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Everything posted by V8jester
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0/10 never seen ya before But we may stick to different threads
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Oh! Good idea. I figured the missile would unload. Also then I could just get some flight shots of the missile for videos as well. I'll remember that. Thanks -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Cool! I didn't even know you could launch them that far I've got the bug to do military plane / ship deployment stuff for some of my videos. Just curious if I needed to keep them closer. Thanks @sashan -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Hey just throwing this out there? What's the longest distance anyone has launched a gps missile? I'm just starting to really play with vertically launched cruise missiles and I'm just curious just how far I could shoot them. -
Thanks man! I really appreciate that. It's really all you guys that make the mods. I was just that kid that stayed in my room for weeks on end with Legos covering every square inch of the floor
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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 don't intend to be negative here but... I've been playing around with the new setup for the medium jet pods. And Honestly I have to say I miss the way they used to work with the pylons as separate parts. In my case I built several seaplanes and using the pylons to position the engines then attach each engine independently to allow me to reverse thrust on one side in order to maneuver in the water. Needing to place the pylon with the engine, I am no longer able to center the thrust nearly as accurately using the new integrated system. Also the overall size is now too large to fit most of my planes. Engines are dragging in the dirt or they are far to underpowered with TS (I totally understand you're not a fan) At first I loved the idea but I keep finding myself unable to use the engines the same way. Would you consider returning the default scale as well as the two piece design? I'm one for innovation and I really want to like the new design. Anyway I think I've rambled enough and here is an example of the plane I'm talking about https://youtu.be/YDfKH6MYBW0?t=1m26s- 4,460 replies
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KSP most definitely demands a lot of each
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CoM - Center of mass CoT - Center of thrust CoL - Center of lift you can see each of these by pressing there icons in the VAB or SPH (bottom left corner of screen by symmetry icons)
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[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
It does work "kinda" but it is only compatible with EVE 7-4 not reboot. -
Spin up a YouTube account and start streaming this is how stars are made.
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[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
V8jester replied to BahamutoD's topic in KSP1 Mod Releases
A good trick I just learned for huge builds is, use Hanger Extender, build above and beside the SPH and when spawned the vessel will be next to the runway instead of on it -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
V8jester replied to bac9's topic in KSP1 Mod Releases
@blowfish I just wanted to say, thanks for being one of those "awesome" devs! The kind that's always lurking around to answer questions no matter how ridiculous they can be. We really appreciate you man!- 4,460 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Take off speed of 120m/s? That's 268mph.... My Atanov 225 will take off at 60m/s (with flaps). 120 for auto pilot is really all you need. The physics distance only loads so far away. You can very quickly loose your planes if they go too fast. -
Thanks @kcs123 @gargamel if you are looking for air to air refueling help. I put together a thread just for that. Air to air refueling like a boss Hmmm, I may need to actually redownload TCA. I had stopped using it because it was allowing me to be a bit more sloppy with my VTOL's. But I respect the heck out of what TCS can do. But there are some new features I'd really like to check out!
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That's really clean looking! I see you got the VLS tubes to work completely flush to the hull. Did you need to do anything special? I can't get them to work unless I leave them stuck up out of the hull a bit.
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I just finished my Nimitz / LCS class Carrier less than 130 parts with armaments and 4 working elevators, I love the Large Boat Parts Mod!
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I just finished my Nimitz / LCS class Carrier less than 130 parts with armaments and 4 elevators, I love this pack!
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Please direct all B9 question here: B9 Thread -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Hey does anyone know where that video of a mortar round going up and over a building went and who made it? I want to reach out and see if I can't get ahold of the cfg he put together. It also showed the projectile flight path before he fired. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
I've seen multiple users say "BD won't work" Most of the time it is due to either a mod conflict (I have no idea which mod would conflict with BD, as I run over 100 with no problems...) or something botched with KSP's install. Are you running the steam version, or the .zip file install? Steam I really don't know enough to be helpful. But the zip file, was update not to long ago. It's still 1.0.5 but the version number in the menu screen was different (like 1.0.5 1028 or something like that) I suggest a full fresh reinstall with a new save (you can copy all your ships over so you won't loose anything) try that and if you still have problem's PM me so we can dive into the problem and not derail the thread too badly. @sashan You've been building a lot of great LCS ships. Do you know if there's a mod with the hex pyramid radar from the Zumwalt? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Another thought, are you using B9 6.0.0? You may just need the newest version. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Hmmm, this may be due to the design of the plane itself. I have noticed if your plane is sluggish. The AI will get confused because it takes too long for a course correction. I also have an f-22 that uses those f-119 engines which will auto fly, fallow and what not just fine. But I experience the issues you are talking about on my far less maneuverable planes. -
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
V8jester replied to Halban's topic in KSP Fan Works
And for something completely different - Drones! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Here's why I was asking about drones / ship missiles -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
I have it from before K.S. Tanked. To use it place a weapon manager / AI pilot on each vessel. Right click the weapon manager and select "Toggle GUI" the rest should be pretty self explanatory. Also watch BD's 10.0.0 video and it will show you a demo of it in action.