Jump to content

V8jester

Members
  • Posts

    2,116
  • Joined

  • Last visited

Everything posted by V8jester

  1. 2 posts above yours.... this is everything that is known to be compatible currently. there are also a couple of niche parts in SM Marine as well. Welcome to the forum by the way.
  2. @IgorZ I just wanted to drop in and say thank you for sticking around as long as you have keeping KIS / KAS running as smoothly as you have. I don't intend to sound as though I am poking at you for an update or anything of the like. Just curious if you have made any new progress on the new winches and hopefully there breaking strength. I've kinda been avoiding any builds with winches, as I just can't seem to keep them attached to the craft when I put them under any kind of decent strain. That video you posted a while back of the new winch testing, appeared that the winch line itself was a bit more stable than the original one when nothing was attaché to the line. Just wanted to let you know there are plenty of us quite interested in the work you've been doing on KAS 1.0
  3. @cxg2827 Wow! How did I miss the fact there are some really nice end effectors and grapple fixtures in your mod I just started tinkering with my shuttle and ISS again. 1.3 really messed with some of my builds. But most if not all my usual mods are back up to speed. One request though. Would it be feasible to include HullCam VDS support and have say the "Booster cam" with the aiming reticule setup for the end effector? I may sit down tonight and see if I can't get it lined up manually through a cfg modul. So that the reticule will align with the target on the grapple fixture when docked. I've done this before, but adding an offset camera module like this takes some trial, and lots of error Really excellent mod by the way. This has really helped me cleanup my ISS project. I especially like the docking ports with the paddles you must align to dock. As well as the fact you added in the animation for the shock absorber section. Hands down my favorite space station mod!
  4. Thanks for all the hard work man.
  5. That's because it is a .dll file. Most antivirus programs don't like it when you download a .dll. They typically flag them as a virus. I can tell you I am using the file from this download with no issues.
  6. IR has become a little complicated to get all the Johnny-go-fast stuff working. Here is a step by step to get everything running.
  7. I am currently using IR / Sequencer with no issues. I'm assuming "2.0.1" was just a typo. You meant IR "2.0.12" correct? - https://github.com/MagicSmokeIndustries/InfernalRobotics/releases Also you are currently using version "1.0.3' of Sequencer correct? - https://github.com/MagicSmokeIndustries/IR-Sequencer/releases/tag/1.0.3
  8. Proot! Your still around! Good to see ya still kicking around the forums man
  9. Yup, this mod seems to work with no issue in 1.3 for me.
  10. Hey that looks really good! I especially like the cockpit design you came up with. Looks a lot more scale than what I used on my B1. Nice work!
  11. Are you building a swing wing type aircraft? And are you using KJR as well as quantum struts to secure the wings? Examples of my swing wings: https://www.youtube.com/watch?v=1xQKwhKBL-0&t=108s https://www.youtube.com/watch?v=FsvlKilPk8o&t=3s Active struts has unfortunately been incompatible for a while. Last version I am aware that was working was in KSP 1.0.5 But you can try Quantum Struts. I've had great luck with it.
  12. The only difference is that @siimav recompiled it for 1.3. Functionality is the same. this one is simply built specifically for 1.3
  13. On this note I have noticed when you assemble a ship with lots of P-wings like pictured below. If you pull the sub assembly off the root part to do other work and then reattach. On occasion the wings "Top" and "Bottom" surfaces will flip. Causing a white surface to now show the black heat tiles texture. Not sure if this is any relevant help.... but It's something I noticed.
  14. Hey @Avera9eJoe Just wanted to let you know that Near future solar has added new parts as well as changed the name scheme. So the patch folder file will need to be updated eventually. (I'd help if I was a little more adept with PS) I still tend to sit and drool in a corner while everybody paints the shiny pictures
  15. Unofficial KJR Recompile For 1.3 (siimav) - https://drive.google.com/file/d/0BxowaRaYHkjddHc2T28zWEdLcjQ/view @cgwhite4 @SnowyShoe @colfighter Anyone else I missed........ Yes it works with IR
  16. Ah, it's a shame that the system used has changed just enough to cause some adverse effects like this. Hopefully in time the winches will once again be as strong as they were Yeah my 40+ ton cranes are pretty much useless for a bit. But I am loving the additions you have made!
  17. IR for 1.3 / KJR issues List of IR download files to work with KSP 1.3 Remove "Active struts" as well as "strut" Folders" they are currently incompatible with KSP 1.3 - Unless you opt to use the unofficial Recompiled .dll linked below Steps to install Infernal Robotics 1) Install Core Download which is the plugin and "core Files" of IR (No parts are in this download) 2) Install Parts Pack (Legacy is the original parts, and Rework are the new white parts. You can have both installed if you wish) 3) Remove folders "IRActiveStruts" and "Struts" as they are currently incompatible 4) Optional - If you wish to use the Surface sampler - Install the Surfacesampler.dll linked below into GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins 5) Optional - KJR unofficial recompile will work with KSP 1.3 and IR 2.0.12 - Linked below 6) Optional - KAS Magnet / Grasper Breaking? Increase "breakForce" under the KAS module in the part cfg to "= 999" 7) Optional - Unofficial recompile of Active Struts Plugin linked below. Curtesy of Whale_2 Core Download Infernal Robotics (Ziw) 2.0.12 https://github.com/MagicSmokeIndustries/InfernalRobotics/releases Parts / Plugin Legacy Parts (Ziw) https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/download/2.0.0/IR-LegacyParts.zip IR Rework Parts (Zodiusinfuser) - See Active Struts notes above https://mega.nz/#!rdlHkLAJ!ZizDvd8s7zCIG529FtO8b7wM0avJ8yC3pldIaf6BGFw Surface Sampler dll (DMagic) - Place into "MagicSmokeIndustries/Parts/Rework_Utility/Plugins" https://github.com/MagicSmokeIndustries/IR-Surface-Sampler/tree/master/GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins Active Struts Plugin Unofficial Recompile (Whale_2) https://github.com/whale2/Active-Struts/releases/tag/1.1.0-1 Utility Thread Link For IR Sequencer (Ziw) Kerbal Joint Reinforcement Official GitHub Repository (Ferram4) - https://github.com/ferram4/Kerbal-Joint-Reinforcement/releases Unofficial Recompile For 1.3 (siimav) - https://drive.google.com/file/d/0BxowaRaYHkjddHc2T28zWEdLcjQ/view Please feel free to repost / update this list every so often to help a lot of the new comers
  18. IR for 1.3 / KJR issues List of IR download files to work with KSP 1.3 Remove "Active struts" as well as "strut" Folders" they are currently incompatible with KSP 1.3 - Unless you opt to use the unofficial Recompiled .dll linked below Steps to install Infernal Robotics 1) Install Core Download which is the plugin and "core Files" of IR (No parts are in this download) 2) Install Parts Pack (Legacy is the original parts, and Rework are the new white parts. You can have both installed if you wish) 3) Remove folders "IRActiveStruts" and "Struts" as they are currently incompatible 4) Optional - If you wish to use the Surface sampler - Install the Surfacesampler.dll linked below into GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins 5) Optional - KJR unofficial recompile will work with KSP 1.3 and IR 2.0.12 - Linked below 6) Optional - KAS Magnet / Grasper Breaking? Increase "breakForce" under the KAS module in the part cfg to "= 999" 7) Optional - Unofficial recompile of Active Struts Plugin linked below. Curtesy of Whale_2 Core Download Infernal Robotics (Ziw) 2.0.12 https://github.com/MagicSmokeIndustries/InfernalRobotics/releases Parts / Plugin Legacy Parts (Ziw) https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/download/2.0.0/IR-LegacyParts.zip IR Rework Parts (Zodiusinfuser) - See Active Struts notes above https://mega.nz/#!rdlHkLAJ!ZizDvd8s7zCIG529FtO8b7wM0avJ8yC3pldIaf6BGFw Surface Sampler dll (DMagic) - Place into "MagicSmokeIndustries/Parts/Rework_Utility/Plugins" https://github.com/MagicSmokeIndustries/IR-Surface-Sampler/tree/master/GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins Active Struts Plugin Unofficial Recompile (Whale_2) https://github.com/whale2/Active-Struts/releases/tag/1.1.0-1 Utility Thread Link For IR Sequencer (Ziw) Kerbal Joint Reinforcement Official GitHub Repository (Ferram4) - https://github.com/ferram4/Kerbal-Joint-Reinforcement/releases Unofficial Recompile For 1.3 (siimav) - https://drive.google.com/file/d/0BxowaRaYHkjddHc2T28zWEdLcjQ/view Please feel free to repost / update this list every so often to help a lot of the new comers @The-Doctor @Infleto @Rogirgg @Infleto @Ragobi .....Anyone else who I missed
  19. Did you update "all" of the plugins? Like - B9 part switcher and what not? It works if every plugin is up to date. They are available on Blowfish's GitHub Repository.
  20. Yeah same problem. But GC is currently as compatible with 1.2.1 not 1.3. But I too would like to note that I miss this mod as well. Thanks @sarbian for all your hard work we all really appreciate it!
  21. Igor, out of curiosity. Will the 1.0 winches be stronger at there connections? (At either the cable or the winch itself) Currently in regular KAS the winches have been very easy to tear from there mounts or rip the cables out of the ports, since 1.2.1 or so. I was able to increase the breaking force on the ports, effectively making them indestructible. But I haven't identified a fix for the winches themselves.
×
×
  • Create New...