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KSP2 Release Notes
Everything posted by V8jester
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FPS Weapons 0.4 When it positively absolutely must be destroyed overnight BD FPS is dependent on BD Armory, KIS and Module Manager to function. All the guns are equipped to the right hand slot by KIS but are spawned stationary. So when equipped they will not move with the Kerbals hand movements. The missiles will need to be surface attached to a "Missile Rail" (Modified I-Beam) equipped in flight by KIS. Missiles equipped via KIS will not be seen by the BD weapon manager. Instructions: Guns First press "R" to enable RCS, this will bend the Kerbals arm Equip the desired weapon just as you would a KIS tool You can turn RCS off if you so desire and the gun will remain stationary If you do not turn on RCS the gun will be pointing straight down and will remain that way until re equipped. Mini Hellfire Missile Equip the Missile Rail, this is not affected by the state of RCS Drag a Mini Hellfire from the KIS inventory and attach it to the Missile rail by holding "H" and left clicking (no tools or engineers required) Kerbals can attach Missiles to there own, as well as alternate Kerbals Missile rails Missiles are then fired manually through there right click menu Missiles still use laser guidance, so equip the Hand held Guidance Pod with a built in Weapons Manager to designate or pick predesignated targets Once the Target Designator and the rail are equipped the Kerbal will become immobile So be sure you're pointed in the right direction first AT4 / Javelin The AT4 and Javelin are both single shot weapons. Currently the Javelin is unguided and is basically the same as the AT4 except visually. Each launcher is reloadable by equipping a rocket backpack. Hold ALT then right click the launcher and backpack. Then transfer a rocket to the launcher - Once complete you're ready to fire again. Download - Changelog - Dependencies BD Armory (Weapons) | KIS - Kerbal Inventory System | ModuleManager Collaborators Darren9 LordPrometheus SpannerMonkey Special Thanks War Eagle 1 - Beta Tester Space Scumbag - Beta Tester Fungusforge - cfg Contributions Toadicus - EVAManager Plugin Coder Thank you BahamutoD for your permission, and for such a great mod! Known Issues Nothing is really balanced yet "The Manager" The BD Armory Weapon manager doesn't play well with KIS. Still working on it "Stiff Man" Immobile Kerbals when Missile Rail and Target Designator are equipped "Dual Occupancy" FPS items will occupy BD tab and KIS EVA Items tabs as they use plugins from both WIP Other Downloads BD Armory Tweakscale patch - old Red vs. Blue Tweakscale Patch - old License cc-by-sa
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Hey guys which folder / folders were responsible for the rings around Jool? I figured this out once before but somehow lost my custom compelation with that folder
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Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
In the OP there are spoiler tabs under "50+ mods and running strong!" Those spoiler tabs have a ton of info on how to setup KSP as well as get x64 running. Look thru there and if you have any questions feel free to ask.- 214 replies
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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
The radar and amraams work best against air targets. If you want to shoot a ground target a laser guided missile with the targeting pod works great. Or you can use the legacy targeting system by enabling it in the "alt-b" menu, and then just double click the target and shoot. Hope that helps -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
I've also seen this. I did a clean reinstall of the game and all the mods and it went away. I've seen this without using any BDarmory parts as well. So I don't think its BD. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
I run IR and BD with no issue on x86 and x64 installs.... Weird. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Darren9 and Myself are working on just that. I got the new M2 working this morning (More to come) -
Actually Zodious is now the caretaker of Robostruts. And Robostruts is now under the umbrella of IR. The dependencies for Robostruts have not been officially updated and Zodious has been on a bit of a much needed break. Like Tarheel suggested Quantum struts does the same thing albeit in a less cool looking fashion (But quantum struts has a "strut gun" which is very good alternative for now)
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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
Wow! If I just would have waited 20 minutes.. Thanks BD -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Yup exactly what I did, but I don't know how to do everything I need to yet. Something weird happened with the texture in the VAB. Looked like static until you launch then it looked and worked fine -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Oh awesome N/m then. Yours will be so much better than the one I came up with anyway. Still very green with Blender, but I learned a bit picking apart your work.... Learned I have a long way to go -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Try this - Another user made one already https://kerbalstuff.com/mod/1117/BDArmorySorting Also If its alright with BD I tried my very inexperienced hand at editing the current target cam in blender and its cfg. I managed to reconfigure the model for a small underbelly FLIR ball but I won't redistribute this without BD's expressed permission as it is entirely his work that was simply tweaked for my own selfish reasons -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Thanks man! I tried this myself and was unsuccessful. I'll give your cfg a shot when I get home later. edit It designates targets and moves, but I see what you mean. The ABL model will not move in response to the camera movements. probably due to the pitch / yaw transform names being present on a weapon but not on the target cam -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Not sure if this helps or not but.... Another option for flexing IR joints is Quantum struts (Or when re-released by the IR team, Robostruts) Here is a video I made showing the flex of engine nacelles before and after quantum struts while holding a hover with: Vertical Velocity Control http://forum.kerbalspaceprogram.com/t... Horizontal Landing Control http://forum.kerbalspaceprogram.com/t... Quantum Struts Continued http://forum.kerbalspaceprogram.com/...utside-the-VAB! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
(Not trying to be a pain) Any thoughts on a smaller 90 deg mount Target cam? Like what you would see under the nose of a Predator drone? -
Would you prefer it be only Scatterer vs stock? Or include other mods we use like EVE, AVP or Lens flares? Just so long as we include a list of what we have installed? I also have a video demonstrating a sunrise / sunset with Scatterer EVE, AVP and a Lens flare on my channel linked in my sig if that helps any. (I think I may also have posted it on this thread a while back)
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No I run the unity x64 hack for windows. It's more just me avoiding FAR. I could override the X64 check with Unfixer. I just have so many planes built using the standard aero model I'm not sure I want to fix all of them again. (But in all honesty I'd probably love it if I would just give it a chance..... We will see
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I was afraid of that I run in x64 so FAR doesn't work without defeating the X64 check first.
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Hey is there a way to disable the engine cut off when an engine is inside a fairing? I am using the structural non jettisoning fairings as shrouds around my SR-71 engines. Works great on the main engines (I think the mirroring defeats the cutoff control) but I intermittently have issues with the engine on the drone.
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Just finished my SR-71 with a D-21 Drone on top.
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To expand on that. No Scatterer does not "currently" support other planets but, Blackrack is working on supporting other planets eventually. There have been screenshots posted of other plants by multiple people with Scaterer effects applied to other planets like duna for example. http://forum.kerbalspaceprogram.com/threads/115408-WIP-Scatterer-atmospheric-scattering-%28v0-0175-23-08-2015%29-OpenGL-fixes?p=2100899&viewfull=1#post2100899