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V8jester

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Everything posted by V8jester

  1. Anyone know if there's a way to setup in a missile cfg to automatically set "decouple direction" to either forward or lateral? Edit JellyCubes answered it. Its "decoupleForward = true'
  2. So I have a challenge for anyone interested. I've been messing around with the settings for the hand held hellfire. And I can't seem to dial it in to hit what you designate. It consistently hits above the target. It homes in on it like it's going to hit but never lands on it. Not sure what I'm missing here. Edit N/m I'm a dummy I got it. edit Got the cold Launch working properly for the mini Hellfire. Launches like a javelin now and drags it's tail along the ground for about half a second before climbing.
  3. Yeah I think my max is something like 300 parts. And that will usually crash the game after about 4 VAB-flight cycles. If I stay under 250 that tends to be the most forgiving, and gives me a few more cycles before it crashes.
  4. That's a good idea! Then you can have armed patrols. The only thing I can see being unsightly is you will need to disable RCS, straightening out the Kerbals arm to allow them to move more freely. This means you will have a gun floating out in front of them while they're walking around. Won't be great for Youtube videos just yet but, It's starting to come together.
  5. Ha that's kinda funny Glad your enjoying FPS. Todicus has graciously allowed us to use his plugin! That will allow everything to integrate much smoother. I'd like to get with LordPrometheus before the next update as there are a couple things to Iron out but we are very close to a 0.2 release.
  6. Ok so that works great! The only downside is I would need to bug Toadicus about using his plugin..... But it does work great! The other issue is to require ammo backpacks / boxes for ammo. But that would eliminate the uncontrolled turning... This looks promising.
  7. Outstanding! Thanks man, I'll be jumping in here in about an hour or so. Thanks for the help.
  8. Ooooo! Nice job FungusForge. So just adding "EVA_MODULE" to a MM cfg is all it needs? Did that work as soon as you equipped the gun? Or did you need to fast switch as mentioned before? Does that mean we could offset the ammo to the Kerbal when a weapon is equipped as well? That should remove the uncontrolled rotating in place issue. I had messed around with that once before. And by removing the ammo from the weapon and equipping a backpack the Kerbal remained still. I think it has something to do with having to spawn the weapons as "Physic" plus the mass of the ammo. Where we can spawn a backpack as "part" The Kerbal's seem to reacts differently to the two modes. And as far as recoil, we could try messing around with the weapon cfg's to reduce / eliminate recoil? I will try playing with this tonight. Thanks for the pointer.
  9. Yeah part count can be a pain. My osprey was over 240 But 190 for a craft that small... Do you have a ton of wings clipped in the body? I do see some struts doubled up but not what I would call an overuse of them. That's what really gets me when balancing scale builds.
  10. Nice! I haven't played ACE combat since it was on the SEGA Dreamcast (yes I still have one) But that looks really cool! Looks like the ABL on top could use my BD Armory Tweakscale MM patch. PM me if you'd like it.
  11. Yanks for share Majorjim. I really have a ton of respect for those that can pull off builds this complex. By using stock parts but also balance there design so it not only looks good but also works exactly as it should. I had to use Sarbians ssme mod in order to pull of my shuttle builds. So mad props to the purists
  12. Another suggestion that many mod makers are not a fan of is, the 64bit hack using files from unity 4.6.4. There is info on x64 and game setup on my thread linked in my signature if you are interested in more info. I run KSP in x64 and am well over 50 mods and a memory footprint of 11-13GB.
  13. Exactly. I was entertaining the idea of adding it directly to the Kerbal but... I don't know how. And I'm unsure if that will fix the issue as the guns are still being equipped and un equipped. These may just be another one of the limitations with combining other guys great work into a hodgepodge. (A really cool hodgepodge but I digress) We'll see maybe some one will toss the answer out there. Until then I may end up leaving guard mode out for now, but make the info available to add it on your own.
  14. Very Cool. I still have some tinkering to do as far as guard mode. Haven't had very user friendly results. When using the Kerbal as a "ship" equipped with all the necessary equipment. Whether I add it to the respective gun or to a backpack. It won't work when first equipped. You need to switch to another Kerbal or vehicle, then back. And it also repeatedly will just lock up BDArmory in certain circumstances, leaving no access to the weapon manager. So far not enough good results to speak of with guard mode for Kerbals. Not ready to give up on the idea but, there are definitely a lot of issues when combining KIS with BDArmory that like to creep in. Needless to say I would welcome any help from those interested. Also been super busy at work, I'm the lucky guy that goes around and changes the air filters in medical buildings among other maintenance issues. Spent the last two days up in a ceiling at a building that's a 120 mile round trip from home
  15. Did you drop one folder into "game data" or did you drop two folders into game data? When you open the zio you will see one folder called Gamedata. Be sure you aren't installing the Gamedata folder into Gamedata. You need to open it and install the two folders "BoulderCo" and "EnvironmentalVisualEnhancements"
  16. Thought I would share this. Here is the Tweakscale MM Patch for RKE Kanadarm I used to build Dextre from the ISS - It also increases the mass of the Lee and PDGF slightly to make them a little less wobbly. //RKE Kanadarm Tweakscale Patch @PART[rkekarm075] { %MODULE[TweakScale] { type = free } } @PART[rkekarm100] { %MODULE[TweakScale] { type = free } } @PART[rkekarm200] { %MODULE[TweakScale] { type = free } } @PART[rkekarm400] { %MODULE[TweakScale] { type = free } } @PART[rkekarm600] { %MODULE[TweakScale] { type = free } } @PART[rkekelbow] { %MODULE[TweakScale] { type = free } } @PART[rkeklee] { %MODULE[TweakScale] { type = free } } @PART[rkeklee] { @mass = .05 } @PART[rkekpdgf] { %MODULE[TweakScale] { type = free } } @PART[rkekpdgf] { @mass = .05 } @PART[rkekrotor] { %MODULE[TweakScale] { type = free } } @PART[rkekrotor2] { %MODULE[TweakScale] { type = free } } @PART[rkekspacer] { %MODULE[TweakScale] { type = free } }
  17. Blowfish. Thank you for all your hard work. KSP just isn't the same without B9. And had it not been for all your hard work most of us wouldn't be using it now. So seriously, Thank you!
  18. Built Dextre and a new shuttle with a Canadarm as well as the Canadram extension arm to inspect the underside of the shuttle. Everything can be re stowed in the shuttle and landed. Or you can place Dextre on an orbiting station. I added Tweakscale to the RKE Kanadarm mod to build dextre. Here is a MM Patch to add Tweakscale to all the Kanadarm parts, As well as increase the mass of the Lee and PDGF to make them a little less wobbly. //RKE Kanadarm Tweakscale Patch @PART[rkekarm075] { %MODULE[TweakScale] { type = free } } @PART[rkekarm100] { %MODULE[TweakScale] { type = free } } @PART[rkekarm200] { %MODULE[TweakScale] { type = free } } @PART[rkekarm400] { %MODULE[TweakScale] { type = free } } @PART[rkekarm600] { %MODULE[TweakScale] { type = free } } @PART[rkekelbow] { %MODULE[TweakScale] { type = free } } @PART[rkeklee] { %MODULE[TweakScale] { type = free } } @PART[rkeklee] { @mass = .05 } @PART[rkekpdgf] { %MODULE[TweakScale] { type = free } } @PART[rkekpdgf] { @mass = .05 } @PART[rkekrotor] { %MODULE[TweakScale] { type = free } } @PART[rkekrotor2] { %MODULE[TweakScale] { type = free } } @PART[rkekspacer] { %MODULE[TweakScale] { type = free } }
  19. Well I've been playing with the Backpack nuke for LP and it is looking like its going to have to wait a while,as using either KIS or BDArmory for the bomb just has a lot of pro's and con's do deal with. I need to tweak the attachment nodes for all the guns so when they are placed on a craft either in the VAB or in flight they all point the same direction. I'm seeing some variance from model to model. And I need to either tweak myself or have LP shorten the model for the AT-4 As it is now too long. Eh today I'm just building stuff, had a long week. Working on Dextre from the ISS
  20. Good luck scoundrel. Contract work I take it? KSP will be here when you get back. For now take care of you man.
  21. Thank you so much! I never knew how bad I needed this till you up and made it Great work as always!
  22. You must not have "accounted for the excess oxygen you've been exhaling". You should rebuild it just as soon as your ears stop ringing
  23. On the original thread for Tweakscale there is a spoiler tab labeled "Adding Module Support" That should have everything you need. http://forum.kerbalspaceprogram.com/threads/80234-0-90-TweakScale-Rescale-Everything!-%28v1-50-2014-12-24-10-40-UTC%29
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