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Everything posted by Damaske
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I'd take the time to point out Infinite weapons already has a very nice tank turret already Not sure if it has been up dated yet or not. Used it in the past and enjoyed it before so it might be somefing to look at also. Looking forward to the tracks so that i can make my MLRS. Edit: I was wrong, bahumotoD's made a tank turret so if you want to use that instead your welcome too.
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[1.12.x] LCD - Launch CountDown v1.8.0 [23 Oct 2019]
Damaske replied to Athlonic's topic in KSP1 Mod Releases
64 bit KSP countdown does not work, I hit go and it just say all engines running and just sits there no countdown, no sounds, no launch, no nutting. Forgot to get logs will attempt log capture next time in-game. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Damaske replied to helldiver's topic in KSP1 Mod Releases
I have been having rather good luck running a modded 64 bit KSP. I don't mind attempting to run this mod with the current smaller ones that I have been testing minus the B9 stuff, or a trimmed out B9 stuff. I've found that a lot of that mod I've not been using much so it is going to lose some extra baggage. When trimming out pieces that I done use what is the best method? Just the config files or search for and remove any unused image files, aka pod IVA's, part textures, ect. -
I'll see what I can come up with! Dankie
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WOW! I want those I can remake the Firefly with those the + one would be perfect!
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Where does this dll go, inside mechjebs folder alongside its dll, or . . .
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I have a stable KSP 64-bit space planes 1.3, MM 2.2.0 and RPM 0.18 as with a few others mods. It is running good and stable for me. Damaske
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I found out the reason for the mess up as far as i was able to tell from me, I did not have RasterPropMonitor plugin installed I installed that and it cleared up the issues i was having. Now for more info on what was happening to me. I was able to load into the came except as it was loading the mod managed thingy was saying 0 loaded scripts xxx hidden. Basically it was thinking that all the config files were hidden and not valid. Once it loaded in there was NOTHING in the builder list thingy as I was unable to make a ship as there was NO PARTS in the list on the left. At first I was thinking it was a firespitter plugin troubles with the 64bit exe. But I uninstalled it and it was doing the same thing. After monkeying around I then remembered that it used a plugin for its monitors and went to KSOS as I knew it used the same plugin. Installed the newest RasterPropMonitor plugin, and firespitter plug ins and poof it was working just fine as can be. I hope that this is clear enough for others to understand sleepy kitty is not a good thing when trying to remember issues that she was having. Damaske
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Had troubles with 64Bit not playing nice with this mod, and found it may be linked to the Firespitter plug-in. May be more to it than that, but I am currently spending time pounding out the dents from Jebs last attempt at this mod.
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[0.90] Kerbin Shuttle Orbiter System v4.13
Damaske replied to helldiver's topic in KSP1 Mod Releases
I'd rather have the Sunburn livery over the Black Widow, as it appeals to me much more over then Black Widow livery. -
I'd like to have the option to keep the plane as a certain roll like once in orbit so that your plane does not end up flying with its wings for example like this " \ ". I'd also like to take this moment to say that the auto-landing DOES work provided your able to quickly turn on SAS once you abort it a few feet off the runway. Or just prey that the Auto-land does not nose-plant the front of your spaceplane into the runway. Witch tends to happen on greater than 7.5. Id like to be able to safely use an approach angle of 15 so that it will make it over the mountain range just west of KSC. Also I am aware that the space plane autopilot is not a high up thing on the list of to-do stuff and is mostly just suggestion fixes I'd like to see. Damaske
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Damaske replied to Porkjet's topic in KSP1 Mod Development
I think a Zenon/battery part would fit the Ion engine friendly triple adapter nicely. -
I am quite sure Mr Wizerd can breath life back into these old parts. I Look forward to them added in, or a separate add in pack.
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[0.90] Kerbin Shuttle Orbiter System v4.13
Damaske replied to helldiver's topic in KSP1 Mod Releases
That might explain why that one is clipping though the wing. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Damaske replied to helldiver's topic in KSP1 Mod Releases
I just thought of something with the trucks Helldiver, Can they attach to the nose gear of the KSO and Super 25 KSO and be able to pull or push them. Then think about a KAS Crane setup that can reload the shuttle cargo bay, then lift the shuttle up and reattach the shuttle to another launch section already sitting on the launch pad. Then moving the Lifting crane up out of the way once the orbiter is attached, then countdown and lift off of a 2nd mission without going back into VAB hanger, except for the EFT and boosters part. Also what is making it to were you can not attach the super 25's EFT to anything even with a nod-point on the side for it I was wanting to try and use a pair of four for a rocket but they refuses to attach themselves. -
I have a shuttle in the development that combines the launch system of the Super 25 Kerbal shuttle orbital system and the parts of Lack Luster labs. It is still in the prototype stages with only last night making a full launch into space with no cargo. Now comes the harder part the return to kerbal space center. I've only made the shuttle and rocket and not done much glide testing due to how the KSO super 25 fuel tanks needs to be made and hooked up. I am sure that i'll be able to get some pictures up soonâ„¢ of my shuttle. The Mass Key Shipyards Damaske
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[0.90] Kerbin Shuttle Orbiter System v4.13
Damaske replied to helldiver's topic in KSP1 Mod Releases
Please ignore all the crying I was doing aboot the textures, It appears that ATM was not installed proper It was missing the most important bit. The dll file, Since re-installing it after a new fresh install I've had zero troubles and run at full resolution once more. Also the new flight model handles very very good, I've also use the config files and things to be able to have 4 separate KSO and Super 25 shuttle's Now time to make a station/mission that would use each one in a launch after launch Armageddon style. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Damaske replied to helldiver's topic in KSP1 Mod Releases
I have AATM already and I'll try to delete the KSO config files, I've also modified the ATM config to use 512 max size and scale of 2 so far its running fast render at half res so maybe i found a way to get it going. Just a FYI, The Mass Key shipyards Has flown 6 S25 KSO missions with the following Results: Mission one: EFT explosion on booster Sep, Return to ksp executed and landed safely. No cargo. Mission two: No cargo, reached 150km LKO returned to KSP overshot by 500km. Attempted to return, ditched in ocean 75km from KSP. Mission three: Start of Station, Reached 200km LKO, returned to KSP, overshot again Landed on island saftly. Mission four: 2nd station cargo, Reached 200km LKO returned to KSP no overshoot landed on runway coasted to Space plane hanger. Tug launched via rocket due to large size, Tug delivered with fuel and rocket, moved station to 250km Orbit Mission five: 3rd station cargo, Reached 250km Orbit retruned to KSP runway, coasted to SPH. Mission six: Moved crew to station via internal habbit, Returned to KSP runway, coasted to SPH. I'd like to note this has been with the release version and not the updated corrected flight profile shuttle, will download and install soonâ„¢. Also I have experienced landing gear clipping though the wing on landing, mostly the left landing gear. Suggest moving the node to where it will sit on the middle of the landing gear, holding slot and not in the front like it is now. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Damaske replied to helldiver's topic in KSP1 Mod Releases
I had the external fuel tank explode due to sepitrons overheating it on my personal built craft, But after moving them so they are not facing the tank I have been flying really well. I used a total of eight sepitrons four on the top and four on the bottom of the boosters. So far this custom built shuttle has been performing well and I've use the cubic strut trick that was shown in the thread to allow three oms engines on the backside. I say custom built as it was not the pre-made craft file and I use a specific action group settings for all my craft files. I normally have 1: solar panels 2:main engines 3: secondary engines and 10: trim setting, or gimble setting. For the shuttle I use i have 4: cargo door, 5: docking door, 6: flaps 7: air brakes and 8 and 9 are unused. I know that you stated that your not going to release a reduced texture pack for this mod and that you are building off the ATM mod for memory issues. But I have found that KSO does not like to play well with other part mods, I wish to use parts from the shuttle's launch vehicles to launch craft that I have made from the other mods I use But yet still have the ability to use the shuttle itself for putting up craft into LKO. Would you be willing to make a reduced texture pack once more like you had for Phase one, or offer suggestions on how to reduce them? I do know that you spent a lot of time and effort into making this wonderful mod and my asking for a reduction in texture may seam like I do not care about the work you put behind this mod. But I really like the work put behind it and I'd like to see how well it is. But current KSP memory management and its 32 bit programming does not allow this mod to shine like it deserves it. I feel that a reduced texture pack will allow this mod to play nicely with KSP and other mods. I'm currently forced to run at fast render settings, and 1/8 resolution as with having ATM do its thing to the KSO files witch sad to say ruins the looks of it to the point I can not even use the displays IVA, as the tabs/ticks (or whatever they are called) are all blurry and can not be read. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Damaske replied to helldiver's topic in KSP1 Mod Releases
I use non-FAR KSP, and the trouble I was having was the nose kept wanting to drop forward from level flight, and it did not want to pull out of a 10 to 25 dive, and forget 25 to 45 without engine power you better hit the air brakes and pray. I've done a clean install of Kerbal and so far its going good, but I have just KSO and the basic non-part mods installed so far so good. The inside looks really sharp I like it a lot, Well done Helldiver! -
KSP 64bits on Windows (this time, it's not a request)
Damaske replied to Lilleman's topic in KSP1 Discussion
Atempted to use this to play 64bit KSP, my results are as follows: Stock KSP, works fine tried to load into the kerbal recruitment place, but then changed to right scene. No other issues seen. Modded Content, crashed on loading a stock autosaved craft file Will experiment more with modded content, but found that Helldrivers KSO mod works much better in 64bit. Quick in dry tests only tried once with modded content may have been the soundtrack mod that made it crash as it added in a file to the mono folder. Will do more testing at a later time, and post results here. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Damaske replied to helldiver's topic in KSP1 Mod Releases
Great job with the Super KSO, I have only one problem though. Phase III KSO (insert meme) "The memory usage is too high!" I run with several mods already and once installing PIII KSO I was forced to trim some of the mods that I do not use including some older ones that I did not want to trim out. But did because they are from the old file system, and the author left due to the whole Starport/Curse thingy. I've had it crash out due to memory troubles during play. I have ATM installed and I went in and disabled Mipmaps to attempt to save a bit more memory. I'm also forced to use 1/8th res and the lowest setting on render just to get the game to even load up. Due to this I have very very burly IVA's and its hard to use cockpit mode. Although it is something that I've not really used a lot till KSO came out. That and I'm not used to or good at inside flying, (as I call it). I use the following mods, KSO phase III Spaceplane plus (by porkjet) Lack Luster Labs Lack Luster Labs extra Lack Luster Labs SXT spaceplane mod Aviation lights Surface lights FASA ( removed all but launch towers and ICBM ) IDSkillful (weapon mod, might remove) Hullcam KAS KAX (another spaceplane mod, adds in nice prop engines) Kerbal Joint Reinforcement ( mostly there for the physics slowly on warp end) HyperEdit Launch countdown Chatter (needs updated) Toolbar (needs updated) Infernal robotics (might be another mod to be cut out) Mechjeb Nuke (something i found that adds in more parts of the 1.5 kind, some i consider overpowered but they look nice, also might cut out ) Tweakable wheels (allows tweaks to brakes, wheel torque and steering angle Mostly on powered rover wheels) Wheel sounds (gives sounds to rover wheels, Electric hum, and diesel engine sound Procedural Dynamics ( nice wing mod) RCS build Aid Tac Fuel Balancer Soundtrack editor Romfar laser mod with weapons ( might be removing) Slimmed down RLA mod parts SH_mods (more spaceplane parts, might remove) Touhou Torpedo's Pitch Vector engine (might remove due to author leaving KSP) Caterpillar tracks (buggy and incomplete mod but used with weapon mods for tanks. might remove ) Treeloader TVPP (Spaceplane parts mod, slimmed down) Tweakscale VNG (EVA parachutes and eject mods) Connected living space (might remove) Ship manifest (might remove) I might go ahead and try to redownload the mods that i use and see if they made it over to cruse, and reduce them in that manner. And then start over with the main mods i would like to use the most and then add in the other smaller mods that I like. The limited time that i have been able to use I have noticed that it is also hard to pull up from a nose dive, It seams that it is nose heavy Or the control surfaces are not strong enough. I was forced to cut in the RCS and use the main engines to pull out of the steep nose dive I was in. And then it kept wanting to go nose down. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Damaske replied to Porkjet's topic in KSP1 Mod Development
I was wondering if you are still thinking aboot an adapter something like this? I know its not the full deal but it shows just the end of it, I'm sure you can use it as a guide. I'd like to get something like that so that I'll be able to make use of the KSO Thurstmax main, and oms engines to power my crafts designed from this mod. As it stands right now I have to redneck my way into doing it and sometimes they end in rapid part disassemble. Other times I just don't have the power to get the last bit into orbit as I'm one engine short of a 3 pack, or other reason. I LOVE the ones that you have on the drawing board already and look forward to messing with em. Damaske -
[0.90] Kerbin Shuttle Orbiter System v4.13
Damaske replied to helldiver's topic in KSP1 Mod Releases
Stream is over. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Damaske replied to Porkjet's topic in KSP1 Mod Development
Looks nice, but any change the pilots chair can be shifted to look directly out one of the two windows? Or provide a special hull cam monitor for a true forward view. It is kinda hard as heck to see what is right in-front of you, but then again its not stopped a Kerbal from flying before.