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Everything posted by JeffersonFlight
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It should be RV-105 for the stock RCS and RV-106 for my part, but I will double check I will take a look at it and play around and see what I can do. I appreciate the suggestion. I will also take a look at this. I think adding RCS ports to the nosecone is a great idea. I really appreciate the ideas and will do my best to make them happen
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Thanks I really appreciate it Akron. We have such a great community here and so much is already made. Most of why I enjoy KSP so much is the modding ability it has, and the community. I personally go though and check out as many mods as I can, and allot of the inspiration comes from what already exist
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Yes it is a five-way RCS port. The only thing I would think is unique about it is it retains a stock look. Same size as a stock RCS block and the same texture. I know there are packs that include five-way RCS ports and different sizes and looks. They are awesome when you have the parts to go with it. This really is for people that don't want to dig through mod packs for a single part.
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About: This is my first part made and released for KSP. A very simple and lightweight part which was inspired by something DasValdez did in a stream. Instead of having to clip or stack multiple RCS blocks you can have a nice and simple stock like part. It is a new single part, a five-way RCS block. It does not replace or modify the stock RCS block. A picture showing it in reference to the stock RCS block(It is the top block) License: http://creativecommons.org/licenses/by-nc-sa/4.0/ Download: Kerbalstuff Download Curseforge Download Installation: Simply extract the RCS blockv2 folder to your GameData folder within the KSP game directory.
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
JeffersonFlight replied to nli2work's topic in KSP1 Mod Releases
Really enjoy your work, and tutorials. Thank you -
KScale64 v1.2.2 16th April 2017
JeffersonFlight replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hey great jeb. I was messing around with this to. Looking at the stock RSS, they have a height map. Did you try making one or using the stock one? -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
JeffersonFlight replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Very cool man -
[Part][0.90] KerTex Explosives (K-Tex) v1.2
JeffersonFlight replied to gesture68's topic in KSP1 Mod Development
Take a look at BDArmory source. He as some stuff in there for building detection and adding damage to it. -
[Part][0.90] KerTex Explosives (K-Tex) v1.2
JeffersonFlight replied to gesture68's topic in KSP1 Mod Development
After seeing this mod I went and remade it for a learning experience. I also was looking for some sort of force modifier but couldn't find one. So I did the same thing, I gathered all objects within a radius of the root part on the vessel. I also went ahead and made a small model to test with http://imgur.com/bMTEvNm I also made some personal preference stuff, Hotkey to toggle the menu and a displayfor distance away from the explosive. Really cool mod and it has brought me joy in using it and recreating it. -
[Part][0.90] KerTex Explosives (K-Tex) v1.2
JeffersonFlight replied to gesture68's topic in KSP1 Mod Development
Very cool mod. For your explosions are you checking if other objects are within radius of the explosion? -
[WIP] The Cities of Kerbin (Hex Blocks)
JeffersonFlight replied to Eskandare's topic in KSP1 Mod Development
Very cool, looking forward to the pictures -
I completely understand, I myself have dealt with some of it while providing unofficial support for KAS. I do agree that it is an extreme distraction from the true problems for modders when they are flooded with misguided bug reports. Thank you for this wonderful mod and the time and effort you put forth to make this awesome mod, and again sorry for my rant
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I don't really understand why people are implementing this compatibility check and then disabling it for 64bit. I understand letting people know that you offer no support for it or maybe flagging them with a message letting them know the mod may be unstable and is not support for 64bit. But disabling it completely is pointless and very annoying. I really enjoy this mod and many others that have been recently including this method and it is a pain to go through and recompile everything to disable that check. Thank you for this awesome mod and sorry for my rant.
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Thank you for this cool pod.
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[Tutorial] Wheel rigging, setup and fault finding.
JeffersonFlight replied to lo-fi's topic in KSP1 Mod Development
Another great tutorial! The stream was awesome and this is a great followup. Thanks for taking the time to do this -
[Solved] Airlock collider strangeness.
JeffersonFlight replied to StarVision's topic in KSP1 Mod Development
Try moving the root obj down on the Y.