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Everything posted by V8jester
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1920x1080 on a 46" Samsung TV (at 240HZ as I recall, I've had the TV a while now) I also run borderless windowed mode so I can fast switch with less brain damage.
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The stuck greyed out thing is frustrating. I think I know exactly what you are talking about. you see the part snap to the node you click to connect the part. And its greyed out. It is super frustrating on some parts. You kind of need to snap the part to the node then move the mouse slowly probing in different directions to get the part you are placing to turn green once green it will attach properly. But absolutely it can be very frustrating at times.
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Something that helps with node attachment, is hold down "alt" while you are placing a part. This will only allow the part you are holding to attach via node.
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ibanix, don't take this the wrong way. Majorjim is one of the more helpful people on this forum. Barking "Hurray thanks for useless help" is no way to get anyone on your side. you only have 68 posts so I will chalk that up to a noob mistake. Just take it easy and communicate what you're looking for. We're all here to help. Just try and remember.... Its just a game.
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Lockheed F117 Laghawk [replica]
V8jester replied to landfish2's topic in KSP1 The Spacecraft Exchange
Wow that looks amazing! I built one of these a while back but the detail of this one is so much better than mine was. Keep up the good work! -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
V8jester replied to FreddyPhantom's topic in KSP1 Mod Development
I wouldn't say its that big when you start adding everything to it, like the tail Fantom works comes with. Now you do need to use a modified FS rotor to actually build an osprey. There isn't a rotor strong enough to lift 50t with only three blades. I have a mod rotor up for download under the Osprey section of my thread linked in my sig if you are interested. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
V8jester replied to bac9's topic in KSP1 Mod Releases
FAR is not required, but works from what others have been saying (I don't use it myself). And Blowfish's maintenance port from his signature works great. The only issue I am currently aware of is non functional airbrake which he is aware of. The maintenance port is definitely in a playable state and usable. but the Link from the first page is not going to work in 1.0.x- 4,460 replies
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The wheels are plenty strong and they'll run in a straight line for sure. The big thing that will affect them is flex of your ship. Struts are your best friend. For example here is my Spaceship 2 using two small adjustable gear on the noses. And two up scaled medium gear for the main / tail gear on a 50t plane. As you can see it will take off in a straight line (it brakes straight as well) But you need to eliminate all the flex you can. I used around 12 B9 invisible struts to make this work.
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Joe, any chance you could take a look at adding reflections to the Lionhead circular panels? I know they're out dated, but they do still work in 1.0.x. You've spoiled us all, and non reflective panels just don't look cool enough anymore http://forum.kerbalspaceprogram.com/threads/12106-0-25-Lionhead-Aerospace-Inc-Icarus-v0-4-updated
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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
Yup ZIW wins again I should have known better. He's built and done some crazy stuff. -
This is outstanding!
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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 don't see why you would need KOS. If you added a heavy counter weight to the bottom of the pod. As well as strong SAS possibly even RCS it should stabilize. It's no different than Zodious's mechnum wheels. Just a docking washer at the base of the wheels right? Now if you want proper steering control yes you will absolutely need KOS to mix the controls properly to turn while driving. But with enough SAS anything is possible - - - Updated - - - Have you tried putting the hinge on a single tank, then grab and place that tank with symmetry mode? -
Actually on that note (This is not a bug report, I know better ) In win 10 x64 I have found that the zoom / scroll wheel freaks out on game start and will stay that way unless you alt-tab in and out of the game. Then it works just fine. (This appears to be a squad thing not Scatterer). Also the black sky / unrendered sky on launch is still a thing, but zooming out into space and back in again fixes that just like it did before.
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Looks like (1) business as usual carry on..... (2) Due to increased cost and decreased funding we are substituting liquid oxygen for liquid helium in the capsule.......WHAT!!!!!
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Very neat build! I'm really a novice when it comes to planning long trips with small sleek crafts like that. Usually end up building something that looks totally unrealistic.
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I do agree with you completely. The only reason I built mine so ludicrously huge was to build it to scale with Chaka monkey's Orion pod (without just rescaling it in the cfg) and have it look proportionate. Chaka is way oversized in every way as it is. But the textures look really good.
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I don't see a tool in your Kerbals hands. You need a wrench or a screwdriver to attach anything.
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I'm seriously not trying to shoot you down and I really hope you don't take it that way... So the code IR uses to move stuff in and out of the VAB is 2 different modules. Basically you can move the rails in the VAB because the VAB works differently than when you are in flight. If you notice you can not move the rails once you are out of the VAB. This difference in IR coding is the reason some parts like RKE will move weird in the VAB but work just fine in flight.
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My SLS I built with procedural parts is a 7m rocket and can lift 200+tons to orbit. I know its a bit much but its one of the most realistic flying rockets I built. It hovers on the pad for about 2-3 seconds before slowly ascending