Jump to content

V8jester

Members
  • Posts

    2,116
  • Joined

  • Last visited

Everything posted by V8jester

  1. Ok so the weapon manager can be put into a gun. You just need to have a source of electricity. I used the module from an RTG so you don't get a power bar on the gun's right click menu. Also you don't need to worry about energy issues. And when I used the weapon manager on the hand held targeting pod. It would relay the coordinates to the missile fired from the rail on the Kerbal's back, as well as other crafts. So you could lase a target with a kerbal and shoot at said target from a drone. There where accuracy issues with the rescaled missile though, but I believe that was due to messing with the scale and engine output from the missile. I haven't managed to rebalanced that yet. But I believe if you where to say use that hand held pod and then equip a gun to the kerbals back (or any other open equipment slot) then you should be able to slave that gun to the targeting pod and weapon manager. I believe that BDArmory recognizes a kerbal as a ship. - - - Updated - - - On a side note, Thank you Lordprometheus for taking care of everybody as much as you have been. Really appreciate everything.
  2. Ah gotcha. So a couple issues I see that needs to be overcome is, the recoil turns the Kerbals only allowing a burst fire of about 2 seconds before you are aiming in the wrong direction. This could possibly be adjusted in the BD module maybe lower the mass of the bullets? Problem 2 which could probably be overcome by solving the first issue. The weapons will drop out of the Kerbals hands if the are too heavy, I'm almost positive this is linked to the mass of the ammo.
  3. Well, I did insert the weapon manager module into the hand held targeting pod. I didn't see a use for a stand alone weapon manager on anything else at the time. I'm totally interested in how it would be used though. What where your thoughts? - How were you thinking of using it? "Kerbo" style gun load outs or something
  4. Dude that's fantastic! That's the first pic I've seen of anyone using this mod! Thanks for the insiration. So it sounds like Spacescumbag may be joining the fold. I'm always up for collaboration. Cooler stuff always presents itself that way
  5. Nice! The shorter pistons will be great! I tend to Tweakscale them down a lot so they fit inside things. But by doing so they become week and wobbly. Nice work Zodious.
  6. I'm pretty sure. If you force DirectX 11 you don't suffer a major drop in FPS nor do you see the patterns on kerbin. But with my windows 10 install no OpenGL or DX11 forced in the target field. I get crazy ba FPS as well as the patterns on Kerbin. But by placing " -dx9" in the target field it runs super smooth and the patterns are gone. I can totally agree I may be wrong. But I'm pretty sure that's what's going on.
  7. Something I discovered last night with decreased frame rates after switching to windows 10. Is that windows 10 tries to run KSP using directX 12. This causes decreased frame rates as well as advers effects with scatterer. But by forcing directX 9 you can correct this issue. Just add " -dx9" to the end of your shortcut target field and boom it's back to its windows 7 performance level.
  8. Hey guys, not my intention to be captain obvious, but..... If you run windows 10. KSP tries to run in DX12 now (if your video card supports it) just add " -dx9" to the end of your shortcut target field and boom the everything runs smooth and crystal clear.
  9. That happens to me every time I launch. Just scroll out your view to orbit then zoom back in. It's not an actual fix but it does fix the problem.
  10. Hey guys, sorry I've been away a while. RL stuff and haven't had the "GO" to cfg bash (The really cool work is honestly being done by Lordprometheus) Credit goes where it is very well deserved. I haven't given up just been taking a break before I start seeing KSP in my soup. (already see it on the inside of my eyelids. I'm having that looked at) Thanks for all the interest and support.
  11. Astronomers work great, but you may need to tweak a couple things like the lens flair and lightning if you want them. I have tips and instructions for AVP on my thread linked in my signature below if that helps.
  12. I've added the hull cam science cam module to a part before. All it took was to copy and past the module for the camera add electricity as a resource and tweak the position / orientation section of the cfg module and you should be good to go.
  13. That would be fantastic! I'm realizing just how much I still have to learn. Really appreciate the help with all this as well as the additions you're adding. The next update is really going to be good!
  14. Kinda stalled the last couple days. Dusted off Minecraft and my automated subway system I am really lost on turret setup. Can't seem to get a grasp on it. If only I could sit down with an actual person and rob there masterful secrets.
  15. Thanks. Hey I just threw 0.1.1 up. It is not a substantial update yet. As I want to do a good job of troubleshooting and setup with the additions LORDPrometheus is putting together. To anyone updating from 0.1. I changed the folder structure so that FPS no longer puts the cfg files into the BD Armory folder or the Squad folder. You will need to delete and reinstall BDArmory as well as delete one File in: GameData/Squad/Parts/Structural/structuralIBeam200/structuralIBeam200_FPS.cfg I don't believe there should be any save breaking issues but.... Chew carefully
  16. I'm thinking something got botched. But, I do have the beginnings of a very minor update it's just a restructure of the file system to allow for a separate folder in the game data folder. No new parts but the third update will probably be new parts then. When I am back to my computer I will upload the hot fix.
  17. It's in game. There are tabs along the left side of the screen for engines fuel tanks and so on. The fps weapons show up under the BD armory tab as well as the IVA items tab. The weapons also do not replace the existing weapons. So you will have two 20mm Vulcans but one will say "hand held"
  18. Install BD Armory and KIS then just drop this mod into the game data folder. Now the next update (which is in the works but has no eta at the moment) will have its own folder so you will need to reinstall BD armory and remove a single file from the Squad folder installed by version 0.1. The 0.2 update when it is actually ready will be much better I promise (LORDPrometheous is making sure of that)
  19. This is why when you are doing heavy modding it's always a good idea to have a folder with all the zip files with your game install and mods separated. KSP likes to be reinstalled from time to time.
  20. Is this an issue with just BD FPS parts? Or is this with all parts in the KIS inventory?
×
×
  • Create New...