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KSP2 Release Notes
Everything posted by V8jester
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[1.1]Hullcam VDS - mod adopted by linuxgamer
V8jester replied to Albert VDS's topic in KSP1 Mod Releases
Oh man! I've been looking forward to camera filters -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Lordprometheus Is working on getting it updated. But a lot has changed and quite a bit broke. So be patient and it will come around. -
Everything but the utility pack works just fine. The only reason the utilities aren't working is other mod dependencies like KAS and active struts. But Kospy44 is working on integrating updating KIS / KAS. Active struts I'm not sure who picked that one up, but I believe it's one of the devs for the IR plugin. Once that is all finished I'm sure Zodiusinfuser will release an update shortly after.
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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
Oh ok, I couldn't find anything on the JDAMs, guess I just didn't dig deep enough. That's alright, I'll just set it to unguided with no thrust and call it a day. At least until someone smarter than me figures it out. Thanks -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
I don't believe that is the case, but correct me if I'm wrong. I edited the cfg for the JDAM and the one thing that held the bomb from dropping from a weapon manager command was when I changed the line that reads "guidanceActive = false //missile has guidanceActive" to true. When it is set to false, it will dumb fire but true requires a lock on a target. This was a non issue in 0.7 I am just curious if there is a work around or if I will just need to be shooting at something to drop a guided bomb. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
I don't believe this is an issue with BD. Just figured I'd throw it out there. I messed around with the space mans JDAM last night, updating it to work with the new BD. Basically the cfg file looks identical to the mk82 bomb except that it has thrust and guidance. In v0.8.1 you can only drop the JDAM with the weapon module fire command, only if you are locked on a target. And if you are not locked on a target the only way to fire it is to right click the bombs themselves and click fire one at a time. Where previously you could dumb fire the bombs from the weapon manager regardless. Anybody have an idea of how to have guidance on a bomb and still be able to dumb fire? - - - Updated - - - Do you have enough clearance around the bomb? And also are any of the bombs touching one another? I had the cluster bomb explode in the bomb bay every time because it was touching the cruise missile when I was developing this -
The upcoming gantry rails really look great! I think that was the biggest problem with the original IR parts was a lack of consistency. They all looked similar, and I do sill like the original pistons for some applications, but they all didn't fit together very well. The system you've come up with really works great. Looking forward to seeing what else you have up your sleeve to blow our minds. Thanks Zodius
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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
I suggest making an inline pod to place behind the cockpit. That would allow you the option of building two. One for the flat rear cockpit and one for the bubble rear cockpit. Oh any new progress on the Osprey cockpit? Not to pry just looking forward to that one, it looked really good in the last pic you posted. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
All the BDarmory missiles are homing. Just double click a target and fire. -
I agree I doubt it's the computer, and the i5 is a good chip for KSP. Hey RPM just released an update like 5 minutes ago? Try that? Also something that helped me was increasing my page file size and running in OpenGL with popup window.
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Sounds like a graphics limitation. If the fps is affected by what you are looking at, then that sounds like you may be stressing the capabilities of your computer. The inside of the ALCOR is a very detailed model. Are you using onboard graphics or a video card?
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What are your system specs? And did you try this without rpm and the IVA patch / props yet?
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Are you running the newest version of RPM for 1.0.2? I admit I installed this after converting my install to 64bit using WWEdeadman's work around. Runs smooth as butter. http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround
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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
Actually that's a pretty good idea. Because this will connect to existing parts which would need to be retextured otherwise. I Like it! Good to see you back, I'll call off search and rescue -
WWEdeadman Thanks for posting this. I have tripled my mod capacity. And it appears to be more stable than 32 bit for me as well. I managed to get 1.0.2 to crash on startup with mods approaching the 3GB mark before. But now, it loads just fine and I seem to be able to revert to the VAB SPH as much as I want with no crashes like the ones most common with .90 32 / 64 bit. It does appear that you need the horse power, as it's not unusual to rise to 8GB + of memory usage. But for those with the head room. I say go for it, this is how KSP is meant to be played.
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Hey those look really good! Really looking forward to kas / kis integration
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Hey I got the pod icon disappearing all the time too. A faster work around than save / reload, is open the subassembly tab and close it. That instantly rematerializes the pod icon again.