-
Posts
2,116 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by V8jester
-
Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
Most of the base was SXT, KAS and near future solar as I recall.- 214 replies
-
- craft ideas
- insiration
-
(and 1 more)
Tagged with:
-
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
This is actually a more complicated question than you may realize. KAS Magnets are the most "pain free" way to grab something else in space as you don't need to align a docking port. But Magnets winches anything KAS shouldn't really be trusted to stay exactly how you see it through a save. Meaning. Leave a crane with cargo at the end of the winch line hanging in mid air - save - return and find nothing is as you left it. So my suggestion would be docking ports. They will pull your target toward you and once docked it will survive a save. But this creates a whole new set of issues. All IR parts have a ""root" node and a "top" node. Imagine the command pod as the source of electricity. This power must flow through the "root" node first. And if you install a part backwards weird things happen like misalignments or improper movement. (kraken bait in other words) So If you dock ship A to ship B using an IR extendatron in between them. You now have a command pod attached on the other side of the flow of power which could potentially mess things up if when loaded it defaults to the new command pod. Can you in more detail explain exactly what it is you are trying to do? Just dock a capsule to a station? - IR Arm - KAS magnet at the end - move capsule to align over a docking port - release magnet and poof docked. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
What game version? What IR Version? And did you install Rework? Also do you have Module manager installed? -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
(I litterally just realized this last night) There is a itty bitty grey button on the lower right corner of the windows. Drag and voila! -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Hey that was you that posted on my Protoflift video wasn't it? So an IR crane depends greatly on the weight capacity you wish to acomidate. Also what kind of crane do you want? An arm similar to mine? Or do you want something that can lift an orange tank? Which will require substantial knowledge. Of how IR interacts with struts, and how to work with phisicsless parts, if you wish to lift something that heavy. Welcome to the forum by the way. Edit: So to give you an idea. This crane needed 3 pivotrons connected together with struts, to tilt the boom. 3 Rotatrons connected with struts and Quantum struts, to support the boom while rotating. And as I recall about 90t or so of counterweight to keep from snapping the boom off the truck while lifting a 36t orange tank. -
Most likely the missing parts are victim to the line with "strut" that needs to be changed to "part" This was a fairly substantial / unexpected change. But @MeCripp and several others seem to be looking into it. I would say just be patient and keep an eye on the thread.
-
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
V8jester replied to Halban's topic in KSP Fan Works
Hey good to see you filming again man! -
Right click ring and turn off interstate nodes.
-
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
One word answers will only bring more one word answers.... Versions? mods? Most of us enjoy helping people. But help us help you. So recap you are using IR 2.0.10 KSP 1.2.2 and module manager 7.5 correct? -
[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
V8jester replied to Eskandare's topic in KSP1 Mod Releases
With an up to date version of Firespitter.... Works like a champ for me.- 264 replies
-
- 3
-
- engine
- helicopter
-
(and 1 more)
Tagged with:
-
This is a complex but totally possible thing to build. I use the legacy controlled Docking Washers. I first attach them in mirror symetry. Use the offset tool to pull them out where I can see them. (Then offset them back where they go after setup) Attach my wings / control surfaces to the docking washers. then mess with the limits of one washers. Legacy washers don't work the same as the rework stuff so you don't invert one wing like you would with rework stuff. Now, in the SPH one wing will work properly and the other will be reversed. But in flight they will both work correctly. This sometimes take a few jumps in and out of the SPH to get just right. Last trick is use Quantum struts to lock the wings to the fuselage in either swept or forward configurations. Usually 1-2 struts per wing based on overall scale does the trick for me. This way you can move the wings during level flight. But really run a plane through its paces and not snap off a noodle wing
-
Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
700T Holy Expletives Batman! Yeah My heaviest Duna VTOL so far was 200T. My new OPT VTOL was only 90T With a rover and a full load of cargo. So your OPT VTOL was a quad nacelle setup correct? Share some pics when you get it flying I'm curious to see what you're working on.- 214 replies
-
- craft ideas
- insiration
-
(and 1 more)
Tagged with:
-
Found a new use for the OPT K Hull sections a Russian Zubr Class hovercraft
-
Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
Quantum struts are very useful but when using them with IR it takes some practice. The engine nacelle will often torque a bit under load once you deactivate the strut. And with IR any part at the end of a moving IR contraption can clip through the main vessel. If the quantum strut clips inside of the part you are aimed at it, it may not "hit" or connect on your toggle AG. The trick here is check where the quantum strut hits in both VTOIL and normal flight modes in the SPH. And allow for some flex here. Also do everything you can to connect the nacelles to the heaviest part of the ship. This will be the most stable option. So as far as flex, imagine where the quantum strut will be after IR flexes under the weight of the ship. And when flying your ship, try to avoid any aggressive maneuvers unless quantum struts are locked. Another trick I have used is use a B9 light or any light really and tweak the color to something like red / blue anything obvious. And then only assign that light to a toggle AG along with Q-struts. This will give you a visual sign the struts are toggled on or off. Hopefully that helps, I need to buy a good headset so I can do tutorials on youtibe. Just not much of a talker I guess edit I also just read your last comment. I really want to suggest KSP 1.2.2 and IR 2.0.10 it works way better! There were a lot of time warp nugs with IR 2.0.8 and 2.0.9. What mod is holding you up from upgrading to 1.2.2? I might be able to help you out.- 214 replies
-
- craft ideas
- insiration
-
(and 1 more)
Tagged with:
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
V8jester replied to bac9's topic in KSP1 Mod Releases
I'm sorry Blowfish. I believe I must have been too hasty in my assessment of the new mod. You are correct. I must have not expanded the port that first time I looked at it in the SPH which hides the node (which is great by the way) Thank you for adding this and I'm sorry I missed it.- 4,460 replies
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
V8jester replied to bac9's topic in KSP1 Mod Releases
Oh that "Node_stack_dock" didn't show an attachment node in the SPH from what I could tell "So I changed it to "Node_stack_top" I wonder If I was simply missing something there? I'll retry it the way you wrote it though and let you know for sure.- 4,460 replies
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
V8jester replied to bac9's topic in KSP1 Mod Releases
Hey @blowfish Per my last question about adding a node to the shielded docking port. I have a working cfg and it was as straight forward as we both thought. (Wish I would have posted this sooner, might have made it into that last release) All I did was modify the dock / top node PART { name = B9_Utility_DockingPort_CDP module = Part author = bac9 mesh = model.mu scale = 1 rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 //node_stack_dock = 0.0, 0.3231, 0.0, 0.0, 1.0, 0.0 node_stack_top = 0.0, 0.3231, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = specializedConstruction entryCost = 10500 cost = 750 category = Coupling subcategory = 0 title = CDP Shielded Docking Port description = Aerodynamically shielded docking port. Developed for use with S2 fuselage system. attachRules = 1,1,1,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 0.5 crashTolerance = 10 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 // = 3400 bulkheadProfiles = mk2, size2, srf tags = aero connect couple dock grab join port protect shield EFFECTS { doorMotor { AUDIO { channel = Ship clip = B9_Aerospace/Sounds/sound_gearRetract volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.0 pitch = 1.0 1.0 loop = false } } } MODULE { name = ModuleDockingNode deployAnimationController = 1 nodeType = size1 //referenceAttachNode = dock referenceAttachNode = top } MODULE { name = ModuleAnimateGeneric animationName = dockingport_cdp_toggle startEventGUIName = Open docking port shield endEventGUIName = Close docking port shield actionGUIName = Toggle docking port shield evaDistance = 10 //startRetractEffect = doorMotor //startDeployEffect = doorMotor } }- 4,460 replies
-
- 1
-
Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
Are you using KJR with the modified .xml file to work with IR? If not I know it was talked about on the rework thread. I can probably find the link if you have trouble tracking it down.- 214 replies
-
- craft ideas
- insiration
-
(and 1 more)
Tagged with:
-
More on the non functional probe core after warp - If there is a command chair on the craft and you enter / leave the seat with a kerbal. It looks like control is restored. This behavior is also seen on a mother ship hyper edited to another planet with a docked rover. At first, rover controlled by a probe core won't work when undocked. Then enter / leave the seat on the rover with a kerbal and now it works again.
-
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Blizzy or stock? -
Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
Rotating nacels are one of my favorite things to build so what I do is indeed use in modified IR Rotatrons and in the case of the protolift, Sliding rails. The reason the nacels appear so stable is because I use quantum struts to lock them in whatever position I have them in during maneuvering. Just run a strut from the nacels to the biggest / heavyset section of the main hull you can then I set them to an AG to toggle them.- 214 replies
-
- 1
-
- craft ideas
- insiration
-
(and 1 more)
Tagged with:
-
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
V8jester replied to Halban's topic in KSP Fan Works
General rule of thumb is you don't want a copy write strike on YouTube.... don't use copy written music. If you dig enough. There is some attribution free music on YouTube that's actually not half bad. Just google "attribution free music" there are lots of websites out there. Good luck and Godspeed