw first episode last week... it was, ehh, ok.... I thought the mini-bio episode afterward was better Oh, its been up on On Demand on DirecTV...thats how I saw it
  9. Maybe take a look at the colliders also... I've been getting "box collider" exceptions in my logs... Otherwise good to go Thanx for redoing these parts
  10. A whole two months isnt really very long to consider a mod dev having abandoned a mod... Even tho the license is what it is, there is still an ethical ettiquette of attempting to contact an author, and giving them reasonable time to reply... There seems to be quite a bit of "grave jumping" of mods going on lately, without encouraging more.... I for one think @Burning Kan did the right thing by asking, and tagging the OP, even tho he may not be obligated to legally, by the license...
  11. 1st off, KSP-AVC "officially" doesnt support 1.2.1 right now... So right off the bat, you should expect weirdness when installing older mod versions into unsupported KSP game versions. However, I was unable to reproduce the issue, at least with 64bit.... Current KSP-AVC version seems to work ok with 1.2.1, but I'll leave that for someone who knows better, to confirm... Also, when posting an issue, especially a totally game breaking issue, on mod thread, you should always include links to your KSP & output logs. Have you had success by NOT forcing OpenGL?...
  12. Wow... a whole two weeks with no response... Yep, mod must be DED then... Not every mod dev jumps on the first major KSP release to update... many wait till the dust settles with added minor bug fixing updates, rather than having to jump-to for users bugging them for updates with every MINOR KSP release, too Yes, it most likely DOES need an update for 1.2... just about EVERY mod that uses a .dll needs an update for 1.2... But they havent always in the PAST... And installing old mods on a new KSP update KNOWN to have broken almost every mod, should be done in small groups at a time... HENCE, you shouldnt need to spend hours debugging...
  13. Probably only because it hast NEEDED an update to be working... Its technically only barely two months outdated... Its already on SpaceDock, and is current for 1.1.3... I know agises likes to wait a couple months at least after a major KSP update, to let the dust settle, and the minor updates to release and stabilize
  14. If you want something pretty similar, that is actually a whole FAMILY of stock lifters, that still works, but can easily be "updated", check out:
  15. Hmmm... Just wondering why then you chose this "iteration", rather than some of the other, newer "takes" on the mod?
  16. huh... theres a couple other versions that I have, that seem to have different parts, and "extra" stuff with them... Such as a "launchpad", a "booster", and "cargo pods"... ??? Both of these seem to have been dated from mid-2015.... I'm guessing these are the Wayland versions, that someone recently re-did, and I picked them up...??? EDIT: Hmmm... I found I have ANOTHER version as well... Looks like from user Logan, from Jan. 2014..
  17. Its working great for me... Pages/downloads load within seconds... Was very slow when I posted earlier, but I've been grabbing stuff off it all day... might take 10~15 mins for a page to load... Just gotta let it sit, & wait...
  18. no.... just REEEAAAALLLLYYYYY slow again.... And again, if people want to see better performance from SpaceDock, I'm thinking donations might help get new servers...
  19. Not likely, UNLESS, someone gets ahold of @stupid_chris and/or @ClairaLyrae and gets specific permission: "Kerbal Stock Parts eXpansion License: Unless granted direct permission by ClairaLyrae (the original author of this mod) redistribution of this mod or parts contained in it is not allowed; this includes creating download mirrors. By downloading this mod you agree to this license."
  20. Only the huge amount of work and effort that goes into ANY mod, much less one that already has more parts in it than Squad itself...
  21. Sorry to butt in, but by "breaking" animations, are you just talking about window emissive lighting animations ONLY?... I mean this shouldnt break any other emissive animations on a part, as long as they are not linked to specific window meshes/animations, right?
  22. OMG... I find it even funnier, since I posted about the Airlander on the HL thread, my first thoughts for gondolas (it has a passenger and cargo versions), was to maybe use the Buffalo rover parts...
  23. Just wondering how feasable it would be to model something like the Airlander for KSP, and if anyone has looked into it? https://en.wikipedia.org/wiki/Hybrid_Air_Vehicles_HAV_304_Airlander_10
  24. Like the Stargate TV show, rings? ... (except bigger of course )
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