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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
Albert VDS just hasn't updated the Kerbalstuff link and change log. Looks like curse is set up though. Just use that one untill he has a chance to finish updating everything. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
Oh right on! Thanks, PrototypeTheta -
Give Spudbean some time a lot changed with 1.0 Especially for the Infernal Robotics plugin. This is a fairly new project and I would be surprised if he didn't update it (when he has the time to do so)
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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
Hey that's more info than I started with. Thanks for the tips (and now I know where to find a quick reference for shortcut keys) -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
V8jester replied to BahamutoD's topic in KSP1 Mod Development
I am totally lost in blender, I know my way around Photoshop though. Could you point me toward some good tutorials? I downloaded blender and managed to light my hair on fire.... Still healing. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
V8jester replied to Yogui87's topic in KSP1 Mod Releases
I see a lot of other threads talking about "node attachment issues" apparently they are now defined in the .cfg also I have noticed just playing with updating Astronomers Visual pack on my own. Trying to load large and sometimes small .png files tends to crash the game. After converting the bigger textures to .dds it loaded much faster and much more reliably. I know that's not much to go on, but I hope that helps. Edit: The change to the nodes is apparently a flip. If it was attached positively now it's negative. Or at least that is how I am updating some (this) mod on my own. (I will not redistribute though, This is yogui87's mod) The nodes simply will not attach. But after going into the .cfg and adding a (-) in front of the first node axis it will now attach properly. I am by no means an expert just a dabbler. But Albert VDS linked me to a helpful article http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Node_Definitions And on a side note, I converted your textures to .dds for my install and the Pandora will load just fine into 1.0 - The IR cables also work with the latest version of Infernal Robotics 0.21.1 but the engine and node attachment issues appear to be the biggest hurtle. Edit 5/1/15 I managed to get an assembled and working DSL rover in 1.0 with .dds textures. The issues I found during my tinkering are. The engines are very overpowered. With the new aero model you don't need as much power but they do work just fine. Also the node attachments need to be inverted, The new node attachment system is "more strict" per a few posts I have read. Now I am fighting issues with the parachute and the heat shield. The parachute / capsule tries to fly in a lateral direction during decent. It's as though the pod is acting more like a wing than a brick. The parachute will deploy but at a 45 degree angle to the pod. (regardless of sas or rcs) And when you decouple the heat shield it will fall at a slower rate than the pod and roll out from under the pod, then fly up in the air and begin to flip through the air. After the heat shield is dropped the remainder of the pod will continue to fall in a predominantly lateral manner. But once you drop the skycrane out of the pod, the skycrane, winch, decouplers and engines all work like a charm. Mechjeb soft landings and booster separation of the skycrane after landing. The rover drives and all the animations and science experiments appear to work as well. I hope I'm not sticking my nose where it doesn't belong, I'm just a really big fan of this mod and want to assist in any way I can. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
V8jester replied to Yogui87's topic in KSP1 Mod Releases
I second that 1.0 appears to crash upon loading with the DSL Pandora. I'm going to tinker a bit and see if I can get it working on my own, but would really love to see a 1.0 update. Really great work. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
V8jester replied to Albert VDS's topic in KSP1 Mod Releases
Appears to still be working in 1.0 (I haven't tried every camera but kerb cam zooms properly and booster cam works) -
One thing that caused a ton of wobble and "unscheduled disassembly" for me, was SAS. The flex of the arm, mass of shuttle and payload is too much. So SAS and payloads can be tricky. The other thing I found was slow movement the new release of IR takes care of this with acceleration. You want to get that mass moving slowly and stop it slowly. Hope I didn't barge in, I'm curious to see what falken has to say as well
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
I have one last idea. Look at your nav ball. you are controlling from a command pod pointing straight down. and by pressing (w) you are driving the wheels as well as any reaction wheels you may have added or what is already equipped in your command pod. This could be adding torque to the legs bending them and altering your intended path. Edit: I just looked at a larger version of your picture, I should have led with that. Each arm is attached to a separate structural panel. this could be a lot of your issue. Try attaching all the arms to one common part using symmetry and then see what happens. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
My thought is the legs on your rover appear to be pretty straight up and down. Try and lower the angle of the legs more horizontal. Much like the rover in the tutorial video. The wheels extend more outward than downward. Makes for a wider and more stable platform. edit: Another idea is use 4 quantum struts or active struts to connect the wheels together under the fuel donut under your rover after the wheels are deployed? -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
I agree with Ziw on this one. I have yet to even use the alignment indicator for B9 landing gear. with IR you have the ability to align to the fraction of a degree. Math is you friend, well maybe not mine but that's my own fault. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
V8jester replied to DYJ's topic in KSP1 Mod Releases
Guess that answers it, time to start up a new install and recheck my mod list one mod at a time. at least this mod is worth it. Or wait for the mad rush of updates after 1.0 -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
V8jester replied to DYJ's topic in KSP1 Mod Releases
DYJ: I wanted to ask do you know if procedural dynamics doesn't play well with the b9 procedural wings? I have both installed and any craft I made in .25 with procedural dynamics is working just fine in .90 but I can't edit the wing surfaces. This worked in .25 as I recall I had both B9 procedural parts and procedural dynamics installed then too. But now I can't alter there shape in .90 Thanks for procedural wings by the way. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
V8jester replied to Albert VDS's topic in KSP1 Mod Releases
I was curious, how are you coming on the thermal, night vision filters for the cameras? Is that something you are still toying with? -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
That makes sense, thank for taking a look. Also something I was messing around with last night was a rotating bomb rack under my B-2 it has 6 BDarmory cruise missiles attached to a central tube which is supported by a controlled Rotatron at one end and an uncontrolled Rotatron at the other. Previously I just held down a button to manually rotate the rack back and forth. But with the new presets I can now press a single button to simply advance to the next bomb. I have 6 presets at 60 degree intervals. It worked fine for the first 4 bombs so from zero degrees up to 240 degrees. But as soon as I would press the action group to advance to the next preset past 240 degrees, it would over rotate back to 0. My work around was to use negative numbers for the last two (first two) presets. So I would have 0 as my center position and a range of 0 - 240. And at the top of my preset list I have -60 and -120 after this change it would stop every 60 degrees. Hopefully I didn't make that sound too overly complicated. Long story short I'm not sure if this is an IR issue or a me issue and I just need to relearn the new interface. But I found a work around and the new IR works very, very well. I have yet to have an alignment bug like the previous IR. I was honestly afraid to move anything in the VAB SPH before but now it all works exactly the way it should to test things before launching. And is far more accurate than before. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
V8jester replied to Albert VDS's topic in KSP1 Mod Releases
Ok after revisiting this I realized that I mistakenly re-sized the original overlay. Using the default 1024x1024 layout with my own custom reticle in the center I wound up with this, and it is perfectly stable. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
I apologize I forgot to mention. I did engage the limits with the right click menu. And then went into the IR screen with the button at the bottom of the screen. Moved to rotatron to 1 degree set limits of 0 and I believe 75 degrees then it would work in the SPH but when launching it would ignore the limits that where set. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
V8jester replied to Albert VDS's topic in KSP1 Mod Releases
Albert VDS: First off I love Hull cam. I used it to make a Flir ball under an Osprey that I built to have a gun cam that was linked to a BDArmory minigun using Infernal Robotics. Now my question is I modified the little tiny camera forgive me I cant think of the name. To use the module for the science cam. I wanted to use the better zoomable camera lens. and in the process I notice that the original mini cam had an overlay for a grainy low quality feel. I played around with changing the grainy overlay to a reticle to look like a gun cam and on the ground not moving it looked great. But when the craft started moving the overlay would shake like crazy defeating the whole idea. Is there another work around to have a stationary overlay to accomplish this? I remembered: little tiny camera = Nav cam -
I know this is an older thread but I wanted to say that Comanche looks great. The download is no longer available and I was curious if you have tinkered with the project, with some of the later versions of KSP after .24? And also if you'd be willing to post it up for download again.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Great work guys, I love the fact that when assigning parts to an action group you no longer need to toggle a direction on and then off again. That caused a lot of issues with some of my torture devi.... I mean machines. Also I'm having some issues getting the rotor to lock. It will turn past its adjusted preset minimum and maximum every time. Also the 180 degree Pivitron I believe it was, would not accept a new "center" position it would default to its original preset regardless of what I enter and save. I wound up using the old deprecated Pivitron with a default center position of 90 degrees and that worked like a charm. But those two minor issues aside you all did an amazing job on the rework. -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
V8jester replied to FreddyPhantom's topic in KSP1 Mod Development
The rotors are a bit of a trick. They're Firespitter helicopter rotors with a Firespitter drop tanks for the nose cones. I built one nacelle and then mirrored. The trick is place a rotor (surface attach only unfortunately) and then center using the offset tool and have the snap angle tool turned on. As soon as you touch a direction to nudge it in, it will snap the part to center. That's how I got the rotor to fit perfectly inside the drop tank without looking all cattywompous. Then attach the drop tank to the top of the rotor, flip it around till its aligned, and then use the same offset angle snap trick. I have some better pictures of it in my forum post here: http://forum.kerbalspaceprogram.com/threads/114508-Advanced-aircraft-Screenshots-and-building-techniques -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
V8jester replied to FreddyPhantom's topic in KSP1 Mod Development
I believe to add fuel to a part all you need is to paste this right under the part parameters in a part's .cfg file. Change the value for amount and maxamount to a value you believe will work for you. Now don't copy and paste the whole thing, just "RESOURCE" and everything under it. let me know if that doesn't work. // --- standard part parameters --- mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 50 breakingTorque = 50 maxTemp = 2900 ---------------Everything under this line / You can remove oxidizer if you wish-------------- RESOURCE { name = LiquidFuel amount = 180 maxAmount = 180 } RESOURCE { name = Oxidizer amount = 220 maxAmount = 220 } }