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Everything posted by V8jester
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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
If you want help trimming down a parts mod... We are here to help. Just delete the folders for the parts you don't want and boom less to load. (and while it may be light hearted to say things like "can't wait for 1.1" That's kinda like sticking your finger 2 inches from someone's nose and saying "not touching you") While you didn't technically say it, you really did at the same time...- 4,460 replies
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[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
V8jester replied to Gaalidas's topic in KSP1 Mod Development
In Lo-fi's defense. You did ask twice.... Go check Spacedock it's up there. A 3rd party put it there and all of the KF Guru's let it be for now until the official release is ready. (also I know you were asking for 1.0.5 but be careful saying anything about downloads or updates for the next few weeks. All the devs are getting hammered with 1.1 request.... Which is now banned per forum rules) Worked on a lot of engines and mechanical.... Never had the privilege of stickin my Cotten picked hands in a steamer. Some amazing engineering though considering the era they are from. So is it mostly trains? Or do you also tend to play with tractors and the like? -
[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Oh, now this looks cool! Gives me another reason to get my 1.1 mod install sit'n purdy. Nice work @Eskandare- 108 replies
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- bases
- kerbal konstructs
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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
One day isn't enough to loose sleep over. 1.1 has brought some very substantial changes with it. And it will take some time to update everything. So as Deimos007 stated. Keep calm and enjoy a heavily modded 1.0.5 and just wait a couple weeks before asking about 1.1 updates. (Just a heads up the moderators have instituted a ban on repeatedly asking for updates, so just be aware and read back a few pages before asking / repeatedly asking)- 4,460 replies
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I Finally got around to doing a video with these parts - Thanks @Laythe2 for all your hard work
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
V8jester replied to Halban's topic in KSP Fan Works
Zumwalt Destroyer along with an air attack / Strike -
Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
Yes Sir I downloaded it, as soon as I got home today- 214 replies
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- craft ideas
- insiration
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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
The new pre release does not include parts anymore. In the OP there is a link for the Rework parts Zodiusinfuser has put together -
[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
V8jester replied to Gaalidas's topic in KSP1 Mod Development
You're freaking amazing @lo-fi! Thank you for code bashing KF back into existence once again can't wait to see what comes out of the foundry next! -
I'm away from my computer right now but... As I recall the BD animation plugin is used from BDynamics. Go grab the latest version of that and snag its plugin the same way. I think that should solve the last of the issues. If not just let me know and I'll look a little closer - sorry been a busy couple I days.
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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
Still drooling in a Corning waiting for 1.1 but looking at the gifs Ziw posted, it really looks great. Fits much more inline with the overal style of your rework parts and really brings the whole package together. Nice work Zodius -
Oh, for a .dll like that. You can either download all of Firespitter. Or just grab the .dll from the download and just place that in your game date folder. A .dll for a mod usually doesn't care which folder its in. You will see some mods like IR and others that will share the same plugins / dll's. Best practice is comb through a mod and just make sure you keep the newest o the two plugins.
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I currently use this in 1.0.5. Bundled in the download are plugins. Such as the firespitter.dll and a couple others. These plugins are often the only problem in an outdated mod (not always just usually) try grabbing the most recent Firespitter and any other plugin. If you still have problems just post back here.
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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
There ya go. So yeah BDA and KIS are required plugins for this mod to function. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
Does this also happen with the weapon manager stuff removed? This was one of the bugs exhibited with adding the weapon manager to the kerbals. That's why I broke it out separately. edit N/M you already answered that. I have not tried any of this with KIS 1.2.6 there may be an issue there. I will mess around with it this evening and see if I can reproduce. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
Are you fallowing the instructions in the OP? You are right clicking the gun while it is pointing forward? And are you using this on 1.0.5? It and BD Armory are not updated to 1.1 yet. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
I have If the LBP Engines are scaled too large and there are too many. If the boat / engines raise out of the water slightly. The boat can fly due to the ridiculous thrust produced by the engines -
Special Delivery
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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
I'm still one of those "uncool" 1.0.5 users (didn't buy it on steam) But I wanted to say thank you for everything you've been doing to get IR working again! -
Was this carrier built with Large Boat Parts? I also had a few different weapons misfire depending on which part they where attached. I believe it is somethin to do with LBP / Tweakscale and collider issues. I don't wanna sound like I'm bad mouthin LBP I love that mod! But I have seen some weirdness when using weapons with those parts.