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Posts posted by V8jester
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Hey @Eskandare While I was mucking about last night rebuilding some of my aircraft for 1.7.3. I noticed that a couple of the 3m hull segments were duplicated. I believe those were supposed to be the 3.5m segments. Otherwise, really loving the new Osprey Nacelles. And the adjustments you made to the scale of some of the command pods.
I now have a much better sense of scale between my V-22, KC-10 and KC-130 when they’re flying next to one another.
If I could make a selfish request for down the road? I built a C-5 last night. Using the Antanov system in SXT. And it works... But it would be really nice to have a better tail ramp with the side opening flaps. And a better profile when taking off and not dragging tail on such a large plane. I scaled everything up to 5m and it’s scale looked about right to my other planes. A flatter nose / fuselage with that cleaner integrated ramp in the front would also be fantastic! For wider loads, and overall lower profile when landed. But hey this is also KSP, there is always another way to build something
Great work man! Really digging the mod!
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Hey guys, I glanced back through but didn't see anyone mention it. Anyone else noticing frame rate drop (basically crawling) when using hot keys to move parts with a button press?
Fair warning - Extremely mod heavy install. And I've only been bashing around 1.7.3 the last couple of days.
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Just stumbled across this and wanted say. Thank you!
I thought this mod bit the big one, and just realized the name changed. Super excited to rebuild and update a couple old crafts
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7 hours ago, Boyanski said:
Hi, I am using IR parts to make a sweep wing but get a wobble. I already have KJR, but it doesn't fix the problem.
Something I have done on moving wing / engine designs is use a quantum strut from the body to the wing. This allows you to lock the wing in position when not in motion.
Active struts is also a very great option. I only use quantum struts as that’s what I got used to. They both work great.
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6 hours ago, Pointblank66 said:
is it possible to use the Canadarm parts/models with IR Next? And will this mod be made compatible with IR Next?
5th post up from this one - In progress, but doesn’t currently play nice with Next.
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@Trufiadok Fantastic work on Dextre! I came back to take a look at your progress and I'm absolutely blown away!
I did have a suggestion on Dextres design. With something I figured out on my own build. AS IR is very temperamental with docking. If you rigidly attach the lower PDGF to the upper Dextre assembly (For the purpose of my example - RKE tube from upper assembly directly to lower PDGF) This makes the upper PDGF and lower PDGF essentially the same solid "Part"
Then surface attach an IR rotatron (Or your TRF Body roll joint) With the Lower Dextre Assembly attached to it. To the RKE tube, and then center accordingly. You can then dock Dextre to a station or pick it up with the Canadarm II, without any adverse affects of IR reversing after docking.
Think of the connection of upper and lower PDGF to the Dextre lower assembly as a "T Fitting" connected to the Rotatron. Grab it from the top or the bottom you still connect to the IR rotatron for the Lower Dextre assembly exactly the same way.
The only down side to doing this is you loose the ability to rotate whatever you pick up with Dextre's lower PDGF. You'd need to rotate all of Dextre to rotate a payload. Hopefully that makes sense. It's fairly simple but difficult to explain.
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I forgot to ask. How do you see the green alignment target reticule? On the LEE or Dextre’s End Effector camera’s.
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On 7/29/2019 at 12:32 AM, madindehead said:
I have insane frame drop when moving parts with the IR Editor Window. I found a little satellite with IR parts and just testing it in the VAB I see a frame drop from 130 FPS to around 6-20 FPS when moving the parts.
Something else I wanted to ask: Are there any good videos of people building stuff with IR or any good craft files using IR parts? I can't find a lot out there and it's the one addon I have the least experience with. All the robotics stuff really.
As requested - Another shameless plug
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22 hours ago, Kilo60 said:
Can't seem to get this to work so far in 1.7
No IR Icon in the VAB or SPH...
Anyone else having issues?
Are you currently using the unofficial recompiled .dll along with the “core” and “parts” downloads?
1 - Install Infernal Robotics "Core" (no parts in this download) - Optionally install IR Rework "Parts" - The fancy white and orange parts @ZodiusInfuser is famous for
2 - Replace the InfernalRobotics.dll - "GameData/MagicSmokeIndustries/Plugins" - With @whale_2‘s Recompiled .dll
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@Catatau_27 I’d suggest doing a bit of digging on YouTube. Also through the sequencer thread. And for some shameless “advertising” of what @kcs123 was talking about. Here is a sped up video of me configuring a walking mech from start to finish. (You’ll probably need to watch on a Pc and pause a lot to see what’s actually going on)
And truly dig into what @Tirehtoori R.I.P has on YouTube. Really amazing work. He was the guy that showed me what I know about mechs.
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44 minutes ago, Z3R0_0NL1N3 said:
I can't get Bigelow to work in 1.6. @V8jester do you know how to make it work?
Just drop "Kerbelow" in GameData and it worked for me I'll bet you didn't open "Kerbelow 1-4" to see the file structure before dropping it in. I would direct questions to that respective thread though.
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1 hour ago, iplayksp said:
What Parts/Mods did you use for the Kibo exposed section and the Bigelow Airspace Module?
I'm not sure about the exposed facility (I'd like to know too) but the Bigelow can be found Here
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Actually I see a few things I'm curious about! The international docking collars on the PMA's and also the Russian segment mod. I assume it's Tantares? I've been using SSTU to keep the part count lower. My ISS with robotics is around 250 or so.
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8 hours ago, harits said:
did anyone make helicopter with working swashplate?
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I held off on Restock at first. Because I imagined it to be a very “heavy” mod. Too many big changes and I thought I wouldn’t like it... I was very wrong! Super clean redesigns of parts with some amazing textures behind them. I haven’t seen everything just yet. But I am super impressed so far! Fantastic work guys!
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1 hour ago, lo-fi said:
I'm great thank you, busy building real stuff with wheels! I'm about to lead a team to restore a steam locomotive, which should keep me busy for the next five years or so.
Love seeing the mod still going with Shadowmage at the helm, and long may it continue. Seems half a lifetime away since I was burning hours making models and bashing code...
Well, guys like me are very greatfull for your guidance and patience
You were an irreplaceable part of Kebal history my friend!
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1 minute ago, iplayksp said:
Is Dextre available for download yet?
No not yet that's my Dextre built from regular old IR and RKE tubes.
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I found a way of using multiple complex robotics on a single craft. @Trufiadok may have covered this, but I didn't catch it.
If you build a single craft with any additional IR components, in addition to those in the Canadarm II subassembly. The IKRC controller will not be accessible or usable. But if you launch a bare bones craft with only the working arm (No additional IR parts) You then use the included robot spheres to undock the Canadarm II from the small craft and then transport / dock to the larger craft. You can combine a working IKRC arm with something as complex as an ISS build with an MSS gantry, Dextre and the Kibo arm. All while keeping everything usable
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4 hours ago, acr_8133 said:
Is there anyway to make the clouds more thicker? I really find them a bit lacking.
EVE is really the back bone other texture mods use. You can try Astronomer's Visual Pack or Spectra Visual Compilation for thicker clouds
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On 2/12/2019 at 11:28 AM, Briso said:
Hey @Briso could you tell me if the craft file for that F-14 is available anywhere? Or where that cockpit is from. Also are you running a custom config on KS3P? Really nice pic.
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27 minutes ago, linuxgurugamer said:
I would tend to doubt it.
Bummer, well thanks just the same. And I’ll probably mess around with this at the very least, as it looks like a very useful mod reguardless.
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I’m not exactly sure how I’ve not yet seen this mod till today! I’m on my phone atm. And glancing over the past few pages and the first couple, I didn’t see any reference to IR. But I’m curious. Would B.T.W. help with some of the drifting issues associated with Infernal Robotics during time warp? That would be fantastic!
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1 hour ago, Aremos said:
Yes i did, but gonna reinstall both just in case.
EDIT : Reinstalled everything, but still no clouds. Everything els looks great
You didn’t happen to do what I did last week, did ya?
I tried to use the texture files from the last download. (I keep every mod for each game version I’ve ever used) - gotta grab AVP and textures fresh. After I did that i had super spiffy clouds!
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13 minutes ago, hieywiey said:
I have tested this in 1.6.1, and the powered hinges summon the hell kraken when reaching their limits.
Not trying to steel any of @Rudolf Meier's thunder. Next has some serious potential!! And I'm obviously watching and lurking from the shadows.
But for the time being. there is an "Unoffical IR Recompiled .dll" from @whale_2 for regular old Infernal Robotics
Also as a side note there is a new toy to play with in standard IR - IKRC Robotics Controller Which also brings with it a resurrection of @spudbean's RKE Kanadarm parts
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4 hours ago, funkheld said:
it would be nice if you could describe it in detail for the ksp 1.6. which files you can download exactly where and which files belong together.
I see here only your lonely playfulness as a loner without a precise reference.
Grud
I got it up and running on 1.6.1 with standard IR - "Not Next" as this was not built to run with IR Next.
1 - Install Infernal Robotics "Core" (no parts in this download) - Optionally install IR Rework "Parts" - The fancy white and orange parts @ZodiusInfuser is famous for
2 - Replace the InfernalRobotics.dll - "GameData/MagicSmokeIndustries/Plugins" - With the included .dll file from IKRC Master "InfernalRoboticsMod/" - IR now works in 1.6.1
3 - In "GameData/MagicSmokeIndustries/Parts" - Create a new folder Labeled "IKRC"
4 - In the IKRC Folder copy over from the IKRC Master.zip file - "Ca2LeeCam, Canadarm2, PluginData, RV-2F, TRF_SPHERES, WireSnareLock folders. And the IkRobotController.dll"
5 - Give V8jester a cookie!
The remaining files and folders you didn't touch, are for development purposes and are not needed for the game. There's other ways you can organize the folder structure. But this way is just the most straight forward and easy to explain
Optionally for all the other IR fan boys out there. The standard "InfernalRobotics.dll" for 1.6.1 compatibility Unofficially recompiled 1.6.1 .dll Courtesy of @whale_2 - Not for use with IKRC
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Just realized this breaks rotor sounds. Unless you want to cfg bash a bit. Just place all folders / files in step 4 directly into "GameData" and the sounds should work just fine. (I tend to play KSP with music so I didn't notice till just now)
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7 hours ago, Svevlad said:
I can model anything you want regarding this mod, just say what you need. I love this mod! I stopped playing KSP when it became incompatible with this mod. So if there is anything you need, just ask
Brave statement
Ever seen @SpannerMonkey(smce) Solid axle? That thing was fantastic! Love to see a new version of that come to life usig KSPWheel.
On 2/27/2019 at 1:52 PM, valis said:Helloo, awesome that your keeping this mod up to date.
Do you know if you can add the landing feet at all? They were one of the nest additions to this mod. I miss them
Are you looking for
@ZodiusInfuser‘s Rework Landing feet? I’m sure they’re still on his thread. If not PM me I still have them.
Guess Who Will Reply Next?
in Forum Games!
Posted
Awe, I haven’t been forgotten
@ZodiusInfuser you’re it