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ckirky

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Everything posted by ckirky

  1. Hello again Spanner, Thanks for the prompt reply, Yep, was my installation, forgot to take the BDarmoury folder out of the release folder. Right, with that sorted there is only 2 things left to do before launching up again: 1. from the KSP gods at my apparent stupidity. 2. gonna go mod the hell out of this game once again Thanks for the help Spanner, hope you have a great (rest of?) the day.
  2. Hey guys, sorry if this is a known issue, i only just got back into kerbal. The issue i have is that when i load up the game with the mod and physics range extender installed, i am missing the three aircraft radars and the two targeting pods(pod and FLIR ball) i have no idea if this is just me but the parts are in the folder when i go to check on them any help would be appreciated. P.s, i have reinstalled, don't worry about that.
  3. Hey, great mod! looks and works great but one thing about the 3D models of those aircraft... Are they actual yours or did you get them from here? http://tf3dm.com/ Not to say that i care much, just a heads up to certain T&C's you may have to apply with for some of these models. If they aren't yours, i don't mind much so long as you get them in game and have them work, the work that you must of put in to get them converted to work with KSP and the new config files is great effort. if they are yours....0_0 goodness me you are good with those 3Dmodels! just remember to check for any small print. But still, great work on the mod, Keep it up!
  4. hello all, great mod overall, with great potential as well! the only bug that i have encounter thus far is that on final approach with the tail hook down, the tail hook will return to its undeployed state and refuse to redeploy until i am past the carrier. This tends to happen in the last 10 seconds of approach but if i have the nerve to land and try a no arresting stop, the hook will come back down at the last second and snag a wire. Not a massive bug but still something to maybe look at.
  5. hullo, thanks for the update about the rules, i generally try to stay within their guidelines but sometimes i do miss some things! i include the quote because that give the person a notification that i have said something in return even if they are on another topic the can see the notification. p.s: link = gone
  6. Hello, friend of mine sent me a set of naval plane attachments that contains airbrakes, arrestors and a cable that originally came from infinitedice's boat pack. link for the download off google drive:inapplicable ps. i have not checked if these still work after 1.1/2 so no promises. sry, forum rules!
  7. very happy to see this mod! good work as always @TMasterson5! (why is it that just as i start to move off kerbal to do other things like arma, great mods like these come and drag me back into it?)
  8. good work here is all that i see! nice touch with the help box, will stop the posting of numerous "help me" comments.
  9. the separating of the deck? don't think i did anything fancy, just worked on one part until the part i needed was in the other mesh, then moved to the other mesh to fix it. i'm on a camp till next saturday so will not be able to do much until then so.... here it is, the lift has a small attached ramp that i couldn't seperate: https://drive.google.com/open?id=0B3k5lA8dug_AT0VDR2E3RTZMekk (Blender file)
  10. Finally, something I beet @SpannerMonkey(smce) to! i made the hanger as big as possible because, well, it's kerbal and i want to put B 52's in there( hangar is from under the deck overhang to about a few meters above water level). texture program is currently flagging up the anti-virus and just generally disagreeing with windows 10 so i can send it to you for finishing if you want.
  11. do you get a message when trying to load the craft? if so can you tell us what it says or post a screenshot
  12. ist in the works but the models is basically finished let me know what your think!
  13. beat me to the VLS system! Good job thought, they look much better than my concept idea. most of the things that i will be "trying" to make will general be with cargo hays, hangars or any kind or interior space, so i may work on the carrier hulls next.
  14. good to see these new parts! the thing people may need for use of this part is infernal robotics to allow their crafts to have a nearly nonexistant wing span to fir in the bay due to the fact that none of the craft i make have such a small wingspan. may flip thisidea round as and underside ejector for your mini sub when attached to a docking port.....hmmmmm i made a "concept" idea for the VLS system for the sub hull and got permission from @TMasterson5 to use his launch tubes and missiles in the part. the only problem was that my experiment to cut holes into the plane on top either resulted in a narrowing tube or a blocky hole cut into the plane. once i have gotten this thing to work i may do more things for this, mostly they will be hangar pieces or VLS systems in the ships. either that or an actual hangar for the carrier parts. as for your spinning prop problem, i started editing an old B52 mod to give it animated bay doors.......except the bay door acted like a helo blade in the animation......my animation skills still need a bit of work.
  15. aha! finally this mod gets a refresher thanks to you! keep up the good work! EDIT: hey all, making a "Pop-up" hangar piece for the pack form the medium hull. could i ask for what size your craft are that you may wish to store inside this? i.e 75% of the width and 1/3 or the depth. this will let me make the lift and doors to the right size. thanks
  16. nope, no fix is available to this. from what i hear this is like this? the only way to avoid this is keep all active craft within 5km of each other. this is because the load distance is at 5km and if your boat is in the water when it is loaded.... it becomes a airborne vessel. so load your boats and park them on land and repeat until all the vessels that you want are loaded on land then move them all into the water without going back to the space center or sph to avoid airborne ships.
  17. i think that this might help... made by @LORDPrometheus, the maker or P.E.W BD addon
  18. quick suggestion for you, make an imgur album, may help interest all the newcomers to the mod and show them all of the parts, not just the 4 you show currently.
  19. i'll see what i can get for you just starting in blender and having a few problems with exports but once that is fixed i should have some models to try out
  20. you could add modular hull with a style switcher like in firespitter with a right click menu to cycle through the preset hulls for the number of decks and the style of deck eg: the styles could have a completely open one, one with a single deck splitting the hull in two, multiple rooms per deck and ramps etc. maybe even one with a built in VLS with animated covers(could try to make a concept idea in blender if you guys want....)
  21. could we get pics of the updated/added parts? the polaris may be the right size to work with @Laythe2 Boat parts submarine set otherwise maybe add a tweakscale compatibility with the parts. anywho, looking better than ever!
  22. i'm going to be a bit long winded about a problem in this: The major/fatal problem here is:the hulls do not actually keep the water out of a craft. the boat may float but there will be the surface of the water all thought that level of the craft if any part is hollow. this means that any equipment, parts or kerbals on a deck below the waterline will be destroyed, killed or useless if it moves due to water collision being OP. this means that only the decks of the hull above the waterline will be useful and on ships with lots of equipment there will be a higher waterline because of the extra weight. the more mass on the hull pieces will mean a higher waterline. This completely rules out the sub parts for decks. this can still leave the upper decks of the hull as useful places but ruins the idea of using all of the decks for something. Otherwise, this is a great idea and can be very useful for fun and videos. other ideas that we could incorporate into this at limit (due to the waterline thing) are: a vehicle hull, eg a opening large hatch with a lift the can carry a craft in or out of the hull piece. also a vehicle ramp at the back/side of the boat to board vehicles into or onto the hull. these are just concept ideas because i already know that @Laythe2 is working/looking into a heli/aircraft hangar that is on top of the deck with a opening like a roll-up door. otherwise than my big dark problem comment, it is still a very interesting idea i would like to see (please excuse any grammar mistakes, this was more of a rushed thing than a planned one)
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