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Everything posted by Supergamervictor
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Supergamervictor replied to bac9's topic in KSP1 Mod Releases
Seriously, I have waited ages for this. I couldn't be happier. THANK YOU!!!- 4,460 replies
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I'm trying to use to make a reusable launcher. The last stage of the launcher has a fairing. The Payload is attached with a assistance probe that has 4 engines up top. The fairing only covers up to the probes nosecone. Essentially I'm trying to make something like a petal adapter from KW. However, I cant seem to make sure the payload can separate without the fairings decoupling (stock fairings). This leads to my problem, I cant undock the payload through action groups (I cant afford a right click in a video) without the game not allowing me to activate the probes engine. If this seems confusing then here's a picture of the rocket.
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Any help would be appreciated. If you're trying to use it on 1.0.4, it's not going to work (based on my testings). It works on 1.0.2, not sure for 1.0.3 .If that's not the case then make sure your kspdir file inside the kspblendermaster folder has the correct folder location of your KSP install. Also, you might want to try 64bit blender to see if that's the problem. That's all that I know of from reading the last 4 pages.
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I'm using 64bit Blender but still get the same type of error. I put my KSP directory to kspdir file and pretty much done everything right. Its also a fresh blender install with ksp mu object master put in correctly. Tried importing stock ship. Btw if there was already a common solution, it'll be extremely helpful to put it on the main post itself. Thanks! Update: I found out it doesn't work with KSP 1.0.4 and only works with 1.0.2 which has the texture bug mentioned by early post. I 'm hoping to see a new update soon. However Dasoccerguy, take it easy. Its hard enough to have pressure placed on you while you're doing your best to fix this amazing plugin (Trust me, I'm in a similar situation right now with youtube). Keep up the good work!
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10/10 Thank You
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Hi there! Been a long time since I met you Been dead for quite a while. 3 years vet as well, though I started at .13 which was 2011? Was it?
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8/10 Simplistic yet Artistic
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Supergamervictor replied to KospY's topic in KSP1 Mod Releases
Thanks! Let me put it this way, I'm making a skycrane for rockets.The rocket stages have ports on the sides.My problem is, the skycrane is a drone and the rocket is on a truck.Instead of needing eva, I would like to just fly the skycrane, hover over the rocket, connect the winch to the ports in flight and carry the rocket to the launch site. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Supergamervictor replied to KospY's topic in KSP1 Mod Releases
My problem with the magnet and grappling hook is that my VTOL is having a hard time aiming. It would be much easier to use and connect the connector ports without having to go EVA. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Supergamervictor replied to KospY's topic in KSP1 Mod Releases
Anyway to configure KAS to be usable through flight and not necessary to use EVA? And additionally how to increase the range for using the winch -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Supergamervictor replied to KospY's topic in KSP1 Mod Releases
I'm sure this has been asked but, is there a config anywhere that can allow me to use kas without needing EVA and also at very long range? -
Is there an upcoming fix? Its currently not doing a good job recording ships (as shown above).Also, is it mod compatible of recording parts from mods? and also, is it possible to make all ships docked or attached to also record when detached by the main ship? For example, I have a cargo plane carrying drones and I want to record those drones as well when I deploy them.Or better example, BD Armory's ,missiles being recorded when fired.
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Thanks for the reply.What matters most is my first question. I understand that each aircraft design has its own 'perfect' setting but would you mind sharing your AI settings? or give an extensive explanation or tutorial of the parameters.My aircrafts are quite maneuverable on their own.I find it surprising for a lack of a proper AI tutorial on youtube since its pretty confusing on its own.
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Baha, I have a few questions and I hope you can answer soon 1.How do I configure the AI to have the same dogfight awesomeness from your video? I'm in need of a very extensive dogfight scene that can amount to more than a dozen aircrafts.I've been experimenting with the AI but can't seem to get a good result of a dogfight.It even amounts to the AI not doing maneuvers to avoid the missile like in your video.Does have to do with the crafts maneuverability or solely on settings? 2.Is there a way to configure the AI to switch back and forth gun and missiles? For a more up close dogfight, I want the AI to use the vulcan more than missiles.For example, the AI will attempt to get in closer to its target to use the vulcan and if in perfect position will fire the missile. I know this is more of a request, so this is a suggestion. 3.Is it possible for to have a variable that adjust accuracy? I dont want my tanks to instantly blow up by laser accurate turrents.Is there a way to have say team B to miss their shots more? I require this in a tank battle scene where team A will have to fend off artillery and enemy tanks. This would have to do with guard mode. I probably have more questions to ask that ran away while writing this. With all respect Baha, I know you're very busy with your new game, so I wouldnt complain if you don't have time to help. Thank You for making this mod and in extension my Youtube Channel. Peace!
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[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Supergamervictor replied to ferram4's topic in KSP1 Mod Releases
Does NEAR have any incompatibilities with MM2.5.9? I've had a bug where my planes will glitch out with NEAR installed.Naturally I went to Support but have no replies.I will go through the bug,get the log,post pics and list my mods.