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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
Ah! I stand corrected I was really confused, I had never heard of such a thing before. I thought you wanted a big dude with a raccoon on his head -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
All in time. LordPrometheus has been the primary modeler and I don't want to overload him with all the work he has been doing on PEW CAL and you know eating and sleeping -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
Great Idea I'll try that right now That's actually on our wish list -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
Sounds good I just didn't want to make your life any harder. Thanks for all the Help BTW. And I like the idea of the fuel switcher but you really don't have control of an item like that when you place it in the kerbals inventory. You could place a vest on a ship like a part then grab it in flight maybe? But not place it with a chosen ammo type into the kerbals pre flight inventory. (But dangit I wish that would work! That would solve so many hurtles all at once) This may be outside of the scope of what we are building. I don't know though it may be conceivable to build decoys? Like a Kerbal manikin? Make for great video's. Setup static decoys around a plane for a bombing run? Might cut down on lag. We will at least keep it in mind. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
Good point. I only Intended to insert the weapon manager into guns or missile launchers. No need to place it in a missile as it needs to be on the Kerbal, not the projectile fired from the Kerbal The stinger missile tube would be a great addition! I wanted to eventually replace the hellfire / Missile Rail with a more permeant solution of a surface to air missile and a launcher. The issue with using the BD Warhead ATM is it is very touchy. If you equip it to the Kerbal's back that works but as soon as you drop it, it explodes. Or if you un equip it. It makes and explosion sound and the visual's but nothing gets damaged. But as soon as you re equip it then it instantly explodes. - I will PM you a link so you can see what I mean Well I may tinker with this again. But I tried using an existing parachute rescaled and KIS-ified and it would instantly tear off the kerbal's back when deployed.... But I will look again when I have a chance. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
War Eagle 1, Pm'ed me a few ideas which I think hold some merit. Adding a weapon manager to all the weapons - While this detracts from the modular nature of BDArmory. I think this will be the most streamlined approach to get the functionality we are after without making the Kerbals look like something like Dolph Lundgren From Universal Soldier. The Backpack Nuke - this one will probably wait until we can find a better way of making a really big boom. Using the BD warhead plugin makes it act like nitro. Un equip it and it explodes "kinda". Re equip it and it explodes for real. Using the KIS Bomb module is nice because you get a timer, but bad because it automatically defaults to a 10m blast radius is unless you click a million times to get to a 1000m blast radius. Surface to Air Missile - I like this idea and we might even be able to either use a BD Missile or a PEW missile for this depending on how L.P's thoughts. Parachutes - I think I will leave that for another mod. There's Vanguard Tech which already adds parachutes to the Kerbals. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
Now if we do use CAL. We will need modified versions of the cfg files for the backpack ammo. This means that FPS wouldn't be using the regular version of CAL. So weather or not we use it, all the FPS stuff is kind of it's own deal unfortunately. And all the ammo boxes currently occupy the fuel tab, BDArmory tab and the KIS tab. Due to the way the plugin identification works for the tabs I don't see how to avoid that yet, since we are using a resource, a KIS plugin and a BDArmory Plugin. I absolutely love the idea of standardizing things (especially ammo) so you don't have more mods than you really need especially for those with slower computers or 32bit installs. My only concern is we will have so many duplicate ammo boxes filling multiple tabs. I won't shoot you down on this one as I consider FPS to be a group effort. So my decision won't be final on anything. But lets give this one some thought. -
[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 if there is a way to place a part using a BDArmory plugin in a different Tab? Trying to fix a duplicate scenario when combining BD Plugins with KIS plugins. And hey FungusForge Another idea is just use Tweakscale so you don't have so many different kinds of bombs in your parts list. That's what I do. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
Also LordPrometheus. I have permission from Locob for us to use his models from Pro Props. And I believe I have the files necessary to replicate the blaster visual and audio for the E11 Storm trooper blaster. Would it be a big deal to extract and rework the blaster and any other gun you feel like using from Pro Props? Might save you some modeling time. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
I'm working on a couple of things LordPrometheus sent me a while back and I'm fairly close to an update. I wanted to see how you guys felt about C.A.L. http://forum.kerbalspaceprogram.com/threads/135344-WIP-1-0-4-C-A-L-BDArmory-Community-Ammunition-Library Yes / No - And why. I like the idea of additional ammo but I also worry about the overhead of 11 new ammo boxes as well as further mod dependencies. Also bare in mind everything for BD FPS will occupy both the KIS item Tab as well as the BDArmory Item Tab in the VAB. Also every ammo box is duplicated using the standard model rescaled to a backpack size model. It's possible we could see like 28 ammo boxes.... This could be very confusing to new comers. That's a lot of extra parts unless we find a way to narrow the list with a new tab (No idea how we can manage that) If you guys like the idea then I am here to please. Just wanted to get your take. -
[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
The dds fix one page back. -
[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
Some are but.... We have our ways 64bit Unfixer http://forum.kerbalspaceprogram.com/...-Total-Unfixer Do not expect the mod devs to help you when using 64bit or Unfixer. While they both work and work very well. Devs do not support 64bit as it is not a squad official release. -
[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
Shult12 OpenGL is used in place of DX9 or DX11. They are each just different ways of running the game to make it work well with whatever hardware you have. With 8GB of ram you could consider using the work around that Maculator suggested, I use the exact same thing on my install and it works great. If you want to try and stick with 32bit which is what KSP natively runs in. Try using the .dds conversion tool and convert Boulderco/Clouds/Particles to .dds That worked well when I was running 32bit. Be sure the "flag as normal" is left unchecked. DDS Converter http://forum.kerbalspaceprogram.com/...ture-converter -
[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 just tried it and it works I added the Weapon manager to a 20mm ammo box. As well as an RTG generator and an awacs radar. Slave the turret held by the Kerbal. Assign teams. And poof! works like a charm. now more extensive testing and balancing will need to be done. But the idea is sound. Nice Idea War Eagle! -
[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
Yup OpenGL is great when you're trying to bring the memory footprint down to conform to your hardware. Also DX11 works well in a similar but different way. Something I forgot to mention is if you are running Windows 10. It will for some reason try and run the game in Directx12 Which KSP is not compatible with. So I had to force DX9 through the target field. And it runs great now. Also I'm using the 64bit windows hack so memory conservation isn't really an issue. But if you go the 64bit Windows route be prepared for very little help. Lots of bad joo joo from the Squad x64 release days. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
Hey before you spend too much time on a new model. Let me try and carve out some time tonight to play with this idea. I'm intrigued too. And we may end up just adding the Weapon Manager Module to the guns to make this work? Let me know your thoughts on that one. If all goes well and the wife's new cat didn't eat my power supply cable I should be in business. - - - Updated - - - Besides your handy work deserves more of my time. As I still need to dive into that last MK.19 you sent me. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
I second this. A full reinstall of KSP is very common when troubleshooting mod issues. You always want a backup folder of all your mods as well as a full un modified copy of KSP just incase (most of us have multiple versions of mods and games) But yes BDarmory is one of the top tier mods out there. If there is an issue it's most likely due to a very small issue with the directory it was installed into. -
[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
Well your GPU only has a MB of video memory so that unfortunately runs out pretty quickly. are you running 32bit / 64bit? Your processor looks good being that it is only 4 cores and a good clock speed of 2.9GHZ What version of KSP are you running? The lightnig doesn't work without modifying it's cfg file. I personally don't use ATM as it often doesn't play well with visual enhancement mods. (but it is great at what it does don't get me wrong) Are you running in OpenGL, DX9, DX11? So your memory tanks when you look up at the sun? You didn't install any lens flare did you? They also need to be updated to work with 1.0.4 -
[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
I seriously doubt you want to dig through my mod list..... I'm up over 50 mods at this point so some issues are bound to pop up from time to time. But if you are interested. My mod list is up on my thread linked in my signature. - - - Updated - - - What are your pc specs? Also do you have a mod list? Lastly have you tried my tips and tricks by chance? They are listed on my thread as well. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
I never seem to have enough time these days I swear at some point I promise to dive in and help a bit more So to add radar to the Kerbal. I was thinking of adding a weapon manager to a gun or "Backpack" by copying the module as well as adding the radar module from the BD nosecone. And lastly the module from an RTG Radar MODULE { name = ModuleRadar omnidirectional = false scanRotationSpeed = 120 directionalFieldOfView = 120 lockRotationAngle = 4 canRecieveRadarData = true minSignalThreshold = 200 rwrThreatType = 1 } Weapon Manager MODULE { name = MissileFire } MODULE { name = RadarWarningReceiver } RTG MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.75 } } -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
I think you may need to add radar to the kerbals? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
I wonder if this could be accomplished by robbing the wheel alignment indicator from the Adjustable landing gear mod? Seams reasonable enough. -
[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
V8jester replied to V8jester's topic in KSP1 Mod Development
Just that I successfully placed the weapon manager in another part I have not tried guard mode yet. But lasing a target with the hand held targeting pod works the same as it would with a plane equipped with a targeting pod and a weapon manager. And the rescaled hellfire attached to the missile rail tracks the target you set just doesn't hit dead center like it should due to rescaling the hellfire. Look at the cfg for the hand held targeting pod, That should have what you're after.