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Everything posted by V8jester
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I actually just noticed something similar last night. Now I am not asking for support just yet as I have over 100 mods currently. But something I did notice is this only happened to me (once so far) on a probe not a manned ship. I was able to teleport several manned vessels to Duna with no issues. But the very first time I tried a probe. It locked everything up like it had no power (it was fully charged on the resource screen) I will dig a little deeper before I start pointing any fingers. I just wanted to add my 2 cents worth - So far it looks like an issue with Probe cores / procedural probe cores. Thanks @Ezriilc for all your help around here!
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
V8jester replied to bac9's topic in KSP1 Mod Releases
Hey @blowfish would you be willing to add an attachment node to the shielded docking port in a future release? I really like using them, but when building a mother ship docked to a lander in the SPH. I must build them either in two seperate ships, or simply clip a squad docking port inside the shielded one. Thank you sir for all you do around here.- 4,460 replies
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
V8jester replied to Halban's topic in KSP Fan Works
Hey guys. Just got a 1.2.2 install to the point where I was about to do a video. But.... There is a watermark in the upper right hand corner of the screen "Active Kerbals 0" Anybody know how to get rid of it? Edit Just finished the video I was working on. Just left that watermark this time around -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
@Ziw thank you for your seemingly unending patients with all things IR. We really appreciate you man! -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
V8jester replied to FreddyPhantom's topic in KSP1 Mod Development
Yup still works.... Mr owl said so -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
I was just able to get Blizzy's working by changing the config.xml file as mentioned a page or two back. So change the line <bool name="useBlizzyToolbar">0</bool> To this <bool name="useBlizzyToolbar">1</bool> -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Hey Ziw, When you say part drift. Are you referring to the parts physically drifting appart and misaligning? Or the part presets moving after a time warp? I thought the physical drift was handled in 2.0.8 -
The OP has a MM cfg file under My Custom .cfg's And Suggested Mod Links. If you use that cfg it will add another smaller version of the clamp O tron Jr with increase range and force, to make docking much easier. You also must remember to attach the drogue to the winch on the tanker in "undocked" mode or else it will make you crash both planes for sure upon docking.
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[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
V8jester replied to Diazo's topic in KSP1 Mod Releases
For landing / hovering a VTOL. I have yet to see any other mod do it as easily or as effortlessly as @Diazo has done. I believe you can change key bindings in the cfg file if you so desire. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
@Ziw 2.0.8 looks great! Working smooth as silk so far. The only "issue" I have managed to find is with RKE Kanadarm parts. These are obviously old / obsolete. But while they work just fine. After a time warp the home / preset settings get barfed. Also any time you attempt to move any RKE / IR part after a warp, it will instantly move to a position about 90 degrees off where it started. Bouncing your contraptions around nearly snapping things. But after all the drama. Everything works fine until you time warp again and the whole thing starts again. I was wondering if you know of anyone that could help me blender rip and rebuild the RKE parts (I do understand though that this is totally a non issue as it doesn't relate to the current IR parts) So besides all that, I give 2.0.8 a clean bill of health edit I may have found the issue in the RKE cfg's - stand by Upon further inspection all IR parts seem to have this same behavior. Especially if you warp wile an arm is still moving. It totally borks the presets for some strange reason. Also the setup GUI in the SPH / VAB you can click through multiple areas like the preset setup window The add group section And the move part up/down buttons -
[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Lets try and keep the thread on topic. If you have more question on other mods feel free to either drop me a PM or go that respective mods thread. -
[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
V8jester replied to Eskandare's topic in KSP1 Mod Releases
CSS? -
[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
V8jester replied to Eskandare's topic in KSP1 Mod Releases
It works fine. It will launch into the air if you fly away from it beyond physics distance (like 5km I think) then fly back to it. The way around that is Air Park -
They don't default to AG (G) you just need to assign them in the SPH to the proper Action Group and you are good to go.
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[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
V8jester replied to Eskandare's topic in KSP1 Mod Releases
I think it would be easier honestly to try and adjust the length of the Cat by scaling it up slightly in the CFG scale = 1.0, 1.0, 1.0 -
[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Well. Something that is really a requirement is FS Hanger Extender. Makes the hunger bigger / or invisible. Here is the most recent version available which works great with 1.2.1 FS Hanger Extender And as far as building. I use a probe core as a root part. Attach the superstructure to the top of the core. Then attach the hull to the bottom of the superstructure. With 1.2.1 autostrut feature you can autostrut everything together using the Advanced Tweakables Button Mod -
Great job man! Really look forward to seeing how this continues to develop. And I was curious. Where is the carrier in your screenshot from?
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The "All moving" control surfaces appear to be working correctly. Out of sheer curiosity. What is different between the wing control surface and the all moving surfaces, as far as setup?
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[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Unfortunatly there are only two mods in existence and one of them was a Dev only mod pack that was only out for about a week for 1.1.3 or the pack linked above. -
[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Sure, this was one page back. -
[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Correct. Install everything else with 1.0.5 specific versions. -
[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Just dropped it in, and used all 1.0.5 specific dependencies like Firespitter.