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Everything posted by Whizzkid
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Whizzkid replied to BahamutoD's topic in KSP1 Mod Development
I am assuming that you are using modulemanager scripts to do so. You can find guides for modulemanager on the forums. You then place that script anywhere in the gamedata folder. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Whizzkid replied to BahamutoD's topic in KSP1 Mod Development
I haven't really used it, but the AI should be able to do that. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Whizzkid replied to BahamutoD's topic in KSP1 Mod Development
Try using the radome for the radar guided missiles e.g. the AMRAAM. Airborne targets will show up as a 'blip' on the radar screen, which you can then click to lock on to and then launch. I am not sure about IR missiles though. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Whizzkid replied to BahamutoD's topic in KSP1 Mod Development
Looks great! Just an idea, if the abl laser has a configurable ec usage (not sure if it does) then that could be scaled along with the damage it causes. Not sure if this is possible though as I don't have much experience with tweakscale/modulemanager. -
I don't think the method you described will work as the server does not have a save file, it just exchanges text files with craft info such as location, speed etc. You could edit your local DarkMultiPlayer save file to give yourself the science, but I don't think that science, funds etc is synced across the server.
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[WIP]Making BDArmory Work with DMP [IT'S ALIVE!]
Whizzkid replied to dsonbill's topic in KSP1 Mod Development
Cool! Have you made a thread for the fork or is it too early to release? -
Intel HD intergrated graphics card improvement
Whizzkid replied to maceemiller's topic in The Lounge
Looks cool! Will have to try this on my brothers laptop as he gets a bad fps on most games, including KSP. Well done for finding this, have some rep -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Whizzkid replied to BahamutoD's topic in KSP1 Mod Development
I seem to be getting that problem as well, but in my non-BDArmory install. It therefore *could* be a core KSP problem if the mod is installed wrong. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Whizzkid replied to BahamutoD's topic in KSP1 Mod Development
BDArmory should work fine with 1.0.4, you will need to give us more details of your problem e.g. any mods you are using. -
I think it does already, if i am not mistaken.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Whizzkid replied to BahamutoD's topic in KSP1 Mod Development
dsonbill is working on a solution, it is still work in progress, but you can find the thread here. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Whizzkid replied to BahamutoD's topic in KSP1 Mod Development
It works fine with 1.0.4, see the previous page. -
[DEVTHREAD] Deep Space Exploration Vessels
Whizzkid replied to Angelo Kerman's topic in KSP1 Mod Development
Sounds awesome! Will download asap! -
Mod to access right click menus for parts in a single UI?
Whizzkid replied to Paul Kingtiger's topic in KSP1 Mods Discussions
Try this one: https://kerbalstuff.com/mod/965/Part%20Commander Forum thread: http://forum.kerbalspaceprogram.com/threads/127575 Hope this helps. -
[DEVTHREAD] Deep Space Exploration Vessels
Whizzkid replied to Angelo Kerman's topic in KSP1 Mod Development
Just a suggestion, an adapter between the hex and 2.5m sizes would be nice, as the hex trusses do not look right, when placed against, say, a 2.5m fuel tank -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Whizzkid replied to ObiVanDamme's topic in KSP1 Mod Releases
Do the new materialkits work in the same way as rocketparts used to? E.g where to build a 1 ton part, 1 ton of rocketparts was needed. -
[WIP]Making BDArmory Work with DMP [IT'S ALIVE!]
Whizzkid replied to dsonbill's topic in KSP1 Mod Development
Any more news on development, such as missiles? -
Got this one from messing around with BDArmory:
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Today I blew some stuff up. Let's hope that the KSC accountants didn't notice.
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joystick set up question
Whizzkid replied to ForScience6686's topic in KSP1 Gameplay Questions and Tutorials
I have had this issue with my joystick as well, probably something to do with how unity handles the joystick input as a raw input instead of a calibrated input. Try the vJoy virtual joystick driver: http://sourceforge.net/projects/vjoystick/ This allows you to remap the joystick to a virtual joystick, which you can calibrate and select in game. Just set the deadzones as usual in the joystick setup in the controls menu. This has worked great for me. Use this in conjunction with UJR (Universal joystick Remapper) http://forum.kerbalspaceprogram.com/threads/26379-UJR-Universal-Joystick-Remapper-Fixes-problems-with-sticks-in-KSP which should help with the remapping. To use this, when the joystick is being set up in game, make sure that when it is binded that it is binded to the vjoy joystick. Hope this helps. -
Do you have a screenshot that makes you laugh every time?
Whizzkid replied to Randazzo's topic in KSP1 Discussion
No, but i got somewhat close, some explosions in the wrong place though! -
Do you have a screenshot that makes you laugh every time?
Whizzkid replied to Randazzo's topic in KSP1 Discussion
MOAR Testing! -
[1.0.4] EnginesPlus! THE BIG UPDATE HAS ARRIVED! :D (2.0)
Whizzkid replied to SmashingKirby148's topic in KSP1 Mod Releases
This looks awesome! Just noticed the mistake with the spoiler for the firework in the OP. Should be in caps and the closing spoiler tag should have a / in it. -
Just captured this whilst testing a hypersonic test vehicle, approaching kerbinrise:
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The Modded Craft Repository [v0.23]
Whizzkid replied to stupid_chris's topic in KSP1 The Spacecraft Exchange
I have made an ultra high performance scramjet jet, it managed 1450m/s at 13000m, managed to travel a third of the way around kerbin in 18mins (a full tank of fuel). It is unmanned, but I am planning on making a manned version. Mods are: Mk2 expansion http://forum.kerbalspaceprogram.com/threads/121224 Instell Incorporated Experimental engines (For the Scramjets) http://forum.kerbalspaceprogram.com/threads/119735-1-0-2-Instell-Incorporated-Experimental-Technologies/page18? Afterburner (Useful, but not necessary) http://forum.kerbalspaceprogram.com/threads/116034-1-0-4-KerboKatz-SmallUtilities-V1-2-0-08-06-2015-Now-with-AutoBalancingLandingLeg!#Afterburner I also used tweakable everything to boost the SAS and also Modular Fuel Tanks, to make the tanks LF only. I can make a version that doesn't need these. I may put up a craft file for download, if people want it.