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Everything posted by V8jester
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[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
Thanks @SpannerMonkey(smce) Yeah RL has been ridiculous last month or so. But I'm still around I am not sure yet what is causing this issue. @War Eagle 1 had also mentioned this over a PM. There may have been a change in either BD Armory or KIS for 1.1.2 that may have borked something. We will poke around and see if we can't get it sorted. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
V8jester replied to bac9's topic in KSP1 Mod Releases
Well, with BD armory having so much attention lately. Hopefully @BahamutoD will find the time (hard for all of us to really find any extra time these days ) to have a look at Adjustable Landing Gear. Once that's updated. There really won't be much of a need to rebuild the B9 gear. As ALG looks the same with aditional features. Not too belittle Bac9 and his gear. Just a thought.- 4,460 replies
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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
@blowfish I forgot to say thank you for adding those turbofan pylons back in. Really appreciate you helping me (us) keep some old builds around.- 4,460 replies
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They are more just a starting point to show you the modules for FS Texture switcher. Everything should work with proper plugin updates.
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Here are the two I can think of that might get you on your way
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There was an add on for prix fairings that would add FS texture switcher. I can't recall the name right now but if I can find it I'll post it. Just a cfg patch and some textures really. Super simple.
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No kidding! At this point I'd just start sending them to ask "Mr Owl" Why ask when you can find out yourself in less time than it takes to post a comment asking about it.
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[1.1]Hullcam VDS - mod adopted by linuxgamer
V8jester replied to Albert VDS's topic in KSP1 Mod Releases
There are already RPM cams available.... ASET has a really nice one and RPM comes with one. -
Well.... KIS and IR can play together. But strange things are bound to happen. Just bare that in mind. Also it still looks like you have a couple of the pivots set backward. I've been meaning to do a tutorial video at some point. Maybe I will show how to assemble IR arms with Rework an RKE parts. A lot of people have been having issues assembling with RKE, not just you. Just remember base node must always attach first. Then other parts can attach to the top node.
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To repeatedly do the same thing expecting a different result
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So if you look at the IR Rework parts they have a "Base" indicated by yellow markings on one side of any of the parts. As well as the base's attachment node will be facing either the rear of the SPH or in the VAB it will be pointing straight down, when the part is first spawned. The base of an IR part can also be noted by surface attaching an IR part to another part. Think of all IR parts as a one way conductor. They only work when power flows from the base, to the top. If an IR part is installed backward it will disconnect and not work at all in flight when moved. You can see this also with the Rework parts. They will act exactly the same way. A side note: RKE parts will not work properly in the SPH / VAB. But they will work just fine once in flight.
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Finished my Seashadow along with the HMB-1 Barge
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Looks like you need the newest RPM download from github. Make sure your version is up to date.
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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
The OP can only be updated by @bac9 who is currently enjoying a much deserved rest in hyper sleep. @blowfish I wonder if it might be worthwhile to make a new thread? Say a "caretaker" release thread. A lot of people seem to have issues finding the link in your signature.- 4,460 replies
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RKE still works just fine on 1.1 Just need the new IR plugin and also be sure you're using the proper joints as there is a "joint" as well as a "Reverse Joint" if you use them wrong they will detach like that.
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[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
V8jester replied to Gaalidas's topic in KSP1 Mod Development
Not currently. Lo-fi is tinkering but 1.1 is throwing some frustrating curve balls. Be patient -
[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
V8jester replied to Gaalidas's topic in KSP1 Mod Development
TCS "hover hold", engines and unlimited fuel? Not easy but totally possible. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
Yes sir -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
It is "sort of" There are some quarks with KIS an BD armory working together. I broke out all the weapon manager / guard modes stuff in the download so it could be used or left out. I have not tried FPS with 1.1 yet but I expect it to work just fine. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Thanks @Ziw! -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
@Ziw Do you have any plans to make IR compatible with toolbar again? (On my phone, haven't downloaded the above revision yet. Incase it was already fixed)