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KSP2 Release Notes
Everything posted by Vjrcr
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[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
Vjrcr replied to tetryds's topic in KSP1 Mod Releases
But I just downloaded the old one. Well... Yeeh for updates, thanks for the hard work! -
Thanks, I want to make low flying a challenge and I thought trees would do the thing.
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Will try that later, thanks Edit: Tried that, it did seem to work and the torpedo just sank. I have HullBreach installed and I was woundering if it's the problem since it's patch for NAS is for an old version.
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Do the torpedos work now? I've been having issue with them sinking and now moving forwards in the last day since the BDAc update. Gonna do some testing on my own. Just to make sure, does this mod work with the breach mod? Edit: 1. So I saw a MM .cfg in the hullbreach file for NAS. 2. The torpedos just sit at -2m with 0m/s just slowly rolling. 3. I've only been able to switch to the torpedo once every other time I try my game crashes. Don't know if it's something with the torpedos but I can switch to other missle and craft just fine. If you want I can give you the log if you want. 4. Drop test under required speed and alitude, the slowest of which was at 48m/s and under 10m using the type 91 aerial torpedo. Edit 2: The MkXII aerial torpedo seem to work fine so it's just the type 91 aerial.
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How is the base game ground scatter done/placed? I was trying to figure out if it would be possible to add a collions to the trees and rocks on planet surfaces.
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Are all these mod need to use your mod?
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Is there a "master" setting or some way to set the Keybinding on all vessles? Doing it each time I launch a vessle is inconvenient.
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Thanks
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Is there a way to disable/rebind the Keybindings? For some reason mine is E and I don't remeber changing it. Flying is getting hard with my planes trying to point thrust vertical and the craft doesn't have the TWR to do a manuver like that.
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Nah, I should have figured that was the case. I just didn't know if you had added something that mean that they don't need BDAc to work.
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I'm confused, these mods are 1.2 ready they just need BDAc to be updated to 1.2 to function properly? If that was already said somewhere, I'm sorry, I just saw that these mods were 1.2 on Spacedock and have been following the BDAc tread patiencely waiting for the 1.2 release. I'm not pushing for a BDAc release, just confused is all. Keep up the excelence work.
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@owenmaley Once this is done are you going to upload it?
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No problem. It's always nice to see a new modder.
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I think the thrust transform is set in Unity. I'm way byond anything I've ever tried so I don't think I'll be of any pratical use.
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The thrust transform tells is the point the thrust originates from. I think that the effect also use it as a referance. PS. your link didn't work PPS. I have never done a engine before so I could be wrong, I'm talk from what I've seen from others.
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Did you do the thrust transform? If you did I'm out of Ideas. Better then My first attent at modding atleast. Keep up the great work.
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What's the Deploy time on those folding rotors? I have a crazy plan to pallet drop a Helio out the back of Cargo plane in flight, deploy it mid-freefall and start flying it.
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I'm getting giddy
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
Vjrcr replied to RoverDude's topic in KSP1 Mod Releases
You say the Kerbol Karburundum harvesting zone is back, does that mean it's back in it's unattainable/Ship made of radiators zone or is it moved to a different orbit? -
Is the -force-opengl launch option still beneficial to game performance in 1.1.2 x64 bit KSP
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parts [1.2] Karibou Expedition Rover [0.3.0]
Vjrcr replied to RoverDude's topic in KSP1 Mod Releases
I get the same issue. It tends to happen when I'm working with an kerbal outside the rover and switch to it. -
Mod that lets you throttle multiple RSC quads at once?
Vjrcr replied to lextacy's topic in KSP1 Mods Discussions
Part commander has a symmetry mod that groups thing that were placed in symmetry. That's how I set the thrust limit on my RCS blocks for mini probes to make docking easier. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Vjrcr replied to RoverDude's topic in KSP1 Mod Releases
In the Kerbal Space Program\GameData\CommunityResourcePack\ResourceConfigs the Karborundum.cfg, what Unit is it using for distance (sun mainly), I think it Gm. But whatever scale it's in Changing it to a range of 1.9 to 2.1 might work... I'll have to test it. So i did some testing and more research, found out how wrong I was and it not a unit but a multiplication of the Equatorial Radius (0=Sea level, 1=2xEquatorial Radius). So Karborundum is found at 300,000,000m orbit. -
What is KSP's aerodynamic model?
Vjrcr replied to martincmartin's topic in KSP1 Gameplay Questions and Tutorials
Good question, Ive been wounder about the aerodynamic model lately too, however I just fall back on the old KSP saying, "more boosters and spacetape" but the sometime it just burns my crafts dishes for RemoteTech. -
What is the best space station desing?
Vjrcr replied to Gauga159's topic in KSP1 Gameplay Questions and Tutorials
If you're okay with orbital rendezvous then modular is better, you can use smaller launch stages and if you ever get a contract in career that deals with space stations you can change it to suite your need (in the future). Plus unless you're use a version of Linux then KSP is only x32 bit means 3gb of ram is the max at this point until x64 bit is fixed. You can force OpenGL to help with ram savings if you want.