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Bottle Rocketeer
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Great mod, Ive been looking for something like this for a while (That means ever since kerbpaint died). Still, I find myself using B9 Pwings a lot, is there any chance you make your texture changer compatible with B9 Procedural wings? Additionally, I've found out that some textures will completely override on some parts, so far I've found them act out on Aviator's Arsenal guns. Mind you I am not using any other texture replacing or shader mod.
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- camouflage
- invisible aircraft armor
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[1.9.x] Mouse Aim Flight (1.1.3) - Pilot airplanes with your mouse!
Kardel replied to tetryds's topic in KSP1 Mod Releases
I have a different problem in 1.3 tho, it doesn't seem to work at all. The toolbar icon is there and works fine, but activating it and changing the mode (Either via the toolbar menu or hotkeys) displays the cursor/pointer but doesnt manipulate the craft. Not sure if its due to incompatibility with another mod, but here's my GameData folder. Is there anything I can do to fix this? -
The only use for kOS on that mech is simply detaching the grapples, I can easily spread out the legs and use the IR extended landing legs and get pretty much the same result. I just need to know how to sequence my legs as everything ive tried has failed, kOS is completely unrelated to my problem. I have that part covered already.
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Except you can, My mech is merely an attempt to do something based on this. It only uses 2 Sequenced rotatrons for movement and a kOS script to detach the grapple foot on it's respective side whenever hes going to give another step. The "schematics" you gave me, as I said before, I wanted to do something simple, and thats nothing but really similar to the complicated set up you did in one of your videos. I'm not trying to be rude but I'm not actually looking for any schematics or any crap like that I just need help with the sequencing.
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Calm your birds? I was merely telling you how could you improve your videos and you shove me in the face that you took over 3 years to learn how to do a pair of legs for a walker. As for the pic, you can see it above. Would be rather cool you post it here instead of send it via mail, as people could get an use of whatever youre going to send. Oh that and I dont get into my mail very often it's a mess.
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@Tirehtoori R.I.P Done months before you asked, yet your videos take too long to explain what I need, and your legs setup isnt the one I want to use as well (Im trying to use a more rustic and simpler setup). For your videos, you should really cut them down to the important bits and reupload them, it is kinda annoying having to watch +10 min for only 5 min of the stuff you actually need. I use the normal rotatrons (Rotatron - Basic), Im sure theyre unlimited as they can be toggled to constantly spin via the IR toolbar. I might try that about constant rotation. Will edit post if I have more questions, thanks.
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Kardel changed their profile photo
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Maybe I can get some help with sequencing? So Im trying to do a walker mech but I have problems with setting up the sequencing for the legs. My legs are arranged with A rotatron with another rotatron sticked on it which will counterrotate to keep the leg upright. When I try to sequence the legs, it only moves one side and gets stuck at Wait for moves This is how it looks like.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kardel replied to BahamutoD's topic in KSP1 Mod Development
In military aviation, it means Designated Landing Zone -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kardel replied to BahamutoD's topic in KSP1 Mod Development
Has anyone made any new tank turret add-on for this mod yet? I find annoying only having Abram's massive turret when I want to do smaller stuff. -
[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
Kardel replied to BahamutoD's topic in KSP1 Mod Releases
-snip- Wrong thread -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Kardel replied to sirkut's topic in KSP1 Mod Releases
So... Has anyone found a way to input numpad keys for the parts movement? When you press the numpad key it just outputs the regular number, therefore, only works with the number line keys. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kardel replied to BahamutoD's topic in KSP1 Mod Development
Simply excellent. Great mod keep it up By the way, any way we're getting more turrets? I feel like Goalkeeper and Abrams turrets(Not counting vulcan and chaingun) arent enough. Maybe we can get some SPAAGs turrets? Like Flakpanzer Gepard? [Pic is probably too big no idea how to spoil] Also anybody else thinking the current Abrams turret is WAY too big? (Yeah i make tanks at KSP) I have made another hull, a bit bigger than this, but its still too big.