-
Posts
2,116 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by V8jester
-
[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
V8jester replied to Eskandare's topic in KSP1 Mod Releases
LOL! Hey what is the anchor icon in your quick launch bar? Is that a new feature of Airpark? -
[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Cool I'm not crazy at least. As a suggestion. What about adding ludicrously powerful bow thruster parts? Similar to the thrusters @SpannerMonkey(smce) Added to the medium bow in LBP? -
[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
V8jester replied to Eskandare's topic in KSP1 Mod Releases
@Eskandare you did an outstanding job on everything! Working ordinance lifts and all. I was grinning from ear to ear last night messing with the carrier. This is really making me want to do a carrier ops video of sorts. Built a folding E-2 specifically because I need more carrier based ships now I do have a question though. I am currently using this in 1.0.5 (with the proper FS installed) as everything I have is currently built for it. Once ALG is updated I'll probably succum to the dark side and begine rebuilding.... Well everything.... Again. But do the screws pull away from the bottom of the carrier on 1.1.3 when fully engaged? And do the rudders suddenly make the ship jump several meters to one side and them promptly tear everything appart just goin in a straight line? I built a 4 screw 4 rudder (rudders slightly behind and to the sides of screws) setup mirroring the CVN type configuration in real life. I wound up strutting the screws to the hull and using B9 Proc wing for rudders. But it won't steer for nothing. Not even reversing opposing sides of thrust. -
[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Oh man! How did I miss this. I've been dying to get my hands on this mod! Now to just get home so I can download it..... -
Wait.... You mean we have to wait? I mean your not chained to that desk until you finish our updates! Nope not acceptable. ..... Right Thanks @Fengist and if anyone so wishes to post the famous last words of "When will it be ready" we too shall be ready for incessant fish slapping and general shenanigans. Don't let anyone beat you up, and take your time. The VAB will still be here when you get back..... Wait anyone seen Jeb?
-
Hey @lo-fi and @Shadowmage None of us have really said this in a while. But what you guys do isn't appreciated enough! While more often than not, you get "when will it be ready" messages. When you should really hear, "Dude thank you for sticking around as long as you have and continue to plug away" So regardless of what is to come, or when. Thank you for everything you both have done for all of us.
-
On my carrier build, I added positive floatation / ballast by surface attaching and clipping aditional large hull segments into the bottom of the carrier parts. This also allowed me to tweak the ballast / floatation to counter the A-symmetrical weight of the deck and the superstructure of a carrier.
-
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
The way I stabilized my osprey was to pitch the main wings up as well as tweak various control surfaces to counter the a symmetrical thrust. The other trick I used was to clip 4-5 large SAS rings inside the craft with the offset tool. But what you want is aerodynamics that would under normal circumstances force the plane into a climb but be countered by the off center thrust forcing it into a nose dive. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
There have been some issues with the whole BD KIS interaction as of late. But Spanner found a work around outlined above. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Don't worry about it. We all had to start somewhere. And if you have any more questions ask away. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Ah that's the problem. The legacy parts have issues with symetry. Try the same thing with a rework Rotatron and that should straighten you out. edit. Oh and when you say the latest version of IR do you mean 2.0.5? Not 2.0.2 -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Which version of KSP and IR are you currently running? And are you using the legacy Rotatrons or the rework Rotatrons? (The grey ones or the white ones) Remember you must first select "engage limits" then set your rotation limits. Some times you need to close and re open the IR GUI window in the SPH as it will get hung up and not take the settings you are inputting. But that's few and far between. So recap: 1 Install both Rotatrons with mirror symetry onto wing tips 2 Engage limits on Rotatrons 3 Set limits - one 0 to 90 the other -90 to 0 4 Revers either one of them in the IR GUI in the SPH to make them run the same direction. 5 Install your engines / nacelles 6 Give Jester a cookie..... -
Oh man! The dry dock looks great! I haven't messed with KK in quite some time but I think you may have given me a new reason to start playing with it again
-
[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Cool, glad you got it working. One idea on the 2 deg issue.... Did you enter stop points in the big setup screen in the VAB/SPH? Or did you try to use the sliders in the right click menu's for the Rotatrons? The sliders are very difficult to get just right sometimes. It's often better to just enter them manually in the big setup screen. And yeah the positive / negative thing can be a little confusing at first, but once you figure it and the part direction issues out. You can build just about anything.- 264 replies
-
- engine
- helicopter
-
(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
The Rotatrons come naturally unlocked. (Able to spin all the way around with no limits) Before setting the limits you first need to engage them in the right click menu for a given part. In this case both Rotatrons. Then set one Rotatron to 0 to 90 and the other will be 0 to -90 as it is a mirror of the first. Next revers one of the Rotatrons. For presets you just need to set them up before reversing a given IR part. As for your 2deg limit. Is this using an action group? Or simply pressing the butons in the GUI? -
I use Quantum struts on things like my Osprey but only to lock the nacels in either position. Do you use Kerbal Joint Reinforcement? I have noticed that lately I really don't need struts as much as I used to with IR. Not sure what changed or even when honestly but.... (still in 1.0.5 personally, for any real building)
-
When will us mortals have access to such madness!!! Still think you should start a thread for all this. I'd sub most definitely.
-
[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
V8jester replied to Eskandare's topic in KSP1 Mod Releases
So the symmetry can be confusing. The way I set Up a tilt rotor, is. Build wings and then install two Rotatrons with mirror symetry turned on (not radial) Then setup a 90 degree swing. So on one 0 to 90 (turn Limits on, on both Rotatrons before setting anything) On the opposite Rotatron it will be 0 to -90 as it is a mirror of the first and on this one invert the rotation input in the GUI. Then install the engines or whatever I wanted to move.- 264 replies
-
- 1
-
-
- engine
- helicopter
-
(and 1 more)
Tagged with:
-
Good luck @xxhansonmaxx you will be missed. But, we're glad to hear you are moving on to bigger and better things.
- 535 replies
-
- 1
-
-
Thank you good sir! Us IVA fans really appreciate you keeping the cobwebs out of this amazing mod.
-
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
"Yes but I prefer it my way" any way..... Yeah for some strange reason it would only work on @SpannerMonkey(smce)'s computer and would pull a disappearing act on everyone else's. There a quite a few new toys Spanner has in store for everyone. It'll be worth the wait. -
[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Actually I have the same problem. I'm still using the part folders from the old rotors modified to have more power. As the regular rotor won't load its texture for some reason. This only became an issue after they were modified to spin the proper direction.- 264 replies
-
- engine
- helicopter
-
(and 1 more)
Tagged with:
-
[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
V8jester replied to Eskandare's topic in KSP1 Mod Releases
I already built one of those. Video was taken down when I got a copywrite strike from YouTube due to music used in my original videos. Been re dubing and re uploading them gradually. Maybe I'll redo that one now that you bring it up.- 264 replies
-
- 1
-
-
- engine
- helicopter
-
(and 1 more)
Tagged with:
-
[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Yeah as cool as the Osprey is. It had a very horrific beginning.- 264 replies
-
- engine
- helicopter
-
(and 1 more)
Tagged with: