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KSP2 Release Notes
Everything posted by /not/pol/
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
/not/pol/ replied to Shadowmage's topic in KSP1 Mod Releases
Is there a known bug with a mirrored or left hand side track (specifically the large track with 7 roadwheels) not receiving any torque until super late, and only ramping up slowly and to less than half of the torque of the Right hand side/nonmirrored track? -
Keeping the Updates rolling.. When Ma Deuce Speaks, Everyone Listens. She took one hell of a time to complete, but the final result was well worth it, 2 USMC Gunnery Field manuals, 3 different manufacturers documents looked into for info(one i even contacted for a measurement they were happy to provide) and nearly 100 hours of work. By god she's gorgeous, Ma Deuce along with the New tank hatches, bomb models, and the likes are coming hopefully in the next few months, and failing that before 2019 is out. Burnout it a serious concern so the going pace is slow. To the folks that have stuck around this long through all of my screwing about Thank you for being patient, i hope the wait is worth it.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
/not/pol/ replied to girka2k's topic in KSP1 Mod Releases
So i take it this does not work for 1.7.2? -
So, life decided to do what life does, that being getting in the way of projects. been working through the backlog of parts just recently that need to be updated, updating old models, etc. will have an update soon:tm:
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picture dump incoming, Current plan is to roll it all out in stages, starting with the AIM-7 and the Dumb Iron/Laser guided Bombs and their respective racks, and later reintroducing the Pheonix, the B-52 Cockpit, the A-6 And E2C Hawkeye cockpit(s) and some new AGMs, as well as some new equipment and AGMs/ARMs, that is Air to Ground Missile and Anti Radiation Missile. For now if anyone still follows this enjoy the teasers and h-o-l-y fugg i have to get off my lazy ass and get this done. Images
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
/not/pol/ replied to girka2k's topic in KSP1 Mod Releases
..So is it compatible with 1.6.1 or? -
Nice! will make the bombardiers position a by far more lifelike for the A-6
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I was thinking more of displaying the UI objects instead of the ENTIRE window, border and all, either way what you said you've got planned sounds great, reason being is i realllllly want to take a crack at integrating BDA Radars into an IVA prop.
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Is it possible to take a 2d Unity UI window and display it on a monitor? possibly even interact with it by assigning its buttons to a variable.
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oof its been several months since i last updated this, got stuck into a bit of a cycle of Want new part > spend several hours working on new part > concept does not work with BDA > put it all down for several weeks > repeat Currently im working on updating the 3D Models for all of the older parts. correcting some config values that were never fixed and testing on the current 1.6 BDA Version. Currently in is: GBU-16 Paveway II GBU-12 Paveway II Mk81 GP Iron bomb Mk81 GP w/ Mk14 TRD Mk82 GP Iron bomb Mk83 GP Iron bomb GBU-31/V3B Bunker buster LAU68C With M151 High explosive rockets All 3 major ejection racks used by the US Air force and the US Navy, Including the BRU-41/A MER, the BRU-42LS TER, and the BRU-33/A VER, that is Multiple ejection, Tripple ejection and vertical ejection respectively. Mods not dead yet, i swear, If anyone is still following this then thanks for sticking around and sorry about the long wait.
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Visual stack node creation?
/not/pol/ replied to /not/pol/'s topic in KSP1 General Mod Development Help and Support
yeeeeeeeeee thanks -
Visual stack node creation?
/not/pol/ replied to /not/pol/'s topic in KSP1 General Mod Development Help and Support
Oof, i only just now saw these posts (does this count as a necro if its my own thread?) Its for a part, i know the exact angle down to the 5th digit. -
Could a fix be implemented for weapons killing the host craft? it seems to be related to the minimum engagement distance, possibly have the engagement distance start having an effect a few seconds after launch or make it configurable to not arm until after ex amount of time in the Cfgs.
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On the latest version of unity, particle system setup seems to be completely different, i just need to setup a really really large billowing smokepoint that i can tie to a random 3d object and have it emit ad infinitum. pls help
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L a s e r e y e (Note to mods im just keeping the thread alive while i revive it, pls no buli for spam)
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Wew, lots-o suggestions, Airplane plus has an F-18 Single cockpit but its a dual seater IVA, so i might make an IVA mod with an MM patch for 2 versions of the part, Eurofighter is definitely on my shortlist, F-15 Also. Tank turrets are a whole new ballgame to me so those might take some time, V-1 iirc uses a proper rocket engine and plumes are not my forte but i might have something instore for it, the Mig-19P Farmer is on my shortlist right now but i can take a look at the 15/17 also. the F86 is currently not on my list but if i go after a 15/17 then i'll bring it in also. Also REMOVE RADAR REMOVE SUBMARINE Christ i feel like i work for Heatblur with all of this [Snip] teasing...
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i mean the newer features being backported, atleast the ones not dependent on a new feature of 1.4
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- beautify
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any chance of the newer versions getting backported to 1.3.1? is it even a possibility?
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