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Everything posted by V8jester
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@Trufiadok You sir are amazing! I got everything up and running in about 15 minutes last night. And while I got the general idea. I can tell this has some serious capabilities I’ve barely begun to scratch the surface of. I did run into an “issue” last night though. I built a test rig. (A command pod with 3 Grapple fixtures) Everything worked like a charm. Until I added my Dextre I just rebuilt, onto the test rig as a subassembly. The ability to activate the controller window in the flight scene went away (no button). And when I went back to the editor and attempted to remove Dextre to try again. The entire test rig / Canadarm craft dissapeared “visually” in the editor. If you moused around you could see the green part highlighting. But no visible textures on any parts. Also, when adding the Canadarm subassembly onto an ISS I’m working on. It again lost the button for the Controller window in the flight scene. (There were already IR components on the ISS, similar to the previously posted video) You’ve made it clear this is a WIP mod, and does have some bugs to work out. And my install is very heavily modded already. So no harm no foul. Just wanted to let ya know. Otherwise, I’m very impressed with the capabilities of the mod so far. And am looking forward to seeing Dextre and all the other improvements along the way. Game version 1.6.1
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- canadarm2
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@Trufiadok You have peaked my interest! I’ll be watching this one intensely! I’ve been Playing around with Canadarms and Dextre since 1.0.5 Edit - Replaced video with one more specific. It looks like you’re using a working version of @spudbean‘s RKE Robotics? I’ve been using RKE arm parts forever! Since they’re designed to be physicsless and therefore stronger. I’m on my phone atm. But I intend to dive into This one as soon as I can. Thank you for bringing something like this into the light!
- 306 replies
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- canadarm2
- inverse kinematics
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@themaster401 Thank you for taking up the mantle! I’ve been away from KSP and the forum for some time now. I wanted to ask you. Do you have any plans of incorporating the original “stackable” nature of the original AVP folder structure? What I mean is the ability to essentially go shopping for the features you wanted like various lens flare options. Snow, lightning, sandstorms etc... I for one kinda liked the old JJ Abrams lens flare. But I also like the ability to easily change it. I used to make a lot of cinematics. And the ability to very quickly swap features around was really fantastic! One of the big reasons I preferred AVP over all the rest. Either way, great work. And I really appreciate you keeping this one alive!
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
V8jester replied to Pak's topic in KSP1 Mod Releases
Hey guys, it's been a few years so be gentle... I was glancing thru and I didn't see this one. The pallet part in the pack. Is it supposed to have multiple textures now? The last time I used CA it only had one model and it didn't have the grey rack in the center of it (just a half circle). I noticed an FSpartswitch module in some of the cfg's. Also I have a couple of parts that appear to be Z fighting (The main tank nose and both the shuttle tail / belly parts). Now I have way more mods than I probably should. So please take all this with a grain of salt. I may be introducing these issues thru another mod. But I did notice the included version of FS and MM are not the most up to date, note sure if there may be an issue running the new versions? So on that note, could any of you fine gents point me in the correct direction? Thanks! - Edit Game version 1.6.1 - CA Version 1.5.1 Actually I just further moded the install by adding KSPAPIExtensions-2.1.0.8-PreRelease Realplume And the CA patches for cool rockets And now all issues mentioned seem to be gone? That's really strange...- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
V8jester replied to Pak's topic in KSP1 Mod Releases
Hey guys, been away from the forum for some time now. I skimmed back a few pages and didn't see any reference to it. Has anyone come across an issue where the "SRB-4" will show a particle effects prior to ignition? As well as post SRB cutout? Works perfectly fine. Just looks like it's on fire at all times in the flight scene. I do have a substantial number of mods and I haven't yet narrowed it down. Game version 1.4.5- 2,351 replies
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[1.5.0] Procedural Fairings 1.5.0.5 (2018/10/18)
V8jester replied to rsparkyc's topic in KSP1 Mod Releases
Check out adding a Firespitter texture switch module to the fairing CFG. - look / ask on the fireapitter thread. Then copy the original texture, change to your liking, and add as many variations as you’d like. I have done this myself before to add logo’s and “heat shield” textures for entry style fairings. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
8 posts up look for a quote of my post. -
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
V8jester replied to Halban's topic in KSP Fan Works
Finally had some free time to work on a video. Enjoy -
Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
So for those that still read this old thread. And those that remember my Titanfall ATLAS. Here's the OGRE I've been tinkering with the last couple of days.- 214 replies
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So a word of warning to the more hardcore builders. I almost lost about 4 days of sequencer programming when I tried to "ctrl+Z" a mistake on a mech build. "Undo" is a wonderful thing. But if you attempt to do so on an IR / Sequencer build you will clear out all of the sequencer programming you worked so hard to enter in. Learn from the almost error of my ways Oh and BTW @Tirehtoori R.I.P "Mech' Means an Ogre Titan Hopefully I can come out of cryosleep and post a video one of these days.
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Kerbal Aircraft Expansion _Continued "New Management"
V8jester replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
@kcs123 Thanks for thinking of me...... But I am not actually aware of this one. Never ran into any sound issues with KAX before. The only issue I have run into (and still don't know how to fix) is the dual exhaust plume from the jump jet engine. Really wish I knew how to fix that one. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
I believe you are missing the legacy parts folder. You loaded all the new stuff but didn't install the old pre "rework" parts. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
V8jester replied to Shadowmage's topic in KSP1 Mod Releases
As a suggestion, I used the offset tool in the SPH to push all the gear up inside the plane on my AC-130 build. The gear will still deploy and function if only a minumum of the wheel is protruding from the craft. -
Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
Most of my 1.2 - 1.3 mods I use all seem to be working without any issues. Might want to spin up a new install and get it up and running (saves time later) I personally have like 6 installs right now @gilflo Here are the links (I'm back at my PC now)- 214 replies
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Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
(On my phone) IR is still going strong. Just go to the end of the IR thread and look for Ziw's posts. There is a link to the core file. And then look for one of my most recent coments. I have all the links and steps layed out. Just use the latest core download for the IR plugin, so it is compatible with 1.3.1.- 214 replies
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[1.4.3]Automated Aerial Refueling System[V0.4.3] [2018-06-10]
V8jester replied to Icecovery's topic in KSP1 Mod Releases
I finally started playing with this mod over the weekend. I have built mid air refueling parts in game the hard way many times before. And I have to say, I am very impressed with what you guys have built here. Thank you for all your hard work. I did have one question though. A lot of the animations for deploying drogues, booms and opening ports. As well as the speed at which the chace plane is pulled toward the drogue or boom, are very short / fast moving. Are there any plans to slow or smooth them out eventually? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
V8jester replied to IgorZ's topic in KSP1 Mod Releases
Yup, it still works far as I can tell. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
This is a known "Bug" The issue is that when you dock one ship "the arm" to another ship. Which one of the command pods is now the actual "root part"?... Thats the issue. Depending on where the new root part is you are likely trying to now control an IR component efectivly backwards some place. While you didn't actually build it backwards. After docking 2 ships together they become one big ship. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
No video, but here is a step by step with all relevant links.