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V8jester

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Everything posted by V8jester

  1. I believe you have the rotors set incorrectly. You need to be sure the "base node" of the rotor is set first when the part is spawned in the SPH VAB the node you need to attach will be facing toward the rear in the SPH or, down in the VAB. There aren't really any tell tell sign on the rotors so you just need to pay attention when you spawn the part.
  2. Sharpspoonful Or anyone who wants it. I posted a Download for a reworked, flying, armed and functional Osprey craft file in my building thread http://forum.kerbalspaceprogram.com/threads/114508-Advanced-aircraft-Screenshots-and-building-techniques
  3. V-22 Osprey Download 1.0.2 Ok, a couple people asked for it, so here is a reworked craft file of the Osprey for 1.0.2 This is a trimmed down version, compared to the one that will be featured in the next video (stay tuned) Updated to stabilize without RCS Mod list Adjustable landing gear B9 Procedural wings WIP update B9 WIP update BD armory Fantom works Firespitter HullCamVDS Infernal Robotics IR Rework KAX Tweakscale Custom reworked Firespitter helicopter rotor - Download below v3 Craft Download 1.0.2 https://drive.google.com/file/d/0B8xWfykJ5pY_QzBzX05SQWJ0ck0/view?usp=sharing Custom FS Rotor - Snjo and Keptin approved https://drive.google.com/file/d/0B8xWfykJ5pY_ckF2Wm9BUHZKZVk/view?usp=sharing Pictures http://s1077.photobucket.com/user/v8jester1/slideshow/Osprey Instructions !!!!!You must use my reworked FS rotor and tweak rotor max RPM to max in flight or it wont take off!!!!! Add the Tweakscale "Free scale" module below to BD Armory minigun as well as BD ABL laser if you want the proper proportions on the craft MODULE { name = TweakScale type = free } SAS must be turned on With max rotor RPM Set The Osprey will take off with a little under 3/4 throttle - Full throttle will slowly flip on takeoff All action groups can be previewed by pressing "o" Rotor nacelles do not have limits assigned to them due to me not figuring out the new symmetry rules with IR Hover is assigned to an action group but it really doesn't work - (if you can fix it then awesome) Go easy on the transition from VTOL to plane mode. You need the aerodynamic forces to stabilize forward flight Belly mounted turret is linked to a HullCam camera. Press "+-" to activate cam press "9" to select minigun or laser Use JKIL to pan and tilt camera and turret in tandem. Part count 200 For those with modeling abilities. I'm looking for someone to make an osprey rotor.
  4. Yes, what are your system specs? And are you running OpenGL? And lastly did you install just EVE? Or did you install astronomers visual or renaissance along with it? I like to open the game data folders in the zip files to make sure I don't roll back my version of Module manager. What version I module manager are you currently running by the way?
  5. It's KSP, why do we build 15 stage rockets that way a million pounds and cost as much as Spain? Because we can
  6. 1.0.2 is completely different than .90 when it comes to 64 bit. It isn't natively available from squad now but if you go through the conversion process. It will run just as stable as the 32 bit version now. Yes it will crash when working on 250+ part ships and bouncing in and out of the vab. It will however last about twice as long as the last .64 bit did. But it also takes a third of the time to start the game now. So for those that have a kitchen sink mentalaty with mods. There really is no better option. The game is still a work in progress. It is better now than it has ever been. But it can always be better. Like the addition of unity 5 someday.
  7. KAX uses firespitter, I can't remember for sure if there are example crafts with it but I believe there are some. If you are up for some inspiration, I have a few pics of an osprey I built in my thread.
  8. Proot, I seriously can't wait to see your new pack along with scatterer. I just hope people back off of blackrack and let the man breathe. But between you two and rbray you three have really given new life to KSP, thanks guys.
  9. Oh, hey Sudbean. Something else I noticed. If you increase the mass of the PDGF and the LEE. They don't flex as much. I set them both to 0.05 which is the same as a jr docking port. Ps. Thanks for the props, I'm just another impatient fan bro
  10. Ooo.... gimmie gimmie gimmie super excited about this one. I love the RD-480's and the mono tanks from the last version. Great work!
  11. Well you can just add the tweakscale module to a cfg file like I do. It works just fine for the ABL laser and the minigun.
  12. Oh! You know I didn't try that yet. Now you got me curious. I'm going to play around with the Robotstruts tonight. So I was able to secure that arm by placing the targets on the edges of the anchored section of the IR parts of the arm instead of the RKE structural tubes. And someone else recommended it may be physics so I kinda jumped before I found out for myself. Still haven't figured it out fully.
  13. This is a wip mod. Freddy is still putting everything together. None of the textures are even .dds yet. Just be patient. Or convert to 64 bit. When you can run in excess of 8GB physical and another 8GB of virtual memory. 40mb is a drop in the bucket. Complaining about the size of a mod isn't what most of us would call a productive topic. Every moder is working toward as small a memory footprint as possible. You could go download the KSP .dds conversion tool and bring it down on your own for now.
  14. For resource transfer use the docking tubes. If you don't want to eva. Docking with IR usually works jus fine for me. The trick I found (for those minecraft junkies out there) treat IR parts like repeaters. Treat them as directional I have an IR test arm with 3 attachments around it. Using RKE docking ports. One is a winch one is a dextre attachment like the one on the ISS. And finally a mining drone with a drill. I can swap between all three without reloading the scene. The trick there is time delay between disconnect and connecting to the end of the arm. Use the mange at a distance to float the attachment to the arm after disconnecting from its previous docking port. You want there to be a 2-3 second delay from disconnect to attachment. And 9 times out of 10 it works. I'll try and make a video this weekend to show what I mean.
  15. It works but you need a decent video card. As well as do a little file bashing. Fallow my last post and if you get lost, pm me
  16. Check the parts you are securing. It has something to do with physics. Are you locking an entire craft in place? I found a couple work arounds for this if you need a hand.
  17. That is a cockpit replacement on an existing craft. It doesn't fly and it's for .90 with so many mods 64 bit is pretty much a requirement. So not this time around but maybe when I have it rebuilt in 1.0.2. The part count should drop from almost 300 parts to something more reasonable.
  18. Freddy its perfect! http://i1077.photobucket.com/albums/w475/v8jester1/Osprey/screenshot26_zpslgmmyccq.png~original' alt='screenshot26_zpslgmmyccq.png~original'>
  19. I was just talking about this with mousethethird Step 1 but skip Planetshine. It's a minimal gain and it will save you ram anyway. Step 2 I suggest low res clouds and you can move up from there. Step 3 don't copy Planetshine, Chatterer or even Distant Object unless you really want one of them. Next Go to (BoulderCo/Clouds/Textures) move the 4 textures you find there out somewhere else and launch the game. If it works (without clouds) then go download the .dd conversion tool linked below. Convert those 4 textures to .dds be sure to uncheck "flag as normal" put the .dds textures with the same names as before in the folder and try it again - this worked for me before I switched to 64bit (64bit wont help youunless you have the ram to burn 16-32gb) Also if you run a different skybox in texture replacer, convert those files to .dds It'll save you some more ram .dds conversion tool http://forum.kerbalspaceprogram.com/threads/98672-WIN-KSP-to-DDS-texture-converter Hey I've got one, Anybody get the lightning to work in 1.0.2? It flashes super fast, and I can't figure out how to slow it down to a realistic pace.
  20. What are your system specs? I am running interstellar v2 eve 4.7 and a around 25 mods with no ATM. Now I hacked my install to run in 64 bit mode. But I did run interstellar before doing that. My specs are an intel i7 4790K GeForce gtx 970 and 32gb ram. And I can hit around 120 fps on a 100 part ship Just pm me if you need more help. I don't want to clutter up Astronomers thread.
  21. Take your time Proot, You cant rush art and what you have done is repaint the entire game. Takes time to dry before you can pass it on. Keep up the good work
  22. If you want to use Tweakscale you could add that module into the CFG? I did this for the mini gun and laser for one of my planes and it worked fine. The other thing is drop time, If you are dropping it like a bomb extend it so it clears the cargo bay. If you are launching it out the top. set it to 0 so it will hot launch also set the drop direction to lateral not vertical. The one last tid bit is don't set the rocket directly against the rear of the cargo bay or it might bump off it and explode. Oh and to be capt obvious for a sec, don't part clip a missile into any other missile or part, many deaths.
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