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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
No remote detonate explosives though like Kertex had -
[Part][0.90] KerTex Explosives (K-Tex) v1.2
V8jester replied to gesture68's topic in KSP1 Mod Development
Wanted to bump this thread into the spotlight once more. KIS has explosives.... But no remote detonate explosives. I would love to utilize this plugin in my FPS mod. But I lack the necessary skills to troubleshoot and update the plugin. Hopefully someone out there with the knowledge can update this someday. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
We haven't made a Phaser..... There is always something new that can be added If only Kertex still worked.... Oh the possibilities. -
You say you "have a lot of mods installed" Do you have GC Monitor installed? How much ram are you using? 32bit 64Bitt? 32 bit will crash at about 3.75GB 64bit will crash when you run out of ram (or if you bounce in and out of the VAB too many times with a high part count ship) Proc - fairings is a very stable mod. you may just be running out of ram.
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Pro Props - Wearable items for your kerbals. Updated to KIS!
V8jester replied to Locob's topic in KSP1 Mod Releases
I have a really weird one for you guys..... Spanner and I have a Helmet that works just fine on his computer but pulls a Wonderwoman on other computers. Could someone take a look and see if they can figure out what we are missing. WWII Helmet -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Just toggle the turret on and it should fallow the mouse?... -
Hey does anyone have a good trick for positioning items in kerbals hands? I've been doing it manually through the CFG files. Just curious if there is an easier way that trial and error. This is what I, Spanner, LordPrometheus and War Eagle 1 have been working on
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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
The Blaster is still in the works. Spanner has been remodeling it as the one from Propros had over 49K Poly's. So to save those with slower computers. He has brought that down to 1200 And as far as sounds. We have tried to do them justice. There are 14 new sounds in the FPS folder this time around. The only reason we haven't released FPS yet is because Spanner just wont stop adding in new stuff. Trust me it'll be well worth the wait. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
OP?....... this is a common problem. IR + Docking port = Kraken soup. there are ways to get it to work but it is difficult to explain. I outlined this a few pages back I believe. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
0.3 Teaser -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
See already 10 steps ahead of me I'm working on a new OP video. Nothing too fancy just a "hey looky what these can do" -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
Epic man! I can't believe we never thought of that! See now we need to tweak a cfg to suite a shoty. (Looks like a Mossberg 500 to me) I wonder if you could set up the barrel with multiple "barrels" which all fire at once. Like the ship guns in NAS. Then offset there alignment to the center of the barrel slightly. Then in the cfg turn the affective range way down as well as the Max Deviation way up. -
I can help you rewrite that patch file to another parachute and then tweak the aero drag to make just about anything work. We could even make it use an unrealistically small parachute and go like 1 m/s if you wanted to. just PM me what you are trying to do and I'll help you out. No worries on the credit. My name is on it anyway That's how I knew it was mine.
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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
Now what about the people who use one gun and no weapon manger.... Just throwing that out there. The Turrets fire off the mouse all the time and the Rocket Turrets only fire when armed. So there is a method to his madness. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
It's looking good, need to do some more testing to be sure but thanks to War Eagle 1 the weapon manager should be working just fine in the next update. #KerbalsWillShootDownPlanes -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
V8jester replied to FreddyPhantom's topic in KSP1 Mod Development
I'd say procedural parts and some patients. The Super Guppy is a bit of a niche. But similar to how I built to Spruce Goose. Someone could totally build the Guppy the same way. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
Ha! That's funny! Yeah I'm a 1911 AR10 kinda guy myself. And once the wife shot mine she had to have one. And Kimbers aren't exactly cheap so $1,500 later we had another gun nut in the universe. Well the more people that like'em the fewer there are to try and take them away right. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
I was wondering about that. The cannon shells def I tweaked inside the Milkor (it's the one I sent you) worked great, no butterfingers. Does the def inside the cfg take precedence over the BD armory cannonshell ammo resource on a given weapon? Or is it just luck of the draw on which cfg is loaded first that determines the mass everything is set to? I didn't check to see if the mass of the BD Armory cannonshells was changing, with the changes I was making to the Milkor. I was also noticing some slight movement even after changing that last mass to 10. We might want to try lowering it to 100 And we could just call the new resource "FPS Ammo" if that works for everybody. I can make the necessary cfg changes, You've already done so much. It's time for me to earn my keep around here -
Cool, Somebody found my patch You can thank WarEagle1 for that one. It was his idea.
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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
It is. I was just trying really hard not to use "Magic Ammo" But I must admit your idea had merit. And while it's not the best scenario. It does fix multiple issues. Like, overweight ammo causing rotation of the Kerbals, messy parts lists in the SPH / VAB due to duplicating ammo parts, and just general confusion for some newer players like "which ammo goes where" I was also trying to find a way to use LordPrometheus's ammo pack as he had helped out quite a bit in the earlier stages of FPS and requested using that to keep up mod compatibility. But due to further mod dependency, messy parts lists with duplicating any ammo box for FPS it would just become far too complicated and part heavy. With Spanner's additions we're going to get away from duplicating BD Armory parts. And FPS will be a bit more freestanding this time around, aside from the obvious plugin dependencies of course. The idea is lots of guns not so much ammo to keep track of, as long as everybody (Me, Spanner, LordPrometheus, you) agree. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
Hmmm. It would be a little more complicated for the end user. It's an interesting idea though. I dunno I'll think on this one and I'll wait to get some feedback from the guys -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
But I don't think this would work for a part placed in the KIS inventory as you wouldn't be able to change the "fuel" before placing it into the inventory. So what it is when stored is what you get when you equip it. It's a great idea but I don't think it would work for this application. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
Ok I have a new issues that cropped up. The EVA Manager is no longer working for some reason..... Meaning guard mode is FUBAR'd. I'm working on tracking down the issue, and will do my best to keep guard mode a thing.. Good news I may have an answer to the ammo situation. As FPS currently copies ammo backpacks to the KIS, BD and Fuel tabs. How would everyone feel about all FPS weapons simply using "FPS Ammo" Which would be a magic resource that feeds all FPS weapons. With this we could have a single backpack that would be universal to all guns. Not realistic but far cleaner and would allow for this new resource to be ultra light weight and allow us to add ammo directly to the gun cfg's. Removing the need for a backpack unless you want MOAR ammo. This fixes an issue that cropped up in the initial release of dropping guns as well as uncontrolled turning if we used full weight ammo resources such as the ammo resources of BD Armory or LP's Ammo pack. So "Magic Ammo" Yes / No? -
Can the fuel pipe be used this way? I honestly had never tried it like that. I was always under the impression they where fuel "transfer" only not fuel "flow" Or maybe I'm just overthinking it, it's been known to happen