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Posts posted by TheKurgan
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It's gone again
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Added BDExplosivePart module to the AIM-120D, fixed the range on the RG Turret, and maybe another couple of minor fixes in here somewhere... it's been a crazy week.
https://spacedock.info/mod/1861/KTechhttps://github.com/TheKurgan/Ktech/releases
https://www.dropbox.com/s/i81k17rambkxjo4/KTech1.11d.zip?dl=0
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The browning and Vulcan variants were removed from KTech, as their ammo types are part of BDA now.
You need to delete the old KTech before installing the new one.12 hours ago, Eli the Space Nerd said:Is there any way to change the colors of the tracer bullets, because I'm really hoping to create my own versions of other Sci-Fi weaponry.
The newest BDA from SpaceDock, has the tracer color in the bullet def. The colors assigned in the gun are supposed to override this, but I am unsure if it actually does.
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Buff to AIM-120D maneuverability (no change in damage)
Lowered weapon ranges of several weapons.
added explModelPath and explSoundPath lines to TL Cannon.
https://spacedock.info/mod/1861/KTech
https://www.dropbox.com/s/lcjqa794dsg0et0/KTech1.11b.zip?dl=0
https://github.com/TheKurgan/Ktech/releases -
Minor fixes for newest BDA, a few additions, tested for KSP 1.11
https://www.dropbox.com/s/gcguj1bqn594g6r/KTech1.11.zip?dl=0
https://github.com/TheKurgan/Ktech/releases
https://spacedock.info/mod/1861/KTech -
@bice any progress on your plugin for this?
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I have been trying to create a KSPWheel patch for the Falcon Landing Gear Large (KRE-FalconLeg-L) without success.
Everything seems to be working properly, except I have no motion on the suspension itself... it is acting solid.
I am 99% sure it's because I do not know what values to put into this area:
MODULE
{
name = KSPWheelSuspension
suspensionName = Rotator
suspensionOffset = 0.0
suspensionAxis = 0.5, 0.5, 0
retractedPosition = 0
allowLockedSuspension = true
}
The values currently there are nonsense, and are just a sign that I gave up and went with "Trial and error" ... mostly error.@Shadowmage , @EmbersArc or @damonvv Could either of you help me?
I imported the model into Blender, so I could look at the various parts, but I am still unsure what part or group is the actual suspension.
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SUCCESS!!
Cool
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OH! I didn't realize that touch down margin was for that! Cool, will give it a go when I get home.
Cheers!
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Guess my launcher is too heavy
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3 minutes ago, oyster_catcher said:
So you are saying you set the target then revert to launch, and the target is lost when you revert?
lol no,
Just to let you know, I am a very experienced KSP player, and have been testing mods for a few years
After each failed, or sketchy landing, I revert and launch again. Each time I have to set the target point before launching.Now, that is not a big deal, just something I noted.
Also, I can't get a soft landing
after at least 2 dozen attempts... maybe more, I can't get a landing that is low speed enough to not destroy the legs.
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Good day, @oyster_catcher ,
I do have module manager installed
But I am plying on KSP 1.11.0.3045
Don't know if that makes a difference. The target location I select on the ground does not save to the mod... maybe it does to the craft, but I have been reverting after each test/failure.
I made a video of my latest attempt, I will post it once it's uploaded to YouTube. -
This mod has some real awesome potential!! I like it a lot.
Once you work out a few things like persistent settings and little QoL things like that, WOW it's going to be awesome. -
That would be awesome!, it could lead to fully automated booster landing, especially if the last selected landing marker, or target was saved or persistent
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The mod is very cool!
Do you think it's possible to have the "enable Guidance" able to be triggered by an action group?
Similar to how many of the mechjeb functions are able to be triggered by an AG from the cockpit or probe core. -
Just checking out your mod now.
One issue I see, you have included ModuleManager.4.1.3.dll in your mod folder.
This is not a good idea at all.
Please just put in the OP that Module Manager is a dependency.Cheers!
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4 hours ago, TheKurgan said:
Anyway, have a look when you have time, see what you think.
Test it out before you merge it, I want to be sure you actually approve of the velCurve, atmCurve and weight changes I made. You may or may not like them... either way, incorporate the assets into KAX under whatever licence you see fit.
Cheers!
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@Lisias
I created a PR on your Github page for KAX.
A couple of years ago now I guess, @SpannerMonkey(smce) created a long cowl version of the D-25 after I had requested it.
I asked Spanner quite a while back if I could give it to you to incorporate into KAX, as it's based off a KAX engine anyway.
He agreed to this, and I finally got around to fixing it up so it could be merged.
I also tweaked the D-25 itself to balance it a little better compared to the BumbleBee engine in Airplane Plus.
Anyway, have a look when you have time, see what you think. -
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It's back!
Thanks!
That has been an invaluable tool for me, for years. I have not had to use it in the past few months, but I used it regularly in the past, and now I have to fix several drag cubes.
When I saw the 404 error, I was like "OMG I am screwed... I have ZERO clue how to fix these without this tool"
Thanks again.
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W O W.....
ModuleManager.2.8.1.dll
ModuleManager.3.1.1.dll
ModuleManager.4.1.0.dll
ModuleManager.4.1.3.dllI wouldn't even have the courage to even begin to try to help someone whos install has something like that in it...
@steve_v I salute you, you are awesome... and soo much more patient than I.
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On 7/10/2020 at 1:03 PM, -ctn- said:
I’ve always stated that it does not include wheels and that I never got them working.
Those wheels look sooo nice though. Perhaps someone, some other modder, who has more experience with wheels, and suspension could get them working for you... if you still have the models.
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Hmm...
26 minutes ago, blackrack said:You should do a before/after in the scatterer thread
hmmm... I don't see any difference at all now... weird, maybe it was the angle or the lighting that made it look different at that specific time.
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Just now, blackrack said:
it's probably your config that differed.
Nope, same patch file I have been using for months all I did was check to make sure nothig had changed.
2 minutes ago, blackrack said:You should do a before/after in the scatterer thread
Will do.
[1.11.1] SMI Missiles and Launchers KSP 1.11.X BDA 1.4.0.7+
in KSP1 Mod Releases
Posted · Edited by TheKurgan
This is a resurrection of SMI Missiles and Launchers by the legendary @SpannerMonkey(smce)
Spanner gave me permission to bring this part of SM Armory Group back to a release state, and also permission to bring the missiles and bombs from SM Armory over to SM_Missiles.
License
There have been a couple of missiles removed that no longer function properly, and there may be one or two that were never released...
I will continue to build upon and update this post in the near future, but for now, here it is!
Download
The heat seeking missiles have a new capability added for adjusting flare vulnerability... this has not been released by the BDA team yet.
I have not tested them on versions of BDA lower then the current (unreleased) DEV build.
If the heat seekers give you any issues, PLEASE let me know, and I will comment out the modules until the next version of BDA is released.
Requires the latest version of BDArmory
Texture switching uses FStextureSwitch2 from Firespitter available here
Before anyone asks...
I do not have permission, and will NOT ask for permission to revive any other parts of the SM Armory Group.
The upkeep required for the rest of the SM Armory Group mods is well beyond my capabilities and desires.