-
Posts
37 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by RaptorTech-Incorporated
-
-
Heyo, I got a suggestion for a cockpit that you guys could add, this would be the A-10's cockpit. I am suggesting this due to the fact that there are not many mods that contain the cockpit of my favorite aircraft. (yes, I am aware that there is the QuizTech K-10 cockpit, but the IVA is horrible, and I would like a rendition that does the cockpit justice.) Thank you for your time, and I understand if you wish to not create the cockpit. Many thanks again for reading.
-
1 hour ago, Manul said:
The problem is in HUD5. I don't have HUD5 and it doesn't crash.
Where can I find HUD5 in the mod?
Parts?
Props?
space?
-
2 minutes ago, Manul said:
This screenshot is from 1.9 (look at the new grainy terrain around KSC). But I forgot to update NMB to the latest version, maybe it's the reason
maybe... but the mod should be for 1.8.X right?
-
On 2/18/2020 at 2:55 PM, Manul said:
How were you able to make NMS work?
I have a constant issue of the mod crashing my game when it loads, and I have installed the latest versions of JSI and ASET for 1.8.X and still have this trouble.
Are you running a previous version of the game like 1.7.3?
-
So, I installed the mod again and again, and the F-18 cockpit still does not show up, even the game says that the part does not exist, however, I have gone into the files of the mod and the F-18 cockpit is there! I went back to version 1.7.3 with the exact same mods that are still in 1.8.1 and the F-18 cockpit showed up. I think that this is a matter of the version of KSP I am using. I am still unsure of the cause for this, but it works in 1.7.3
I have asked for help earlier to no conclusion, I am also wondering if the mod will be updated in the near future to work with the latest version of KSP, since some features do not work.
Thanks for your attention,
RT
^ v1.8.1
Bruh
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
^v1.7.3
Works like a dime, not the rest of my mods tho :c
-
21 hours ago, Manul said:
What does KSP log say? It might say something like this:
PartCompiler: Cannot compile part
Try to search this record in log file. There should be some records above this record that explain why it can't compile part.Or you may be using a previous version of this mod, F18C has been added in the latest release.
I cannot seem to find the logs with the partcompiler, just to be sure, is the spacedock version the latest release? I just want to make sure just in case.
-
On 11/17/2019 at 8:01 PM, commanderbunbun said:
Does anyone have the issue of the F18C cockpit part not appearing?
I have this issue too!
I feel like we are missing something, or it is in another file, I'm feeling kinda stupid.
Can you guys help us out?
-
New thing, could you fix the FLIR color, because when I see the grass or ground, it is a slightly red color and not grey.
-
On 7/19/2018 at 5:31 PM, SpannerMonkey(smce) said:
Sadly KSP isn't suitable for such effects, we've tried all kinds of things in dev, and among the things we discovered is that things like extra FX will slow down even the monster PC's that some of the team run, and bring smaller low powered devices to a standstill, the effect is so pronounced that we even had to turn down all the bullet FX and ricochets, something you'd imagine as being pretty trouble free, in order to allow for all levels of player and machine to enjoy the mod . One thing you can be certain of is that we'll not build in exclusions and , certain team members have performance OCD and performance is unlikely ever to be sacrificed for visual fluff .
Ah, thank you for the clarification.,
Also, maybe you could have a certain option in the option menu for high FX for BDAc?
-
On 7/18/2018 at 12:17 PM, Papa_Joe said:
I'm not completely sure what you mean by "hits the ground" if you are talking about the marks on the ground for kicking up dirt and leaving a gouge, then no. Decals can be placed on game objects like parts, but not on the planetary body. Technically there is a way to accomplish it like footprints, but the effort involved is not worth the result, and there is a performance hit associated with it, much like there is with decals. KSP has multiple texture resolutions, and the Planetary body resolutions changes as well. This means that small fluctuations in altitude of the ground occur, and must be accounted for at each resolution. The code gets messy fast.
As for the 20mm vs 30mm decals, why? what is your concern with the 20mm decal?
for the 20mm, I think it just might give it more 'oomph' you know? and I don't want actual craters, what I was trying to say is when the 30mm round hits the ground and it makes the tiny explosion of it hitting the ground or pinging off of it, all I want is a lot of sparks flying so that it look realistic while not leaving a mark on the planet, what I am trying to say is I want this :
instead of the current hit decal
-
I have a request for BDAc, if you'll allow it.
Could you guys make the decal for when the GAU-8 hits the ground to what it is like in real life?
It could be for the 30mm decals in general, and replace the current decal for the 20mm with the 30mm's original decal.
Thanks!
RaptorTech
-
14 hours ago, Darth Badie said:
Done
thanks man!
-
May I have my name changed to RaptorTech-Incorporated, or RaptorTech-Inc. ?
thanks
-
On 3/18/2018 at 12:32 PM, TheBeesSteeze said:
Can anyone tell me how to add parts to the exceptions list? Right now I'm having issues in that the launch tower from the FASA mod lights on fire when I decouple it, so I wanted to make it exempt from destruction effects but I'm not sure what the name of the part should be to add it into the exceptions list.
does the mod work with anything? (does not catch fire on stock parts or BDA) if not, it's just an error in the code that the dev needs to figure out how to fix.
-
On 12/23/2017 at 11:48 AM, Murican_Jeb said:
That's... Odd
Are you using the Beta version of BDA? It might be because of that (because it has a new damage system)
might be, however, this shouldn't affect the flame
-
On 12/26/2017 at 3:59 AM, TachyonGMZ said:
Try installing it with dependencies on a completely new non modded ksp and tell me if it works.
nope. still.
-
6 hours ago, TachyonGMZ said:
Have you actually accepted the contracts? Are you playing on a rescale? What mods do you have maybe that affects it.
I have accepted the contracts and I have nothing that would mess up the mods.
-
11 hours ago, TachyonGMZ said:
Check map view you should see question marks.
I do not.
-
17 hours ago, TachyonGMZ said:
They should be, they spawned for me. Do you go in the right direction?
yeah.
-
huh, the craft aren't spawning.
-
1 minute ago, TachyonGMZ said:
I use to use airplane plus with this so I can create amazing fighters.
that too.
-
Just now, TachyonGMZ said:
What are you using other than this? I just uninstalled KAF and bdarmoury to pursue a more space orientated career in 6.4x. (also it takes forever to fly to places with that scale) I just want to know what you use to see how I might like to have a career.
well, B9 and so-on, it doesn't affect the contracts at all
-
16 minutes ago, TachyonGMZ said:
Do you have the dependencies which are bdarmoury and contract configurator?
there we are, it works now!
-
Just now, TachyonGMZ said:
Do you have the dependencies which are bdarmoury and contract configurator?
ah, i see I dont have contract Config.
[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
in KSP1 Mod Releases
Posted · Edited by RaptorTech-Incorporated
Maybe you could contact the devs of QuizTech Aero (Cont.), they have a pretty good one, here is an image
But I wanted a better rendition of the cockpit, I am suggesting this to you as a place holder, or to get your model out there sooner.