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V8jester

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Everything posted by V8jester

  1. @YANFRET I was looking for the alternate textures (the black solar panels) Would you please add a link to the OP for them? Or is it already there and I missed it?
  2. On a computer, in @Crzyrndm's signature there is this link. GitHub
  3. Neither Vessel Mover nor Vessel Switcher have been updated for 1.1 yet. BAhamotoD is working on updating, but he has several mods. And if you look at the time stamps on GitHub he is focusing on one thing at a time. So give him time, All good thing's come to those who wait.
  4. The "Test version" was for the pre release of 1.1 Not the full release. There are some issues and Albert is working on them. Just be patient.
  5. Blizzy, I am actually seeing that notification as well but in 1.1 and I am running v1.7.11. It's only a mild annoyance and not that big of a deal. Just figured I'd put that out there as well
  6. Well so far it works in 1.1 except for one new squad solar panel the "OX-STST-XL" And the MK2 Inline Cockpit has a new model so the whole cockpit is reflective now. Otherwise everything works great. But you mentioned the reflection plugin is broken... Yes the Kerbal's visors aren't currently reflecting as it has been disabled for now until they get it sorted with it's new shader, but the plugin still works like a charm. TR v2.4.13 for the Prerelease of 1.1 From Here If you need a hand with some of the leg work in P.S. let me know (I'm a dummy sometimes, But if you use small words I can usually pick it up )
  7. @TK421d do you have KW with the community patches installed? I had some very strange issues in 1.0.5 with decouplers and those patches installed. So I opted not to use them last time. Try PF with those patches removed. Ps: "TK421 why aren't you at your post" I had to do it, I just had to
  8. Max That looks so much more amazing in game Nice work! Definitely looking forward to what is to come. So the hab... I too am curious about getting it to Duna (without obviously just using hyperedit) Even if we just end up needing hyper edit. It would still be really cool to mess around with more Matian toys Thanks for sticking with the project man, it's really looking amazing.
  9. I built them from IR, Boomsticks and Tweakscaled Large Boat Parts. Spanner is actually working on a better solution (an actual Zumwalt turret) So you may want to watch Boomsticks for the next update.
  10. Alpha test version for TESTING Two posts above yours
  11. Could the curser ever be hidden before? I always just tucked it under the right side of the screen and left it there while recording. Also the BD target reticule never dissapeared in my instal either.
  12. Well previously the parts would accelerate / decelerat when moved. I have only spent about 10 minutes in 1.1 (been a busy week) and just throwing a couple parts on a pod, they would move but would move abruptly in flight. Is it just that they are set default to be like that now and I need to fiddle with the accel settings? I admit I didn't even try adjusting it yet, I was too inamered with the new UI and then had to put down the game - life intervened.
  13. Oh and by the way. The new UI is fantastic! The new IR helper as great for plotting out builds and the ability to actually adjust the size, opacity.... Every time I think you guys have "perfected" IR, some new feature appears. And the fact that Zodious's parts are now complimented by the new UI scheme. At all has really come together extremely well. @Ziw I haven't mentioned it as I assume it is just a pre release thing. The acceleration in a joint hasn't appeared to be working in Revision 4. Just something to be polished out for the final release right?
  14. On that note, can I let out a shreek of concern? On crafts such as an osprey or where people that use Rotatrons as rotor shafts on helicopters. With a heavy rotating engine naucelle. Or high speed set of blades. The Rotatrons tend to be fairly small. Would you consider making this limit something that could later be adjusted or removed through a cfg or GUI option? I have to admit I like the idea, but an nervous some currently designed crafts will become obsolete.
  15. Is this on 1.1? And did you use the Beta 4 release found here? https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/2.0.0-beta4
  16. Dude I really appreciate guys like you to help fill in blanks! I'm lost in most of this But I am not the mastermind that is Lo-fi.
  17. Cool I'll Have to try that with a couple of my steam games.... Steam bugs the "poopie" outa me. I dunno I just can't bring myself to like it.
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