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Everything posted by V8jester
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[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
V8jester replied to Gaalidas's topic in KSP1 Mod Development
I'm not a plugin writer, but I did help lo-fi with a couple of his side projects a while back. If you and Gaalidas would like an extra set of hand I'm more than happy to pitch in some cfg bashing and minor IVA setup stuff. Also be glad to help make some promo videos. I love KF and couldn't imagine KSP without it. -
Sounds good, I'm away from my computer right now but I hope I said that right. So there is an F22 style mid side opening "small" bay which I think is perfect. And a bottom opening "B-2" style bay. The vertical capacity of the B-2 style bay was what I was talking about. I just finished a rebuild of my B-2 using two of those large bays side by side with matched bomb rotors. And while it works I just thought it would be cool if its internal vertical capacity was closer to that of the stock squad MK2 cargo bay. And I did notice last night the BD cruise missiles are just slightly too long for that bay as well. Hopefully I didn't garble it that time Well again, Really digging the new parts. Also really like the fit of the twin missile rack in the F22 style bay with two of your missiles. I'm working on a video showing off your bay with another one of my weapon racks (same concept as the one you were working on) should be up in a day or two, lots of cut scenes and re-filming to make it look like one continuous flight with multiple angles. I'm about half done and the close up shots of your bay / missiles is what I'll be working on tonight. Edit Finished it up tonight.
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[1.05] KerbolBattles Parts Pack [1/2/16]
V8jester replied to SuicidalInsanity's topic in KSP1 Mod Releases
The tie fighters don't have any lift surfaces. You'll need to get creative and clip wings inside key structural points, also might need a ton of SAS. If you are flying it manually, you could also use engines to lift it. But doubtful an autopilot like BD Armory would keep that kind of configuration under control. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Sure, either toggle the turrets you wish to be active thru there right click menu. Or assign an action group to toggle the guns you want. For instance AG1 controls all forward guns toggle. AG2 controls all rear guns toggle. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
V8jester replied to Yogui87's topic in KSP1 Mod Releases
Ok So as I said it's not perfect but it is "useable" Limitations are. Both Rover's steering doesn't return to center nor will they slow down on there own, If you run a full mission with the rovers atop rockets delivered to a planet. But they will work if you just build a rover and launch them from the VAB / SPH. The bobcat.dll is way out of date so you will get a "this mod is not compatible" warning. I suggest you use this Compatibility Popup Blocker The DSL will need 2 straight sections of cable now, not just one as the Skycrane has been converted thru it's cfg to be non IR due to other issues. Just mount 2 of the straight Skycrane cables upside down when building the entire rover. Added Ablator to DSL heatshield. Also fixed aero issue (I hope) on both parachutes. They may stop a bit harsh on Kerbin But should work well on Duna. This isn't perfect, and is open to others to help. Just trying to keep Lionhead's work alive. DSL Rover Prometheus Rover -
totm june 2018 Work-in-Progress [WIP] Design Thread
V8jester replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
That's a really good idea using the MK3 bays on there sides like that. makes for a ridiculous amount of cargo capacity. edit A suggestion though. are you controlling it from that offset MK3 cockpit? This will mess with guidance systems like mechjeb or whatnot. If you are going to use it in a cinematic It might be helpful to add a probe core or something inline with the plane. Might make fore easier auto pilot situations. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
V8jester replied to Yogui87's topic in KSP1 Mod Releases
Oh I guess I got sidetracked My bad, I'll post up what I have so far once I'm back at home. The wheel module for both rovers is still not working "properly" but is serviceable. The wheels will not slow down when you let off the gas. Also the steering does not return to center. Go figure the bobcat .dll is way out of date. If anyone else could have a look at converting the wheel module, update the bobcat.dll, or point me in a direction as to how (Kerbal Foundries won't work, as all four wheels are on a single part) On a positive note, I did fix the nodes, parachutes as well as added ablator to the heat shield for the DSL. I was tinkering with the scale of the Prometheus to see if I could make it fit inside the DSL capsule but I think I'm going to give up on that idea for now. -
Imperial Sea outpost...... So I took some artistic licenses
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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
Don't worry stryker, You're making plenty of original parts. I for one appreciate the gun pods as they are super small. Will make for some interesting builds. Also the cannon is a different design. So yes it "does the same thing" but in a different way and it looks totally different as well. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
V8jester replied to bac9's topic in KSP1 Mod Development
The issue with alignment of control surfaces attached to wings is usually due to slight offset of the wing to the fuselage. So for instance. Attach a wing to a straight fuel tank. Control surfaces attach per normal. Attach a wing to anything with a curve to it like a nose cone. And the control surfaces wont attach properly. A trick I use, is to put a" test" wing in place to get the dimensions right. Then place a new wing straight up off of a flat sided central part like a fuel tank. Copy all dimensions attach a control surface then move the whole "perfect" wing to it's proper place, replacing the "test" wing. Not perfect, but it will make for a clean wing. I know you mentioned the angle is less than a degree off. But you did not note it as being "zero" the wings need a perfect angle to start with or the control surfaces will not mount perfect. -
The "You know you're playing a lot of KSP when..." thread
V8jester replied to Phenom Anon X's topic in KSP1 Discussion
Oh I thought it was an over. Except every time the red light came on, on one of the 3 I had. All I got was a shiny coaster -
Hey I just remembered something I had to do when I converted to windows 10. Win 10 won't render KSP using DX9 properly on it's own. I know you are running OpenGL but, how much ram do you have available? I have 16GB, and I run my x64 install with 80+ mods in DX9 to avoid any adverse issues in Scatterer (like decreased FPS). DX11 works good as well I've heard, but DX9 still seems to be the best performance option when you have the hardware to run it. I tend to hover around 11-13GB of used ram while playing so be warned, you need the hardware if you want to use DX9.
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The "You know you're playing a lot of KSP when..." thread
V8jester replied to Phenom Anon X's topic in KSP1 Discussion
You know you play too much ksp when you look for the "WASD" keys on your Xbox controller..... Wait what is an Xbox again? -
In your video settings is v-sync disabled? That is a bit of an fps hog. And what resolution are you running?
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That's what I was wondering. Previously you could "fix" it by zooming out then back in but apparently not this time. Yeah Ray Changed a bunch in the Dev version. Not sure I even feel up to helping rework AVP for all that. It's going to really help with features but will require a bunch of changes for everybody using EVE. Not to badmouth EVE, as I love EVE and Can't play without it or Scatterer.
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THEN CONVERT TO X64 AND STOP USING CAPS X64 Workaround
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Scoundrel, when you return. Would you please open up the inside of the bomb bay? With its shallow dimensions it really limits its capacity. I built a bomb rotisserie that holds 6 JDAMs or 6 cruise missiles. It will "fit" but clips through the inner structure. If you opened it up to be the same vertical size as the standard mk2 bays that would really help a ton.
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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
It's a MM patch. Just put it in a text file named anything you want anywhere in GameData. Change (.txt) to (.cfg) and done. -
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
V8jester replied to Halban's topic in KSP Fan Works
That made such a huge difference! Thanks Hatbat! So I still have yet to actually tell a story.... But I decided to ring in the new year with something really cool. I started building an F-14 and then decided there's enough video's of them out there. So I went a little bigger -
Well BD did make a cockpit for the old B9 mk2 system B9 MK2 Cockpit
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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
Nothing is broken everything works just fine -
Spudbean hasn't logged in, for a while but I doubt he has gone for good. If you keep getting the warning when loading up KSP you can try Compatibility Popup Blocker Or you can simply delete all the AVC stuff in mods you know work. It's just a convenience thing more than anything.
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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
Can you post a screenshot of the multiple folders in game? Also a screenshot of your game data folder, A log file might be helpful as well.