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Everything posted by V8jester
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[1.1]Hullcam VDS - mod adopted by linuxgamer
V8jester replied to Albert VDS's topic in KSP1 Mod Releases
You could try Docking Camera it's based on Lazor. Or BD Armory which has two different weapon cams. They will lock onto the CG of a craft or a fixed point on the ground Both of these put the camera in it's own window Now if Albert want's to incorporate some of these features in time that would also be great. I'm hooked on Hullcam -
If you expand the spoiler tab under "Flying Boom" There are close ups of everything so you can reproduce them on your own. Basically RKE Kanadarm, Quantum Struts, B9 P-wings and IR.
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C-130 Spectre Tanking up.
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B9 Aerospace B9 Procedural parts Procedural Parts Firespitter BD Armory - With a custom Tweakscale patch RKE Kanadarm - With a custom Tweakscale patch IR and IR Rework - To tilt the rotor 10 degrees forward to achieve speeds close to 100m/s in forward flight ProProps - For the flight helmets in the first pic LLL - Clipped in structural mount
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No button, you just need to comment out or delete the code listed below for "FS_copterRotorMain". // input visualizer for video demos. Disable for Release MODULE { name = FSinputVisualizer } Speaking of the helicopter rotor. I found a couple of issues If you launch the rotor max rpm will always default to 600 rpm regardless of what you set it to in the editor. If you "Revert to Launch" you are unable to use the right click menu. If you launch a craft with limited fuel / electricity and drain it all, then try to use the infinite electricity cheat, the rotor will not function.
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As MrMeeb said better time warp and post editing, would be a great for crafts of that size. Also KerbCam and Camera Tools are irreplaceable when it comes to cinematic shots. The other is film the same sequence from multiple angles. Then you can switch between your shots for a more immersive feeling. For instance, the shot you did. just move the camera to different angles and film again. Then you can switch between or even repeat camera angles at different time stamps. We as the audience won't realize the ship has moved from it's previous spot in space if you use another angle. Also watch lots of videos from other guys to get some ideas, and don't be afraid to ask them specific questions about how they got a specific shot.
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Do something nobody has done before
V8jester replied to quasarrgames's topic in KSP1 Challenges & Mission ideas
Actually I wrote a Tutorial so anybody can reproduce this Air to Air Refueling Like a Boss -
[STOCK] Functional LCVP (Landing Craft) Replica
V8jester replied to RixKillian's topic in KSP1 The Spacecraft Exchange
This looks outstanding! Nice work Rix! -
Do something nobody has done before
V8jester replied to quasarrgames's topic in KSP1 Challenges & Mission ideas
Mid air "refuel" of a VTOL, a VTOL powered by 2 helicopter engines? quite a few people have done planes but I have yet to see a VTOL or a "scale" looking mid air dock until I came up with a couple of ideas. (granted I am using enough mods to clog the kitchen sink. And KAS in "Undocked" mode doesn't actually transfer fuel, but it sure looks cool) Or how about two large scale planes "Docked" in a scale fashion, in mid air (this one will transfer fuel) -
Basically imagine that in order to function properly all IR parts need to have power flow through there base. For instance all Of the Rework parts have yellow marks around there base to indicate which end to mount, and which end other parts can mount to. Imagine the electricity starting from the command pod and then ultimately ending at the end of whatever IR contraption you built. So if you built a fuel tank with docking ports top and bottom attached to the tank nodes. And an IR Rotatron surface attached to the side of the fuel tank. The power can flow from either port directly into the IR Rotatron. But if you put a port at the end of a piston. As soon as you dock to that port, the power would be scrambled. Thus causing all the issues with IR. So surface attaching and using the offset tool can really help in strange situation with docking ports. For instance, I built Dextre from the ISS. It can be grappled from the top, or Dextre can grapple with it's own base. (RKE Grapples are docking ports) But the entire IR mechanical structure is all on a rotating gantry surface attached to the backbone using an IR Rework Rotatron. It's the tube behind the KW battery in between the lights. This way everything will rotate around the docking ports and will function from either direction / port. Edit Now you can dock to parts at the end of IR parts. Just don't try to move them after you do. This isn't the best picture to illustrate but.... I like this one The mechanics of the fuel boom are built from an IR Pivitron, two IR Rotatrons and two IR Extendatrons. So the boom can deploy, but once the two planes are docked, forget about moving it. After they undock everything reverts to normal (as long as you don't move anything for the boom)
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Here is the teaser picture from the last page of my BD FPS thread The XL chute fit much better and works a lot better as well.
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Yes, I have a cfg at home. Unless I'm ninja'd. I'll post it up later this evening.
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[1.0.5] Stryker's Aerospace and Armory (Continued by SM)
V8jester replied to strykersm's topic in KSP1 Mod Releases
Yeah lately I've been stuck on planes as well. I started with rockets, but as soon as I built a shuttle.... It was game over for me. Shuttles and planes is where all the fun is at for me. Now I'm obsessed with air to air refueling and that's a whole new animal. Now I just get to play with all my planes all over again -
[1.0.5] Stryker's Aerospace and Armory (Continued by SM)
V8jester replied to strykersm's topic in KSP1 Mod Releases
Het Stryker, I've been tinkering with running bigger and bigger ships on my install. I can run 2 almost 200 part planes in the same scene at 30fps. What are your system specs and are you running Win 10, OpenGL, DX9, DX11 or x64? Win 10 introduced a weird issue where it doesn't run dx9 properly unless you enter the" -dx9" flag in the target field. I gained about 20 fps just doing that. -
I'm kind of on a refueling kick.... Edit Just finished my MD 500
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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
Kerbinside works in 1.0.5 with this version of Konstructs http://forum.kerbalspaceprogram.com/index.php?/topic/94863-104on-hold-kerbal-konstructs-v0950-105-broke-it-i-cant-fix-it/&do=findComment&comment=2327699- 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
Eagle..... really? Remember these mods are made in our free time and on "as I want to" basis. Don't forget that dev's are people and have personal lives with there own stuff to deal with as well. Mods are not a product with a deadline to live up to. Besides what did BD tease us with? a turret you can build with IR right now? and an auto pilot which you can steal from his accidental last release and add it to the current one? Be patient and give BD some air. He has put in a lot of time since day one and is currently working on his own game.