V8jester

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Everything posted by V8jester

  1. Hey @Eskandare While I was mucking about last night rebuilding some of my aircraft for 1.7.3. I noticed that a couple of the 3m hull segments were duplicated. I believe those were supposed to be the 3.5m segments. Otherwise, really loving the new Osprey Nacelles. And the adjustments you made to the scale of some of the command pods. I now have a much better sense of scale between my V-22, KC-10 and KC-130 when they’re flying next to one another. If I could make a selfish request for down the road? I built a C-5 last night. Using the Antanov system in SXT. And it works... But it would be really nice to have a better tail ramp with the side opening flaps. And a better profile when taking off and not dragging tail on such a large plane. I scaled everything up to 5m and it’s scale looked about right to my other planes. A flatter nose / fuselage with that cleaner integrated ramp in the front would also be fantastic! For wider loads, and overall lower profile when landed. But hey this is also KSP, there is always another way to build something Great work man! Really digging the mod!
  2. Hey guys, I glanced back through but didn't see anyone mention it. Anyone else noticing frame rate drop (basically crawling) when using hot keys to move parts with a button press? Fair warning - Extremely mod heavy install. And I've only been bashing around 1.7.3 the last couple of days.
  3. Just stumbled across this and wanted say. Thank you! I thought this mod bit the big one, and just realized the name changed. Super excited to rebuild and update a couple old crafts
  4. Something I have done on moving wing / engine designs is use a quantum strut from the body to the wing. This allows you to lock the wing in position when not in motion. Active struts is also a very great option. I only use quantum struts as that’s what I got used to. They both work great.
  5. 5th post up from this one - In progress, but doesn’t currently play nice with Next.
  6. @Trufiadok Fantastic work on Dextre! I came back to take a look at your progress and I'm absolutely blown away! I did have a suggestion on Dextres design. With something I figured out on my own build. AS IR is very temperamental with docking. If you rigidly attach the lower PDGF to the upper Dextre assembly (For the purpose of my example - RKE tube from upper assembly directly to lower PDGF) This makes the upper PDGF and lower PDGF essentially the same solid "Part" Then surface attach an IR rotatron (Or your TRF Body roll joint) With the Lower Dextre Assembly attached to it. To the RKE tube, and then center accordingly. You can then dock Dextre to a station or pick it up with the Canadarm II, without any adverse affects of IR reversing after docking. Think of the connection of upper and lower PDGF to the Dextre lower assembly as a "T Fitting" connected to the Rotatron. Grab it from the top or the bottom you still connect to the IR rotatron for the Lower Dextre assembly exactly the same way. The only down side to doing this is you loose the ability to rotate whatever you pick up with Dextre's lower PDGF. You'd need to rotate all of Dextre to rotate a payload. Hopefully that makes sense. It's fairly simple but difficult to explain. -edit- I forgot to ask. How do you see the green alignment target reticule? On the LEE or Dextre’s End Effector camera’s.
  7. Are you currently using the unofficial recompiled .dll along with the “core” and “parts” downloads? 1 - Install Infernal Robotics "Core" (no parts in this download) - Optionally install IR Rework "Parts" - The fancy white and orange parts @ZodiusInfuser is famous for 2 - Replace the InfernalRobotics.dll - "GameData/MagicSmokeIndustries/Plugins" - With @whale_2‘s Recompiled .dll
  8. @Catatau_27 I’d suggest doing a bit of digging on YouTube. Also through the sequencer thread. And for some shameless “advertising” of what @kcs123 was talking about. Here is a sped up video of me configuring a walking mech from start to finish. (You’ll probably need to watch on a Pc and pause a lot to see what’s actually going on) https://youtu.be/zapZKqLvaLE And truly dig into what @Tirehtoori R.I.P has on YouTube. Really amazing work. He was the guy that showed me what I know about mechs.
  9. Just drop "Kerbelow" in GameData and it worked for me I'll bet you didn't open "Kerbelow 1-4" to see the file structure before dropping it in. I would direct questions to that respective thread though.
  10. I'm not sure about the exposed facility (I'd like to know too) but the Bigelow can be found Here - edit Actually I see a few things I'm curious about! The international docking collars on the PMA's and also the Russian segment mod. I assume it's Tantares? I've been using SSTU to keep the part count lower. My ISS with robotics is around 250 or so.
  11. I held off on Restock at first. Because I imagined it to be a very “heavy” mod. Too many big changes and I thought I wouldn’t like it... I was very wrong! Super clean redesigns of parts with some amazing textures behind them. I haven’t seen everything just yet. But I am super impressed so far! Fantastic work guys!
  12. Well, guys like me are very greatfull for your guidance and patience You were an irreplaceable part of Kebal history my friend!
  13. I found a way of using multiple complex robotics on a single craft. @Trufiadok may have covered this, but I didn't catch it. If you build a single craft with any additional IR components, in addition to those in the Canadarm II subassembly. The IKRC controller will not be accessible or usable. But if you launch a bare bones craft with only the working arm (No additional IR parts) You then use the included robot spheres to undock the Canadarm II from the small craft and then transport / dock to the larger craft. You can combine a working IKRC arm with something as complex as an ISS build with an MSS gantry, Dextre and the Kibo arm. All while keeping everything usable
  14. EVE is really the back bone other texture mods use. You can try Astronomer's Visual Pack or Spectra Visual Compilation for thicker clouds
  15. Hey @Briso could you tell me if the craft file for that F-14 is available anywhere? Or where that cockpit is from. Also are you running a custom config on KS3P? Really nice pic.
  16. Bummer, well thanks just the same. And I’ll probably mess around with this at the very least, as it looks like a very useful mod reguardless.
  17. I’m not exactly sure how I’ve not yet seen this mod till today! I’m on my phone atm. And glancing over the past few pages and the first couple, I didn’t see any reference to IR. But I’m curious. Would B.T.W. help with some of the drifting issues associated with Infernal Robotics during time warp? That would be fantastic!
  18. You didn’t happen to do what I did last week, did ya? I tried to use the texture files from the last download. (I keep every mod for each game version I’ve ever used) - gotta grab AVP and textures fresh. After I did that i had super spiffy clouds!
  19. Not trying to steel any of @Rudolf Meier's thunder. Next has some serious potential!! And I'm obviously watching and lurking from the shadows. But for the time being. there is an "Unoffical IR Recompiled .dll" from @whale_2 for regular old Infernal Robotics Also as a side note there is a new toy to play with in standard IR - IKRC Robotics Controller Which also brings with it a resurrection of @spudbean's RKE Kanadarm parts
  20. I got it up and running on 1.6.1 with standard IR - "Not Next" as this was not built to run with IR Next. 1 - Install Infernal Robotics "Core" (no parts in this download) - Optionally install IR Rework "Parts" - The fancy white and orange parts @ZodiusInfuser is famous for 2 - Replace the InfernalRobotics.dll - "GameData/MagicSmokeIndustries/Plugins" - With the included .dll file from IKRC Master "InfernalRoboticsMod/" - IR now works in 1.6.1 3 - In "GameData/MagicSmokeIndustries/Parts" - Create a new folder Labeled "IKRC" 4 - In the IKRC Folder copy over from the IKRC Master.zip file - "Ca2LeeCam, Canadarm2, PluginData, RV-2F, TRF_SPHERES, WireSnareLock folders. And the IkRobotController.dll" 5 - Give V8jester a cookie! The remaining files and folders you didn't touch, are for development purposes and are not needed for the game. There's other ways you can organize the folder structure. But this way is just the most straight forward and easy to explain Optionally for all the other IR fan boys out there. The standard "InfernalRobotics.dll" for 1.6.1 compatibility Unofficially recompiled 1.6.1 .dll Courtesy of @whale_2 - Not for use with IKRC - Edit Just realized this breaks rotor sounds. Unless you want to cfg bash a bit. Just place all folders / files in step 4 directly into "GameData" and the sounds should work just fine. (I tend to play KSP with music so I didn't notice till just now)
  21. Brave statement Ever seen @SpannerMonkey(smce) Solid axle? That thing was fantastic! Love to see a new version of that come to life usig KSPWheel. Are you looking for @ZodiusInfuser‘s Rework Landing feet? I’m sure they’re still on his thread. If not PM me I still have them.
  22. @Trufiadok You sir are amazing! I got everything up and running in about 15 minutes last night. And while I got the general idea. I can tell this has some serious capabilities I’ve barely begun to scratch the surface of. I did run into an “issue” last night though. I built a test rig. (A command pod with 3 Grapple fixtures) Everything worked like a charm. Until I added my Dextre I just rebuilt, onto the test rig as a subassembly. The ability to activate the controller window in the flight scene went away (no button). And when I went back to the editor and attempted to remove Dextre to try again. The entire test rig / Canadarm craft dissapeared “visually” in the editor. If you moused around you could see the green part highlighting. But no visible textures on any parts. Also, when adding the Canadarm subassembly onto an ISS I’m working on. It again lost the button for the Controller window in the flight scene. (There were already IR components on the ISS, similar to the previously posted video) You’ve made it clear this is a WIP mod, and does have some bugs to work out. And my install is very heavily modded already. So no harm no foul. Just wanted to let ya know. Otherwise, I’m very impressed with the capabilities of the mod so far. And am looking forward to seeing Dextre and all the other improvements along the way. Game version 1.6.1