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Everything posted by Toonu
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Can I ask you for some screenshots please? Maybe I do something wrong... Anyway thanks for responses! Toonu
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Thanks for updating! I'm very thankful.
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Don't understand, because when I put VLS just into one of hulls, with part clipping on. Rockets won't launch by action group for launch missile, it launch only with right click and fire missile button directly at the missile, and that's bit...bad. Only option which worked for me was VLS hull with hole in it, but it won't work in trimaran hull because it's shape is weird...etc..etc... This didn't work, only with r click and fire, not the weapon manager.
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Hi, I still can't find out how use VLS tubes in your pack, even don't know where(and how) place them, when I put it just on top of ship and put VLS inside, rockets from it won t launch....any suggestions or photos/tutorial? Ok, let's say it...I know how place it...one to bottom and others on sides, but still in the middle must be VLS tubes, there can't be deck, yeah? I want to know if tubes can be inside deck.. I have working VLS 4x4 now, but is there way how make small hole only for 1 tube or 4x1 tube? Like on the picture, both tubes works, the bigger too. But how do 4x1 or just 1 tube somewhere at ship?
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Great job at the mod, when we can see upadte to BDA 0.10?
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WW2 Warships 0.5.1 - Is there actually something happening? Stay tuned!
Toonu replied to Azimech's topic in KSP1 Mod Releases
Great! Thanks very much, Maybe add into FAQ, at kerbpaint isn't tutorial. I ll add my new shiny ship soon -
WW2 Warships 0.5.1 - Is there actually something happening? Stay tuned!
Toonu replied to Azimech's topic in KSP1 Mod Releases
Ok, one more question, how you can paint your ships? I "installed" Kerbpaint and push P and then the window with colors pop up, but then when I click on any part with left or right click, even with P+click it just picked up the part and didn't paint. How you do it? Please I really need it. -
WW2 Warships 0.5.1 - Is there actually something happening? Stay tuned!
Toonu replied to Azimech's topic in KSP1 Mod Releases
Ok, orientation fixer fixed it, rudder work normally and I m breaking speed of sound with my ships xD (I lost control, because captain die... and it didn't stop the engines :D) Now I can finally make some nicer ships! -
WW2 Warships 0.5.1 - Is there actually something happening? Stay tuned!
Toonu replied to Azimech's topic in KSP1 Mod Releases
As in photos...rudder was placed corretly but without orientation fixer....I ll try it with it, anyway thx for help. -
WW2 Warships 0.5.1 - Is there actually something happening? Stay tuned!
Toonu replied to Azimech's topic in KSP1 Mod Releases
Hello I have small problem, I finaly repaired ship so it won't sink everytime and stabilise it, but when I launch turbines, it just do nothing, have big thrust and eat fuel and steam, but don't push. I tried to have turbines underwater and above water too....nothing works. Ok, I'm sorry...I had weird ship....it's working now But still the rudder doesn't work...it can't turn -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Toonu replied to BahamutoD's topic in KSP1 Mod Development
So is it possible :O! Wow, It can be amazing if you ll make it work(or someone can help you with mod :D) What think the others? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Toonu replied to BahamutoD's topic in KSP1 Mod Development
Hello Bahamuto, is real to use FAR aerodynamic voxels as base for stealh system for your mod? Or simply...is possible to see in next updates steath technology(as I suggest by using voxel-based Ferram aerodynamics)? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Toonu replied to BahamutoD's topic in KSP1 Mod Development
I know it's difficult to update so complex mod, but I have question about update to 1.0.5....I know it s rowking at this version on 1.0.5, but still, what can we expect in next update, some new types of rockets, better AI? Second thing is, if it s possible to make mod for some sort of stealth designs, maybe with use of ferram voxel type dynamics used as voxel shaped panes for radar absorment and reflection. (Or possibly modification for DMP(Multiplayer) for removing craft of other players from map? -
Thanks it helped a lot, stabilized it...but it still needs more stabilizing, have you any idea? It keep stable to Mach 1, but over 1 Mach it just get unstable(but it s ok, I needen't so fast plane...just if u know how improve it..) It turn nice around and everythings seems much better, but it keeps all the flight pitching down, very pitching down, I must fly with nose at 15 degrees up to keep horizontal flight. Anyway, I know ferram and other said milion times NO to milion questions about x64 versions of KSP, but still...In development is KSP 1.1 version where developers said it ll be muc more stable on win 64 bit, because some updates like unity, etc. So when It should be more stable, is there any chance to don't refuse 64bit version by Ferram?
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Oh, thanks for quick reply! I thought theese planes have only one flaps(like your split rudders, but just with the top one...) I ll try it! Thanks EDIT: It s more stable, but still needs more stabilization, but thanks anyway!
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Hello, I have problem not with mod, but with my planes, I decided to build a flying wing, I read few things about how they keep stability and so on. But, when I tried do it one of my first prototypes crashed in style of takeoff nose totally up->velocity too low->nose down and crash. In my later prototypes it take off good, but when I tried turn it was so unstable and stall was there. So on last try I put rudders on back and it fly very fast and maneuvre good if it's piloted with precise. After some time I decided make a real flying wing, it take off good, but is higly unstable. Usually it star go sideslip at higher velocites, I usually make it flight straight by control flaps, wings, spoilers, etc....but after some time (and on higher velocity) it just go into sideslip that can't be stoped and few seconds and meters bellow, crash into ocean. Any ideas how make real flying wing with FAR?
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Toonu replied to bac9's topic in KSP1 Mod Development
I found something interesting about that problem. When I launch KSP by normal launcher, or OpenGL launcher(-force-opengl) it demage the wings, and wheels, and most of functions of the mods(I found problem with adjustable landing gears too, all wheels are wrong roatetd, etc.). But when I launch KSP via CKAN, it works fine, wings are normal, other mods are normal and so on. When I launched it normally I see it haven't any mods icon too. Like all the mods aren't there. Icons of mods(like config of wings, intake aid, robotic parts, etc at left down corner) were missing. The only way now for me is launch it with CKAN....and I ll post here the log soon if u want....with edit.... Anyway thanks for help! Toonu EDIT1: And one big important problem I now find....when I try to printscreen it does nothing, then I wanted to close fullscreen to printscreen it with lightshot/prntsc and when I tried load setting, the game just freezed at loading screen(black + rolling planets at right down corner freezed)...I ll try to force setting in settings file in folder and printscreen it... EDIT2: I ll for sure upload output log, it must be something strage causing this. :D EDIT3: Changed fullscreen in settings.cfg and nothing changed......but the plane have thumb so I ll find it and post it..... EDIT4: Ok, ok ok...it s really corrupted, thumb nowhere, only the old with normaly looking plane, but the bugged plane thumb nowhere........aaaarrgh -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Toonu replied to bac9's topic in KSP1 Mod Development
Hello I have a big problem, I installed the mod a lot of time ago, but now when I loaded career, load the hangar all planes with this wings have them in "basic" proportions, not shaped as before. The flaps were same. Whe n I tried to load one plane I had parked near KSC, it have the "basic" shape of wings too. It s very bad for me, because I used them a lot. Any suggestions or help? EDIT: Next loading the game works perfectly, but still, I don t want reload game everytimes it do this weird thing..... -
I have one issue, when I builded bi-plane or jet(I tried smth like MiG-17), it works perfectly, but when I tried build with B-17 and jet(mustang) parts it instantly crashed down into runway after loading of physics...I can't even start engines, r-click on modules, it just boom without any reason.... Then I tried many combinations, put on it stock modules, etc...but nothing helps...here's last try with stock fuel modules... I tried add many struts too...but not better... Any ideas? Second thing is how put off input visualizer...it annoying when testing planes above KSC. Of course....KSP version 1.0.2 Firespitter 7.1.3 And log from mission will be here in a minute. + how do here spoilers please?
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Solved with increasing memory formgame and less for system game is smoothly like in 0.25 but i play it only while....maybe it crash later....i remove some parts too. Thanks to all EDIT1: One problem is....can't launch any rocket....when I enter VAB I can't get outside VAB, only closing game helps... lol I think it's becouse I don't have enought money... But that does not explain that I can't get out from VAB....
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Umm, I tried it withou DLL too, but it was mostly same.....I will try it once more... Yes, I have agressive version of course. "Some things you can do would be to trim down stuff you don't really use from both stock and the mods you have installed." I have only 15 mods! and without ATM and DLL 13! Someone have 46+ mods and working. I have only basic mods.... I look at that suggestion. List of mods I use: ATM, FAR, KAS, KAX, TAC, MKS/OKS, DDS Loader, Chaterrer, Engineer Redux, Procedural Fairings, Universal Storage Infernal robotics(only 2 parts of it, other deleted), 1 minimod adding MK II plane parts, Tweak something(size of parts) Only basic mods...and only 1 is big - OKS/MKS, other have less than 20 parts... Do you thing it ewill be better with WAIT=TRUE? Yes and last game I tried it will be good for 10 minutes, then I go back to space center and screen was black, I click into black screen and were in VAB, there was from white to grey colour buttons...I try take off with rocket but the screen was flashing black fast...so I end game.
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Hello I come back to play KSP and have the game on 0.25 version....started game....with pack of mods(ATM of course)....next to it I see there is new 0.90 version, so I downloaded it, downloaded ATM and pack of mods I had before....At 0.25 version KSP don't crash for long time.....at 0.90 I started game, it takes about hour, restarted it and load my old save...create very small plane and try to take off....game crashed.(In about 8 minutes after start of game) It crashed becouse it had low memory(3320MB always at my PC)..... KSP 0.90 14 mods + ATM + DDS loader + openGL Win 32-bit 4GB RAM 2 cores processor Error log as always at low memory crash.... mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 001b:1011926a. Error occurred at 2015-02-24_195736. 78% memory in use. 3320 MB physical memory [709 MB free]. 0 MB paging file [2838 MB free]. 2048 MB user address space [76 MB free]. Write to location 00200000 caused an access violation Edit: Maybe I find the problem....mono.dll....maybe it is missing I try downlaod it and copy it to system32/KSP folder. Edit2: Textures at half res...and low quality all...