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Vonnmillard

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Everything posted by Vonnmillard

  1. So, how does the Turrets (M1 Abrams and M60 Patton) with the 88MMs look like right now?
  2. No, it's like that the 88MM is Modernized for Modern and Future Battles and Warfares... BTW, do NOT Forget the 88MM Gun with the M60 Patton Turret.
  3. That is NOT what I meant, I meant x2 Turrets (x1 M60 Patton Turret and x1 M1 Abrams Turret) with only ONE 88MM Each but I like it...
  4. Can you add 2 Fictional 88MM Guns, 1 with the M60A3 Patton's Turret and 1 with the Abrams's Turret, please. I will wait if you can't make it now...
  5. It is really hard so Can you send me a New Set of Tutorials that is easier for me, Please...
  6. Okay, Okay, if I do not know how to make it my own for now or can't find any other BDArmory Mod Creator, then I can wait...No seriously, I will wait...
  7. My 1st request is for me only, so if you can't put into North Kerbin Dynamics, then can you try making a mod Called:"Von's Defense Division Pack",Please
  8. It's just for my personal request(So I can make a Edit of it for my personal stuff, okay?)...but you can make a M60A3 (105mm(Default) and 120mm(Raytheon)) Cannon with a turret(It's a real thing)
  9. Here's a Request: Make 2x 88MM Guns, 1 with the M60 Patton's Turret and 1 with M1 Abrams's Turret, Please...Please...
  10. I would seriously like to see you make the Hull of the M1 Abrams please, please...BTW, when will you make the mod compatible for x64? BTW(again),I am not new to this forum...
  11. .................................................(*nothing to say for now*)
  12. Install Instructions: Delete existing 'Kerbal Foundries' folder. Unzip new version into KSP folder. You will end up with GameData\KerbalFoundries. Enjoy the Kerbal mobility goodness Optional: TweakScale: No further explanation should be required. Nothing bad will happen if you don't have it. FAQ & Troubleshooting: This mod crashes my game. There are a few possibilities: You're running KSP Win64. DON'T. It doesn't work correctly, Squad don't support it and neither do I. Some people manage; bad luck if you're not one of those. You're running active texture management. It hasn't crashed, be patient while it compresses the textures for the first time. Startup will be quicker subsequently. You're running too many mods and you're out of memory. Trim down your install, force OpenGL or run Active Texture Management (or similar). I've yet to run into anything that isn't caused by one of those things listed about. Crashing is usually memory related. The wheels don't work and sink into the ground: You've put them upside down. Download 1,8d and you'll have nice orientation markers. The repulsors behave a little quirky: They're anti-gravity devices, what do you expect Filing bug reports: If you run into trouble, please do the following: Post an output_log. This can be found in the KSP_Data directory. Preferably stuffed into dropbox or similar, rather than pasted into the thread (between SPOILER tags please, if you must) as they can get quite lengthy. Screen grabs are helpful, as are craft if they're mostly stock apart from KSP parts. A detailed description of the problem too, please. Just saying 'hey, (whatever part) isn't working' is not helpful. If you have an issue with odd behaviour, rather than something that's likely to be revealed by a log file, please post screen shots, KSP version & platform and KF version, along with as much info as you can give. General release notes: AGAIN!! Everything has changed. I've completely ditched the stock wheel module in favour of my own home-grown alternative. Some might say this is a bold move, and rightly so. There will be bugs, there will be certain situations where the wheels behave a little differently to stock. If you don't want to deal with that and file sensible bug reports should you run into something strange, please don't update for the moment. The new plugin is mostly helpful because it greatly simplifies creating new parts, as the stock modules are rather fussy. However, subtle differences do exist and you should find that the dynamics are much better now. Parts have all received a CoG tweak which has also helped. Apologies for breaking saves, I found that the old and new versions are simply not compatible and weird, weird bugs occurred. Forcing fresh craft files is about the only way to deal with this, so that's what I've done. If you want to re-use existing craft files, just remove KF parts and re-save before updating the mod, then add the new versions. Groups: You'll notice a UI slider called Group Number, along with an Apply Settings button. This does several things. For repulsors, it changes the hover height of all other repulsors on the vessel in the same group number as the selected part. For wheels, steering ration and direction calculation will happen for parts in the same group. Useful for multi vehicle vessels and those with docked rovers. Group 0 is special! A part set to group zero will only update its own setting, and will not receive settings from other parts (even in group 0). Sounds complicated, but it's easily udnerstood when you're in-game. Parts default to group 1. Repulsor notes: 1) They do levitation. Nothing more!! Propulsion, braking and control are all up to you. Get inventive! 2) The height adjustment and retract/deploy function has now been rolling into one. Setting to 0 height turns the repulsors off. There are two action groups to change the height, as well as the UI slider to change individual units. The action groups change the height .5 for each activation. 3) Surface mount repulsors are now smaller and uni-directional. The have no stability of their own, so you'll want to use at least three if you want a self stable craft. I've added TweakScale support to facilitate easy placement. It makes them a little trickier to use, but much more flexible when using lots of them. 4) Effects are on the way. Lights and emissives are all in the works. 5) Energy usage depends on hover height. 6) Fixed a major bug where repulsors would randomly switch off due to low energy when there was plenty available. 7) You will need the TweakScale plugin if you don't already have it and would like to use this feature: http://forum.kerbalspaceprogram.com/threads/80234-24-2-TweakScale-Rescale-Everything!-(v1-33-2014-07-28-20-00-UTC) Wheel notes: 1)I've done some funky stuff detecting each wheels position in the vessel and calculating how much it should be steering. If you make a truly whacky vessel with the root part in a strange orientation this may not work correctly (Should now be fixed in 1.7). 2)Docking/undocking needs some attention, especially if rovers are mounted on a launch craft in an odd orientation. This will be fixed, I just need some time to work out how KSP handles the tree rebuild and get my code to recalculate accordingly. Groups will help with this. Track notes: 1)There is a KSP bug in the bounds detection of the skinned mesh that the tracks are made of. This means the editor icon is _tiny_. It's a known KSP issue and something I can do nothing about at the moment I'm afraid. 2)Steering is slightly different to wheels. Pressing D, for example, tells the vehicle to rotate clockwise (looking down), rather than steer right. This might sound like the same thing, but you'll find the controls are reversed compared to driving with wheels. This is by design. Otherwise there is a nasty crossover region between forward and backward motion when rotating on the spot. 3)There is a UI slider and action groups to change the torque, along with an action group and button to disable steering. This hopefully opens up the design possibilities. Energy consumption is related to torque. 4)I've hopefully nailed the direction detection code. It works for all of my designs, I'll wait to here if it works for everyone. A massive, massive thank you to the RBI guys for open-sourcing the originals. I can't tell you how helpful it's been 5) The steering on the re-released RBI unit can get a little funny when mounted upside down. I'll fix later. For the moment, enjoy them right side up, please APU notes: This is designed to be used alongside anything that requires ElectricCharge. By default, it will spool up and down depending on battery state and current load. Having too small a battery can cause problems, though, so take at least one small pack, rather then relying on tiny charge storage from command pods etc. We could really use another hand with the texturing. Justin does a cracking job, but it's time consuming compared to everything else so there's now quite a backlog of untextured parts. Any offers greatly appreciated! CC-BY-NC-SA THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN The SOFTWARE. To clarify licenses: Publicly released parts, configs and textures are covered by Creative Commons CC-BY-NC-SA Publicly released plugin code is covered by GNU GPL3. Anything else to be considered all rights reserved. Can you please add a M1 Abrams Hull with the option to change the Camo (M1 Abrams Turret Color as Default)? Please...
  13. How can we be able to accept Exceptional Contracts if the max is NONE?
  14. Can you make a F-14 Tomcat Craft, please
  15. Question:Is there a way to sink these ships?
  16. Link to the Nimitz Class Carrier?
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