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RaptorTech-Incorporated

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Posts posted by RaptorTech-Incorporated

  1. 13 hours ago, Manul said:

    A-10 cockpit is something we definitely need. My A-10 is currently using J-10 cockpit
    u0DPEPC.png

    If someone makes the model I can place all the necessary props inside
    xzcrDCE.png

    Maybe you could contact the devs of QuizTech Aero (Cont.), they have a pretty good one, here is an image 8Bwhadm.png

    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.

     

  2. 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.File:A-10C Warthog Cockpit.jpg - Wikimedia CommonsPurpose of Bungee cord in cockpit - ED Forums

  3. On 2/18/2020 at 2:55 PM, Manul said:

    This is not a reason why the game crashes during loading, mine doesn't.
     

    Ey9DGiw.png

    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?

  4. 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,

    RThwX1lkZ.jpg 

    ^ v1.8.1

    ivdCGw8.png Bruh

     

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    O2w5b64.jpg

    ^v1.7.3 

     

    Works like a dime, not the rest of my mods tho :c

  5. 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.

  6. 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?

  7. 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

  8. 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.

     

  9. 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

     

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