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Everything posted by V8jester
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[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
It works just fine. You may need to convert the 3 small textures to dds under clouds. But I am running this and all the auroras sun flair (modded into current asset file) and outer planet clouds. Let me know if you need help getting this running. I am using EVE 4.7 by the way, not the overhaul. -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
V8jester replied to FreddyPhantom's topic in KSP1 Mod Development
Oh Cool! "Click mine" Thanks freddy! - - - Updated - - - Wow! Its perfect! You even added the small (I think they're antennas on the sides, some one please correct me if I'm wrong) And all the extra detail that pops out at you, or even the fact that the back of it is round so we can utilize this for other custom crafts like heli's or what not. Really digging this one Freddy. Nice work Now I have to start rebuilding my Osprey in 1.0.2 - hope it flies with all the aero changes they made -
I have a working version of RKE in 1.0.2 (waiting on spudbeans permission before I post it here) In the mean time all you need to do is add a (-) in the bottom node definitions of all the part .cfg files like this. node_stack_top = 0.0, 4, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 Change to = node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 The new node system in 1.0.2 is more strict and nodes need to face the proper direction. That's the basic fix for a lot of mods from .90 to 1.0.2. Also I found a good way of mounting the PDGF to a structure is always attach via nodes. No surface attach from the PDGF to the core or what you are grabbing. Now using KIS to attach a PDGF you really don't have a choice. But using nodes will remove the floating PDGF when grabbed by an arm (at least it worked the half dozen times I tried it in 1.0.2)
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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
Currently it is not, but bac9 as well as a few others are working on updating it. There is a playable version posted on the last page by blowfish, but the aero and engines are not working properly yet. Since the new aero is causing a lot of havoc for mods. Just be patient. There are enough of us that love this mod and bac9 hasn't left us Horus Sorry about that I was thinking about the space plane parts, my mistake.- 4,460 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
Are you talking one that opens down and another that opens regular? ?Or more OPT where it opens both directions at the same time? Because you can just flip the current one over and you have a working bomb bay.- 4,460 replies
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
V8jester replied to FreddyPhantom's topic in KSP1 Mod Development
Thanks Freddy for all your hard work to satisfy us forum minions. If you've only proven one thing, its that Fantom works is always well worth the wait. (Still cant wait for the Osprey though ) -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
V8jester replied to bac9's topic in KSP1 Mod Releases
Wow the new MK2 parts look awesome!- 4,460 replies
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I think I might possibly be able to assist with this one. Spanner, the same guy that made boomstick also made a "useful parts" mod in that mod he had a solid axle. If you mess with that axles cfg file it may help you write a custom one for a rotatron and then acomplish what you are looking for? I'm willing to help look into this, but zodiusinfuser, will this even work? Have you messed around with his cfg file? It seems like a promising idea. I just updated that axle for 1.0.2 for myself Here is a video I made before fine tuning the axle. By adjusting the IR settings you can stiffen or loosen the suspension, in the video it's super sloppy but works really well.
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What? You no like docking ports They can be a bit wobbly some times, big thing is (back in .90 anyway) try to use a space tug / small ship to build the station. And I suggest not using RCS anywhere on the station. Just stabilize with SAS. RCS twisted and obliterated this station the first try. After removing RCS smooth sailing http://i1077.photobucket.com/albums/w475/v8jester1/KSP%20Space%20Station/screenshot4_zpstimhd0uz.png~original' alt='screenshot4_zpstimhd0uz.png~original'>
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Hey Bit fiddler you seem to like running a very mod heavy install. I have a modified version of 1.0.2 x64 in Win 7. Using a community hack where WWEdeadman shows you how to barrow a couple files from unity 4.6.4 so you can modify KSP to run in 64bit mode. I'm running at 6.5gb of physical memory and another 6-7gb of virtual memory and I have yet to witness a crash. (running .90 the same way I would crash every 15-20 minutes) The mod list is sitting around 25+ and growing. http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround Alex sorry if I cluttered your thread with off topic stuff. Just trying to help
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Hey, is anyone else having issues with the helicopter rotor? When editing the rotor you can only open the tweakable menu once. Once open it will stay open until you click on and move the rotor. After the rotor has been moved the tweakable menue will no longer open unless you trash the rotor and place a new one. Also the rotor will flash green after it has been edited by the tweakable menu.
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[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
It used to be sharedasset9 now the "sun_flare.tex" is in sharedasset2. That is what I meant when I was talking about asset 2. -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
V8jester replied to FreddyPhantom's topic in KSP1 Mod Development
Oh hey, how about the windscreen wiper shroud. It wouldn't be much of a change to the model you have. -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
V8jester replied to FreddyPhantom's topic in KSP1 Mod Development
Oh man! That looks freaking cool! The Osprey is really taking shape. Nice work Freddy. And honestly I like the solid color, I'd skip the black nose. But you're driving, so I'm just looking forward to the destination. -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
V8jester replied to alexustas's topic in KSP1 Mod Development
You don't have to convert to Linux for 64bit - this works really well I converted my own install. http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround -
[0.25] Astronomer's Visual Pack - Interstellar V2
V8jester replied to Astronomer's topic in KSP1 Mod Releases
I had some issues getting it to run before I converted my version of 1.0.2 to 64bit (community work around - works really well) But I was able to get it running in 32bit by converting the three small cloud textures and the aurora textures to .dds. But if you convert to 64 bit you don't have to change anything, just accept that no modder on the forum will want to help you. A lot of mixed feelings around about 64bit. Also Short Circuit the lens flares are incompatible only because the asset files are for an older version of ksp. But if you use unity asset explorer to pull the "Sinflare.tex" file out of the asset file provided by astronomer and then place them into the new asset files of 1.0.2 (the number of the new asset file is "asset2" you can still use them. I can not provide you with the updated asset files as it would be against the rules to redistribute core files from the game. But if you have more questions, just pm me. -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
V8jester replied to FreddyPhantom's topic in KSP1 Mod Development
Nice the textures look a bit crisper in those pics, and the re-proportioned cockpit looks good too. Also, any new progress on the osprey? Really looking forward to that one. -
[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
V8jester replied to benjee10's topic in KSP1 Mod Releases
I noticed the same issue with the engines, colonization modules and docking ports. I think some of the affected nodes have not yet been inverted to work with 1.0.2.