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Everything posted by DirtyVenomSteam
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Any plans for engines based off the Fw-190 or the Me-262? If so, I'd be glad to provide proper reference pictures, either from War Thunder or just digging around on google.
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If you're taking suggestions, I have an idea for an adjustable Junkers 87-styled gear, as it'd make historically accurate recreations much easier (As well as make the much better looking) Here's an example image of the gear. Hopefully it's possible, I'd love to assist this mod in growing. Keep up the great work, thanks bunches for keeping this awesome mod going.
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[1.3.0] Procedural Parts - Starwaster Branch
DirtyVenomSteam replied to Starwaster's topic in KSP1 Mod Releases
I just speak it, not much, though. -
[1.3.0] Procedural Parts - Starwaster Branch
DirtyVenomSteam replied to Starwaster's topic in KSP1 Mod Releases
Mein gott, you're a genius. -
So, has anybody else taken up the mantle on this yet, or are my realistic replicas forever doomed to have inaccurate wings?
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May want to fix the CKAN repo, as it lists an old version as compatible at the moment.
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[1.3.0] Procedural Parts - Starwaster Branch
DirtyVenomSteam replied to Starwaster's topic in KSP1 Mod Releases
#1 rule of KSP Forums; No asking for ETA's, as modding is a long and difficult process, but, we can only hope there'll be one soon. -
It comes with a modified version of the Kerbalfoundries caterpillar tracks for use with the AFV's, the original Kerbalfoundries continued thread can be found Here. Glad to help.
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[1.3.0] Procedural Parts - Starwaster Branch
DirtyVenomSteam replied to Starwaster's topic in KSP1 Mod Releases
If you're taking suggestions, something I believe would be very useful, as recommended by KerBlitz Kerman is procedural cargo bays and crew storage, a procedural ventral Mk3 bay would be extremely useful as well, overall I just want to thank you for maintaining this awesome mod and doing your best to keep it goin'. Cheers. -
Can hardly wait to crush ruskie and american tanks with Glorious german vehicles. Also, any chance of a tutorial on how to add texture changes in the .cfg files? I made an alternate tex for the Abrams hull and turret, but, it doesn't seem to have anything for the textures in the .cfg file.
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Question, are the Sherman and Tiger hulls/turrets released yet, or are they still indev?
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Who needs a level runway anyway?
DirtyVenomSteam commented on JPLRepo's article in Developer Articles
Or better yet, at the end, nothing drastic, just a small ramp to help you get into the air so you can be extra sure your Kerbals are gonna die. -
Who needs a level runway anyway?
DirtyVenomSteam commented on JPLRepo's article in Developer Articles
What I honestly think is we should have multiple launching areas (KSC2, for instance as a secondary one). It'd be rather simple to just ask the developer of Kerbinside for the source code so it can be something proper. -
I have no idea where to post this, so I'm posting it here. A while back (~2014/2015) I was permanently banned from the Steam Forums for KSP, just because I simply talked about the people that where openly pirating the game. (I used to have a few of them on my friends list, they where very rude people.) and I was wondering if that, since I've purchased the game since then, I could be unbanned from the Steam Forum for it so I can make guides, as well as review the game. I would have posted this on Steam, but I've already posted it in the KSP Steam group without reply.
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Jester said I should come to you with my Stg 44, so, I'll get all the Blender files ready for you to use and add to BDFPS, since I can't get it working for the life of me.
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Hey, Jester. I've got a Sturmgehwer 44 model ready for your BDFPS extension, if you want it. Just lemme know.
(I've been trying to put it in myself with no luck, just invisible models.)
Example image, it's already sized to be the same size as the AK.
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Maritime Pack & Submarine Pack 2.0 Dev Page
DirtyVenomSteam replied to BT Industries's topic in KSP1 Mod Development
The engine doesn't provide Intakelqd even when in the water, probably a bug on my end, or there needs to be an actual intake for it. -
Maritime Pack & Submarine Pack 2.0 Dev Page
DirtyVenomSteam replied to BT Industries's topic in KSP1 Mod Development
Yeah, you added the right person. Good job mate. Now we just need to wait for a fancy staff meeting where we discuss what should be added, fixed, whatever. -
Maritime Pack & Submarine Pack 2.0 Dev Page
DirtyVenomSteam replied to BT Industries's topic in KSP1 Mod Development
Welp, either way. I've still gotta figure out all the hangouts nonsense so I can properly collaborate my ideas as to what should be done with it. Welp, I figured out the hangouts nonsense. I just need dem emails so I can add 'em. -
Maritime Pack & Submarine Pack 2.0 Dev Page
DirtyVenomSteam replied to BT Industries's topic in KSP1 Mod Development
Oh. Derp. I thought you where BT. Aren't I stupid? -
Maritime Pack & Submarine Pack 2.0 Dev Page
DirtyVenomSteam replied to BT Industries's topic in KSP1 Mod Development
Neato. You've still forgotten to do all the skype nonsense, but, whatever. I mean, I can figure out the google hangout nonsense, it's just gonna take lots of googling, Ironically.