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Everything posted by V8jester
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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
The parts work in 1.0.5 / 1.1.3 and 1.2 without issue. You maybe simply skipping over them. Just open a cfg look at the part name and search your parts in game for that name. Everything is displayed alphabetically. If it's installed correctly it will show up trust us -
So.... I have several new vehicles and buildings built for a (hopefully soon to begin new episode) just spit balling here what do you guys think of these general notes / descriptions not having seen anything yet? New facility on Laythe (substantially larger than the HAB) (New) K.A.S.T.L.E. - Kerbal Allied Space Transport Logistics and Equipment Ships (Shown) Odysseus (Odee)- Heavy Transport Ship (New) T-Rav - Twin Rotor Aerial Vehicle (Shown) U2V - Unpressurized Utility Vehicle (New) PLV (Heavy) - Pressurized Lifting Vehicle I like the format for the names especially T-Rav. Just not sure about the others.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Take your time man. IR has always been worth waiting for. Thanks for keeping it up and running! -
Well I am about as useful as an empty no of draws when it comes to blender / unity. But when you get to the cfg portion. I may be able to help with that. What mod are you aiming to create?
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
V8jester replied to Waz's topic in KSP1 Mod Releases
@Waz / @Cydonian Monk This may be of interest on the planet texture front. Also yes, Texture replacer would be used for this. 8K Planet Textures -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
V8jester replied to bac9's topic in KSP1 Mod Releases
Welcome to the forums. 1.2 just came out and b9 is one of the bigger mods out there. Give it some time. Another issue is B9 has multiple mod dependencies. Multiple plugins need to be updated to allow b9 to function properly.- 4,460 replies
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Thanks Igor for all your hard work! I was building a warehouse gantry crane last night thinking. "KSP just wouldn't be the same without KAS / KIS"
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
In his defense. Signatures don't show up on phones... Just throwing that out there. -
So I have been buried at work and IRL. But the desire to continue this series is still there. My help bailed on me so that was another hinderance for any new material / storyline and a second set of hands to deal with all the kerbal animating. The I think 2 I used in the first episode took me like 2 hours to build, for a 2 second scene. But I have a couple new interior sets built (conference room galley and a storage area) also a working prototype of a new aircraft for rapid transportation around the surface. With a pretty sweet hanger / unfolding animation thanks to IR. The new ship has some in dev parts from Zodius. So I think I will wait until he releases them to the wild before I revive the series. Just wanted to at the very least poke this thread. And declare I wanna keep going. Just been super busy. And my brain feels like mush when I get home from work.
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I have been successful in undocking / grabbing with a magnet. (I modified an RKE LEE to have a KAS magnet module) basically the same thing as the Rework magnet Zodius made. The trick is to clip the magnet just enough into the part you wish to attach to before the arm is undocked. Also make sure there is enough electric power or else the magnet will just turn off. The issue with zero gravity is if you clip too much before undocking the oposite end. It will catipult the arm into space.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Ok so you have it positioned correctly..... 1.1.3..... could the auto strut thing I heard about somewhere be kicking in somehow? -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
So from the picture it looks like you are trying to do a rocket propelled spinner of some kind correct? This does work I did the same a while back. I can never tell with the original textures but is there a chance the docking washer is installed upside down? All IR components only work in one orientation. Limitation of KSP I'm afraid. But if you have a free moving docking washer between two parts with rockets on the "moving" part it will rotate. -
Actually.... just had a thought. If you built an arm like this. Station, dockingport, probe core and then all IR components with built in batteries / power on the arm. And at the opposite end (grabbing end) of the arm a KIS magnet of sorts. You could disconnect the arm from the station, immediately grabbing the station with the magnet. The arm would now be controlled as a seperat craft attached to the station only by the KIS magnet (dependent on built in power on arm). Position the "base" docking port to another port on the station. Dock to said port and release KIS magnet. Flow of electricity would never be reversed through all the IR components..... this might actually work
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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
Man now I want to build a bunch of low part count F-18's and line the deck with parked jets just for a picture -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
V8jester replied to rbray89's topic in KSP1 Mod Releases
Do you play a lot of Minecraft? In SEUS version..... Eh the very last version. There is a hidden setting in a config file to enable procedural clouds. Wonder if digging into this might yield any helpful results? -
[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Yeah I know, I've seen enough of your posts to know better. Just couldn't help myself