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Everything posted by V8jester
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
I actually just inquired about this very thing in the KAS thread. The Robostruts are just like a quantum strut. Only works on the same vessel. This is useful for stabilizing flexible robotic arms while in transit or stabilizing a docked vehicle to another vehicle. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
V8jester replied to IgorZ's topic in KSP1 Mod Releases
****Dupliocate poste**** -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
V8jester replied to IgorZ's topic in KSP1 Mod Releases
Well, What I had intended was drive one vehicle onto another click a button and "Strap" it down to the deck with tie downs. I am currently using an IR piston with a magnet on the end to accomplish this. But the idea of a part that could project a strut out and grab something else accomplishing the same things but in a cleaner / smaller way would be outstanding. And in my humble opinion be a valuable addition to KAS that would be useful but not necessarily any more of a "cheat" than being able to attach two ships with a cable which was never in the stock game to start with. Here are a couple of examples. Tanks on an LCAC (magnets set upside down on the deck will not grab some wheels "KF" shown here) Cargo or vehicles set onto a trailer (this could be done with Magnets set upside down in certain circumstances) -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
V8jester replied to K.Yeon's topic in KSP1 Mod Releases
For the drop ship I'd say about 80%. All the other mods can be found in the video description link. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
V8jester replied to K.Yeon's topic in KSP1 Mod Releases
Just stack and use the offset and rotation tools to align properly. Then use auto struts to keep everything from flexing. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
V8jester replied to K.Yeon's topic in KSP1 Mod Releases
@K.Yeon I got another weird design for you. I used open cargo bays stacked in order to double the internal space. As well as allow for a firefly / C5 type cargo bay. -
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
V8jester replied to Halban's topic in KSP Fan Works
Hey Fellas, it's been quite a while since my last video. But after a long break here is my latest. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
V8jester replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ I had a thought driving home today thinking about a build I am working on. Vehicles docked into / on other vehicles. Is it possible to make a part that would act much like a Quantum strut. Where you would toggle a "Strut" but something more akin to a tow strap to hold one vehicle to another? Or as a thought / comparison a remote version of a magnet? -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
For a ring that big, you really need a massive station. Also if you set it to accelerate / decelerat very slowly that will also help. But yeah the station needs to not only be heavy but have its weight spread out. So not just a heavy tube (unless it's ridiculously heavy, like 5-10 times heavier than you have it now.) also the faster you spin it, the harder it is to stabilize. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
@Kerbital - Station rings. So you have the right idea. You want the core to be much heavier as well as he the controlled part of the station. You als need to stabilize it with some very stron SAS. If you aren't apposed to cheating a little on this one. If you use Tweakscale and B9 there is a huge "HX Reaction wheel" with over 1700 toque. If you use Tweakscale to size it down, then alt+click a copy. The smaller copy will have the same torque settings as a full size part. You can take this one step further with Tweakable everything and double the torque through a new GUI menue. These settings will remain persistant through a save. And this will keep the core of your station rock solid. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
I just said "use at your own risk" because it is not an actual "release" of KJR. But it is indeed a full Dev version from @ferram4 who is the dev working on KJR It is the same version I use on my install and have had no issues with it. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Ahh, yeah on my phone from the Stone Age right now. Couldn't open up all the pics so I didn't see what you had going. Let this be a lesson to those so inclined. Click first and ask questions later -
[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
V8jester replied to IgorZ's topic in KSP1 Mod Releases
Yes -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Oh I'm not a Dev. Just a concerned citizen for the health of anything IR. Dextre was a fun I build I worked on a while back there is a neat trick to use the top and bottom docking nodes while still maintaining control of dextre and allowing the arms to spin around the docking nodes / central section. If you want some help let me know. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Everything linked in that post is specifically intended for KSP 1.2.2 Will not work for KSP 1.1.2 On a side note "KSP Pre release 1.2.9" is out now. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Just ask lots of questions to lots of other forum members. We are all here to help each other (why else would we be posting so much ) And thank you! Means a lot to hear people say stuff like that about my tinkerings. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
IR for KSP 1.1.2 had issues with misalignment when time warping. That was fixed in IR 2.0.10 for KSP 1.2.2 -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
The post directly above yours has a link to a post I made, containing all relevant links and instructions to get everything working in 1.2.2 -
That's basically it. Just download the GitHub repository. Open the GameData folder and copy the KJR folder to your GameData folder. I have KJR and IR 2.0.10 running on my KSP 1.2.2 install flawlessly using the fore mentioned links I put together. Another thing is, try deleting all the files created by MM in your GameData folder and restart KSP. Sometimes things can get wonky.
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@Elmetian I commend your ingenuity on your design. But I unfortunately see the problem (in my opinion at least) While your are using a very well designed combination of and Extendatron, Rotatron and Q struts (i'm truly impressed). I think you are trying to hard to build it the "American way" of needing a really cool "gimmick" Think more Russian Brute force and just make it work! So what I mean is use the legacy docking washer as it is thinner and you can hide a larger / stronger scaled washer which will end up far stiffer inside the wing, all while using fewer parts. Just bear in mind there may be some symmetry issues to sort out basically one of the hinges may or may nor be inverted. Also I can see in your picture you are using P-wings on the fuselage as well. This will help relieve some weight from the wings and allow for a much smoother transition. If you have any more questions feel free to poke me with a stick.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Nah! There's always a bigger fish -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
77? PFFFTTT! I run over 120