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Everything posted by V8jester
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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
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[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
I have a MM file to ignore textures in my 64GB folder of old and currents mods at home I'll dig it up for you and post it later this evening -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
I asked this on the KIS thread but I'm not sure where my issue lies yet. I'm working on using a scaled down BD armory 20mm turret as a hand held EVA item. I have it where its in the kerbals hand and at a good scale, I also am able to see ammo as well as toggle the turret. But I can't seem to get BD and KIS to play nice. I have no control to aim it or fire it. I am currently using a modifiedKIS Item module as well as an ammo module and an RTG module for power (not sure I even need power) just curious if anyone else has played around with this and got it to work in 1.0x proof of concept -
Hey I'm working on using a scaled down BD armory 20mm turret as a hand held EVA item. I have it where its in the kerbals hand and at a good scale, I also am able to see ammo as well as toggle the turret. But I can't seem to get BD and KIS to play nice. I have no control to aim it or fire it. I am currently using a modified KIS Item module as well as an ammo module and an RTG module for power (not sure I even need power) just curious if anyone else has played around with this and got it to work. Proof of concept
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[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
For what it's worth, I can miraculously run all of that except Interstellar, although I force DirectX11 in order to do so (I hate OpenGL). I have used Edge of Oblivion successfully, and I confirmed that if I convert the AVP-INT clouds textures to .DDS that I can run the game as wellâ€â€with odd visual effects. I also confirmed that if I half-res them (I half-res'd all of them, "just to be safe"), I can run the game. I'm just curious what the most effective "compromise" is on quality and actually-running-the-game, and to make sure I go about it properly. (All of that said, just to repeat, I am planning a system upgrade at some point this summer... just have to get motivated enough to start doing the research and acquisition.) So it sounds like you are already fairly mod heavy I'm honestly impressed you got that much to run on 32 bit. And dx11 I've heard of causing funny visual issues (not blaming just a thought) you also run active texture management (Really no choice with your mod list and a 32 bit setup) I wonder if you wrote a MM file to have ATM ignore all of the astronomers folder since it is converted to dds. And sacrifice a little more memory for smoother graphics. But how close to the 4GB ceiling are you currently? Besides the fact the system needs some of that memory to run already. Have you tried adjusting the size of your page file to make up for the lack of memory? Instructions are 5 posts up. I set mine to 32GB a long time ago (Overkill I know but I have 2TB of HDD to play with and 16GB of RAM) -
[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
Well before you crush your texture resolution. Out I curiosity, what are your specs as well as how many mods are you running? If you managed to convert all the textures I'm not sure the impact there. As I only converted three textures with the ksp dds tool. I now just run 64 bit mode and have a kitchen sink mentality with mods but before I say "just convert" lets really see what we can do with your current setup. Did you experience this issue before you converted the textures? -
Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
The missles are attached to the end of a piston and a hinge. The limits are assigned through the IR editor window accessed through the IR button in the VAB / SPH in the lower righthand corner if the screen. If you look on the main IR release thread there is a video showing you how to use things like the editor window. If you still have questions though feel free to ask. Now the timing was just assigning two action groups. One to deploy and the other to retract. So set one action group to toggle the bomb bay, as well as either extend the IR parts or advance to the next preset. And a second action group to toggle the bay again, as well as retract the IR components or return to a previous preset location. edit: So in this overview you can see how to setup limits and presets, but if you are still lost like I said just ask- 214 replies
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I believe you completely misunderstood me. It was not my intention to start a fight, I can see how you could have taken my comments as a little to blunt. I apologize that you took it that way. But please try to see it from my viewpoint as well.
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Please and thank you go a long way my friend. KAS is not a product any of us has paid for. Thus we have no grounds to demand or display disgust of a thing that was plain and simply, given to us. Beside KAS and KIS has yet to be updated. So give Kospy some slack and let him continue to make us some of the coolest parts on this forum. Not trying to thrash you, just trying to ask you to show a little gratitude.
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Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
Hey thanks man and actually I don't use FAR. I just got used to the standard aero and just stuck with it. It can cause some issues at times but by clipping wings into the fuselage you can move / aim the COL fairly easily enough. I've been wanting to start making tutorials but I'm worried about coming across as a know it all. Also don't have a headset so I'm stuck anyway. And actually in your opinion if I ever do a tutorial what do you think would be most helpful to people? IR, VTOL design visual stuff like Scatterer and AVP? Oh and none of my current tilt rotors need rcs to stabilize. The do however use quite a bit of SAS to stabilize. That was such a long process to get them balanced just right.- 214 replies
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The crashing and exploding immediately I'm not positive on, but try non firespitter landing gear to see if the gear is simply falling through the runway. Also is your COM between all the wheals? Is the plane falling flat or is it tilting before it explodes? And lastly, I see BD Armory and Spanners Boomstick parts on your bomber. I assume there are bombs in the bomb bay? I built a B-2 and the first Time I launched it, it would also immediately explode. I found my issue was bombs where too close together / overlapping and the initial drop when loaded would cause the bombs to collide with the planes internals and explode. - Try it without bombs The input visualizer can be turned off by adding "//"" infront of the module for the part with the visualizer as an example the helicopter rotor // input visualizer for video demos. Disable for Release MODULE [COLOR=#ff0000]//[/COLOR]{ name = FSinputVisualizer [COLOR=#ff0000]//[/COLOR]}
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5 pages back
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Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
V-44 QTR Spectre Just finished this last night- 214 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
V8jester replied to bac9's topic in KSP1 Mod Releases
What would the world be like without B9.... a sad sad place Thanks guys for all your hard work- 4,460 replies
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Ok the video is now up, Enjoy
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See now I'm excited Spanners axle still works well, but there are some short comings with the old module it relies on that KF could definitely improve upon. But don't misunderstand me, take your time Lofi, you've had a lot to update I'm sure. And you're guys work is always worth waiting for. Edit: Also here is an updated cfg for that axle Light Duty PART{ name = BeamAxleAlphaIR2 module = Part author = Spanner mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.0, 0.219179, 0.0, 0.0, 1.0 node_attach = 0.0, 0.0, 0.219179, -0.0, 0.0, 1.0 TechRequired = advancedMotors entryCost = 6000 cost = 580 category = none subcategory = 0 title = Beam Axle manufacturer = SMSE Power Products Ltd. A division of SM Industries description = The xxx2,When mounting ensure red faced drive flange faces forwards. Comes with combined power unit, retardation device and vector control, in short it goes, stops and steers and it beats walking // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 mass = 0.025 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 7 maxTemp = 1200 // = 3600 crashTolerance = 200 bulkheadProfiles = srf MODULE { name = ModuleWheel hasMotor = true resourceName = ElectricCharge resourceConsumptionRate = 0.7 canSteer = true controlAxisType = Forward steeringModeType = AutomaticSteer brakeTorque = 8 brakeSpeed = 1.5 impactTolerance = 3000 overSpeedDamage = 250 WHEEL { wheelName = wheel wheelColliderName = wheelCollider suspensionTransformName = suspensionTraverse suspensionNeutralPointName = suspensionNeutralPoint damagedObjectName = bustedwheel rotateX = -1 rotateY = 0 rotateZ = 0 } WHEEL { wheelName = wheel001 wheelColliderName = wheelCollider001 suspensionTransformName = suspensionTraverse001 suspensionNeutralPointName = suspensionNeutralPoint001 damagedObjectName = bustedwheel001 rotateX = -1 rotateY = 0 rotateZ = 0 } steeringCurve { key = 0 20 key = 10 6 key = 30 2 } torqueCurve { key = 2 8 0 0 key = 8 12 0 0 key = 20 0 0 0 } } MODULE { name = FXModuleConstrainPosition matchRotation = true matchPosition = false CONSTRAINFX { targetName = steering moversName = trackSteering } } MODULE { name = TweakScale type = IR_RoboticRotatron TWEAKSCALEEXPONENTS { mass = 0.125, 0.250, 0.500, 1 } TWEAKSCALEEXPONENTS { name = MuMechToggle } } MODULE { name = MuMechToggle rotateJoint = True rotateAxis = 0, 0, 1 keyRotateSpeed = 20.0 rotateLimits = True //limitTweakable = True rotateMin = -15 rotateMax = 15 //freeMoving = False jointSpring = 8.0 jointDamping = 1.0 onActivate = False rotateKey = revRotateKey = fixedMesh = Base partMassOriginal = 0.3 servoName = BeamAxleAlphaIR } } Heavy Duty PART{ name = BeamAxleAlphaIR2_Hvy module = Part author = Spanner mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.0, 0.219179, 0.0, 0.0, 1.0 node_attach = 0.0, 0.0, 0.219179, -0.0, 0.0, 1.0 TechRequired = advancedMotors entryCost = 6000 cost = 580 category = none subcategory = 0 title = Beam Axle Heavy manufacturer = SMSE Power Products Ltd. A division of SM Industries description = The xxx2,When mounting ensure red faced drive flange faces forwards. Comes with combined power unit, retardation device and vector control, in short it goes, stops and steers and it beats walking // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 mass = 0.025 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 7 maxTemp = 1200 // = 3600 crashTolerance = 200 bulkheadProfiles = srf MODULE { name = ModuleWheel hasMotor = true resourceName = ElectricCharge resourceConsumptionRate = 0.7 canSteer = true controlAxisType = Forward steeringModeType = AutomaticSteer brakeTorque = 8 brakeSpeed = 1.5 impactTolerance = 3000 overSpeedDamage = 250 WHEEL { wheelName = wheel wheelColliderName = wheelCollider suspensionTransformName = suspensionTraverse suspensionNeutralPointName = suspensionNeutralPoint damagedObjectName = bustedwheel rotateX = -1 rotateY = 0 rotateZ = 0 } WHEEL { wheelName = wheel001 wheelColliderName = wheelCollider001 suspensionTransformName = suspensionTraverse001 suspensionNeutralPointName = suspensionNeutralPoint001 damagedObjectName = bustedwheel001 rotateX = -1 rotateY = 0 rotateZ = 0 } steeringCurve { key = 0 20 key = 10 6 key = 30 2 } torqueCurve { key = 2 8 0 0 key = 8 12 0 0 key = 20 0 0 0 } } MODULE { name = FXModuleConstrainPosition matchRotation = true matchPosition = false CONSTRAINFX { targetName = steering moversName = trackSteering } } MODULE { name = TweakScale type = IR_RoboticRotatron TWEAKSCALEEXPONENTS { mass = 0.125, 0.250, 0.500, 1 } TWEAKSCALEEXPONENTS { name = MuMechToggle } } MODULE { name = MuMechToggle rotateJoint = True rotateAxis = 0, 0, 1 keyRotateSpeed = 20.0 rotateLimits = True //limitTweakable = True rotateMin = -10 rotateMax = 10 //freeMoving = False jointSpring = 12.0 jointDamping = 1.7 onActivate = False rotateKey = revRotateKey = fixedMesh = Base partMassOriginal = 0.3 servoName = BeamAxleAlphaIR } }
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Pro Props - Wearable items for your kerbals. Updated to KIS!
V8jester replied to Locob's topic in KSP1 Mod Releases
Just had an awesome idea. What about using BD armory to make the blaster actually shoot? I recall a post in the BD thread with star wars blaster laser and sound effects for the .50 turret. edit: Here it is http://forum.kerbalspaceprogram.com/threads/85209-1-0-2-BDArmory-v0-8-3-%28critical-fixes-improved-AI%29-Dev-Thread-May-30?p=1995207#post1995207 Edit Darren9 and I now have BD working as EVA weapons with KIS. If we can get permission to use the models as well as find someone to turn them into a turret in unity. This is totally possible. One of us will probably make a new video over the next few days. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
A similar question was previously raised with the tank turret, but something like that would require Infernal Robotics type coding. Now you could change the attachment rules in the cfg. But the attached part won't move with the spot light. By chance are you trying to build a mouse tracking turret or something along those lines? I have built multiple turrets using IR Rotatrons and Pivitrons mapped to the "JKIL" keys -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Now Zodious already stated that anything above 200% is buggy. what size are you trying to scale to? I am a happy Tweakscale user and almost every single Youtube video I've put out from .90 to 1.0.4 has had Tweakscaled IR parts in them with no issues. Be careful bad mouthing a mod before you really find out how its working for others. These modders put a lot of hard work into a mod to have people say "It's a buggy mess" -
Still running great in 1.0.4 (after inverting the nodes properly)
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If you don't mind a little cfg bashing... I have this working in 1.0.4 if you need help - Lofi if you want a crack at solid axles please by all means go for it! Love your work. just trying to take the focus off making us new stuff so you can finish what you are currently working on http://forum.kerbalspaceprogram.com/threads/90438-WIP-New-Wheels-multipurpose-parts-landinglegs-Beam-Axles Video of me using them in 1.0.2
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Pro Props - Wearable items for your kerbals. Updated to KIS!
V8jester replied to Locob's topic in KSP1 Mod Releases
Cool!