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Everything posted by V8jester
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That makes sense. As say B9 or regular Proc wings are ridged in game. But wheels / tracks will react to bashing them about on the ground. Well Believe me a couple predefined skirt parts would still be welcome. We could just simply place them as needed. But all that aside I just sit on the bleachers all googly eyed anytime something new and shinny rolls out of the foundry.
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That would actually be really cool if this ever comes around. If not no worries. But if I may. You may want to consider making a skirt in either 4-6 sections. Or if you could adopt some kind of Procedural mentality to make them. Also the issue I am currently fighting. An inflatable nose. The SXT crash bags work fairly well. But have the phisics of a flubber ball filled with nitro glycerine. Many Kerbals died in the creation of my LCAC. I didn't try a reload after launch but I'll give that a shot tonight.
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Now before anyone lobs in a Marlin.... This question is for the working 1.0.5 version. Has anyone ever messed with a vehicle with the repulsers docked to another vessel? More specifically I am working on a Navy LCAC (Hovercraft) and I built a boat to acomidate two of them inside. I have the LCAC docked to the boat on spawn. Place the whole thing in the water with V.M. And everything works great. Undock hover craft, still works but, I nolonger have the AG setup for inc/dec height. And when the LCAC departs into the water it is now way to low in the water with no ability to increase height. Any good suggestions? Also on that not as no one has really been talking about repulsers.... They are still on the table for future builds of KF right? I literally just started messing with them more seriously about a week ago. Really like how they act like super long travel shocks and not just hold a specific height like invisible stilts. Been making a LCAC build seriously challenging though. Wound up using hidden landing gear to absorb a hard landing over rolling terrain.
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Really appreciate you picking this up! Thank you!
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[1.1]Hullcam VDS - mod adopted by linuxgamer
V8jester replied to Albert VDS's topic in KSP1 Mod Releases
Thank you @linuxgurugamer! -
[1.1]Hullcam VDS - mod adopted by linuxgamer
V8jester replied to Albert VDS's topic in KSP1 Mod Releases
Hey we really appreciate you bringing Hullcam back. Thanks for looking out for the Komunity. -
You should start a thread so we can watch your progress on this.
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Breaks finger hitting like button. Continues smashing like button with nose an face. Breaks keyboard and nose. Will call from ER Dude that's fantastic! Truely awesome work.
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[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Ha Ha I like it!- 264 replies
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Oh man! Where has this been all my life! Thank you Spanner! This is the only way I know of. But it is not currently up to date
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[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Well there's only one God and I'm pretty sure he doesn't play KSP To fly both planes I used Mechjeb's Spaceplane guidance. It will hold an altitude and heading while still allowing small course corrections from control inputs (keyboard or what not). This is also how I guide both planes for a mid air refuel. MJ will control both plane independently. And I can fine tune speed and position while MJ generally keeps things going in the correct direction and altitude. And as a side note, I set the chase plane's altitude about 10m lower to perfectly line up with the drogue from the tanker. MJ did such a good job holding position I actually accidently docked the planes on one of the scenes when I wasn't planning on it. edit Love the signature BTW!- 264 replies
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
V8jester replied to FreddyPhantom's topic in KSP1 Mod Development
Still works but colider a on cargo tail prevent you from walking a kerbal or driving anything out of it. But besides that. It works just fine. -
For an orientation marker, have you considered using the FS landing gear orientation marker? Or the Rotor marker for the VAB / SPH?
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
V8jester replied to Yogui87's topic in KSP1 Mod Releases
Only works in 1.0.5 and it must be built in a specific order. I believe there is a craft file included. -
I post a new ship of some kind every week or two between the forums and my YouTube videos. Keeping that many crafts up to date started becoming far too cumbersome (this ship uses an older version of LBP for example ) there were also too many people that didn't understand how to operate some of my more complex crafts. And I just don't have the available time to troubleshoot people's games. So I really don't post them for download anymore. Besides only a handful of my builds even work in 1.1.3 currently. But thanks for the interest.
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
V8jester replied to Yogui87's topic in KSP1 Mod Releases
Cfg tweaks. Aero adjustments to chutes, removed IR module from skycrane. Adjusted node offsets and directions. Use three IR cables from skycrane to rover. Texture swap for heatshield. Added Ablator to heatshield.... And that's all I can remember right now. -
And in what way would you classify that post as helpful or productive? I can say SPAM is the best food on the planet but regardless of how loud I get, it won't change simple facts it's mystery meat in a can. In much the same way, noting a mod is "cancer" leaves no relevant information on how to improve said mod or how to fix what you say is "Broke" - Mod bashing is neither needed nor appreciated by anyone on the forums.
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
V8jester replied to Yogui87's topic in KSP1 Mod Releases
No it still worked on the old clever walrus dll. But using the rover body might not be a bad idea. And by "Working" I meant it works but when launched from a rocket then landed the wheels would freak out. So I'm on the same train of thought as you. If someone could modify the wheels work with the standard wheel module that would be the way to go. But this would probably require a metric ton of work to update. but apparently the links where still on this page DSL Rover Prometheus Rover -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
V8jester replied to Yogui87's topic in KSP1 Mod Releases
Hey man, I have a 1.0.5 "working" version of both the rovers if you would like to take a peak at what worked for me. The IR portions could really use some love also the wheel module is toast as it has been long since abandoned. But indeed. There are plenty of us willing to stick our fingers in the problem and make a bigger mess for you to clean up for us -
Oh? You have a hanger and working lifts? I'm very interested in seeing this develop. Once you get it in game be sure to post some pics. Curious of the scale you're going for.
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[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Hey @Eskandare I have another issue for ya. Again on the osprey rotors (Sorry) The regular rotor has a typo on the cfg. The mesh is set to "off_sprey.mu" when the .mu is actually named "off_spray.mu" Also the texture is not actually being applied (totally white in game). Lastly I forgot to mention on my modification I increased the reaction wheel force to 70 in all directions just because the osprey can be a very unstable design to begin with. Not to shoot ya down here or anything but, If you really want torque you can build an IR helicopter. You can build a swashplate and tail rotor. (Very difficult) but it will have all the torque issues a real helicopter would have. But I would like to play devils advocate for a second and just mention.... This is a game after all that we play for fun..... I personally don't see the value in adding more problems to overcome in ship design in a game.- 264 replies
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