-
Posts
2,116 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by V8jester
-
I was wondering about that after I sent that message. I forgot all the nodes were indeed wrong in the original LBP. Thanks Spanner for all you do buddy!
-
@SpannerMonkey(smce) I'm working on rebuilding my LPD 17 in 1.2.2. And this time around I decided to use the DG bottomless hanger and the Med hull module 1B with the elevator. I wanted to ask if you would be willing to either remove the walls at the front /back of the !b hull and the front Long Stern hanger. To allow free passage from the stern hanger to the elevator to the main deck. Be cool to move vehicles all around the ship. The other option could be a part switch module like B9 to allow two models. 1 With the walls and one without? Also the nodes on the medium hull 1B are rotated 180 upside down. edit Ah here we go. This is basically what I mean
-
CH-47 Gunship, Airlifting an M113 APC
-
Hello and welcome to the forum. Being this is your first post, and I can't quite tell in your pictures. I will ask you a more "obvious" question. All IR parts have a "Root" node (green ball in the SPH) and a moving node. The root node is the side of an IR part with the yellow markings on it. Envision IR being supplied power through its root node, from the root part of the vessel. If you attach an IR part backwards, weird things happen. Are the IR parts attached properly?
-
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
V8jester replied to Shadowmage's topic in KSP1 Mod Releases
Lots of Hot Pockets and Zena tapes -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
V8jester replied to Shadowmage's topic in KSP1 Mod Releases
Well it's working. I just have a lot of tinkering to do. The toggleable Repulsors will absolutely make a difference (whenever you get around to it man) I'm just happy to have KF back again -
Got my LCAC back in the action
-
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
V8jester replied to Shadowmage's topic in KSP1 Mod Releases
@Shadowmage Along the lines of "weird" testing. I am reviving my LPD along with my LCAC. This is perfect as it tests interaction of a tracked vehicle docked to a repulsor vehicle on water going to land I doubt you can get much weirder than that. So after reassembling everything. The repulses will not remain in a powered off state from the SPH. The LCAC and the LPD will repel each other with spectacular force upon loading. I managed to get it to launch to the grass next to the runway one single time so far. (Still tinkering) So something I can say is docking a vehicle with repulses is like balancing the empire state building on a ball point pen. It will work but it's a delicate procedure. I think this will become drastically easier once we can launch unpowered repulsors and toggle them in flight though. I will continue working on this one and one I get it working I plan on doing a Military type of a video. Been wanting to do it for some time now. Just been fairly limited on vehicle diversity / quantity until more recently On the bright side when I did get a successful launch I was able to undock the hovercraft and drive it right into the water with properly working repulsors. Old KF could not do this. I had to load a new scene with a working LCAC on one of my videos. So this looks very promising. Edit I am having better luck when this setup: Repulsor craft (The LCAC) is the root vessel. So the LPD (boat) is a sub assembly attached in mass to the underside of the hovercraft. -
Hey @SpannerMonkey(smce) Just wanted to let you know a couple things I just found. On the LAV AD Turret / Stinger Missiles 1) The GAU12 sound will simply cut out when you stop firing. Instead of fading out. - May just be a missing definition for the sound in the cfg 2) The turret has Tweakscale enabled. But the stinger missiles do not. So can't really have one without the other. Except I am not sure just how well missile scale.... Haven't tried that one.
-
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
V8jester replied to Shadowmage's topic in KSP1 Mod Releases
Hey @XOC2008 I still wouldn't have built one if we weren't tossing ideas back and forth I'll have to try that. That video was my very first attempt, mistakes and all. I'll have to play a little more with the settings and see if I can't calm it down on any future videos. - Thanks! -
I downscaled my Bradley and then changed about 90 percent of it to make an M113 APC. Still holds 6 Kerbals quite snugly in the back
-
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
V8jester replied to Shadowmage's topic in KSP1 Mod Releases
@Shadowmage You asked us to test KF in "strange" ways..... Here ya go -
B9 Proc wings are working except for the ability to use flaps / Airbrakes. Mirroring behavior is partially broken.
-
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
(1) Open part cfg. Change "Scale = 1" larger or smaller to your needs. (2) Not possible as all original models / asset files are not available to the current maintainer of IR. (3) there are a few, I do not know of any currently that are not broken though. If parts are too delicate. Try the Dev version (Master file) of KJR I have previously linked in this thread. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
V8jester replied to Shadowmage's topic in KSP1 Mod Releases
@lo-fi Whatever became of the handler? That would have been so useful! -
I haven't seen this in P.P. Before. What other mods are you running? I doubt it's a conflict. I run about 100+ mods including Procedural Parts. Can you tell us what game version, is Module Manager installed.... install process.... Etc... Looks like you've been here a while so I think you know what I'm asking.
-
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
V8jester replied to Shadowmage's topic in KSP1 Mod Releases
@Shadowmage I was working on resurecting my LCAC from 1.0.5 last night. And I realized the repulsers (work much better / are much more powerful) do not have any AG buttons available. In old KF there were options to turn off as well as raise / lower ride hight with an AG. Could this please be added in a future release? -
@Satlock Take a look at my video again. If you look closely you will see some square structural parts on the boom sections. One square per boom segment. They were placed at full extention then tweaked a little at full return. The quantum struts are attached on all of these, all the way to the rotating base of the crane. (The base has 3 Rotatrons. if you think the boom pivot is complex.... Yeah that took some red neck engineering on that one) the Pivitrons are strutted to a single RKE Kanadarm spacer that was Tweakscaled under the first extendatron. This spacer is a physics less part so it won't flex the same. Also the struts will not move with the movement of the Extendatron.
-
First off, welcome to the forum. So what I did on my mobile crane was. Use two cylinders the same size, node stacked one on top of the other and that would equal (one cylinder) Then repeat this for two more sequentially smaller "Cylinders" Then use the offset tool to move a set of two Extendatrons back into the larger ones. My boom was built using 6 Extendatrons in total. For a total of 3 double length cylinders.
-
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
The legacy parts are indeed nolonger being developed / maintained. As none of the current maintainers of IR have the original assets for those parts. The rails have no equivalent currently. But @ZodiusInfuser is still kicking around and he has some in development. But he has a very demanding School / RL schedule as he works on real robots. I would say the rails are safe to use (I use them quite heavily) but the hinges I would really start phasing them out. And in that statement I would also say. Try to use mainly rework as it has had the most care put into its creation and maintenance. -
I love Procedural wings Edit: Also just finished my first Bridge Layer
-
It's a procedural parts thing. I have noticed it more when alt+clicking a copy of a PP part. And also when knowingly installing a PP part upside down. (Please don't make me say PP part ever again..... )
-
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
So copy what was posted. Paste it into a text editor. Then save the file. Rename the file whatever you want anywhere in GameData. Just change the file extention from .txt to .cfg.