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Eskandare

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Everything posted by Eskandare

  1. It'll be done when it is done. My dev computer is down due to something attacking Windows 10 and making it unrecoverable. I tried to recover it using all methods without losing personal data, but for some reason it refuses to fix the issue. Also I've been working a lot (it's a lot of work being boss) so I haven't had the time to back up the data and do a full drive wipe.
  2. In other words I set the Home Sickness for Veterans to 0, which I believe is default, and Jeb still gets home sick, thus goes back to playing Sudoku.
  3. Hi @RoverDude, I noticed that once the mulch container is filled Jeb goes on a self imposed vacation (I caught him playing Sudoku). I thought Veteran Kerbals didn't sit there twiddling their thumbs after they run out of resources? Although I had plenty of supplies, the mulch container was filled and the two life support units were working at 100%. Edit 1: Never mind, I found the USI-LS settings and changed the vets from 1 to 0. Edit 2: It isn't obeying the boolean for 'Home Sickness'
  4. I'm aware, I'm working on fixing all the engines. It needs to be updated to 1.2.2
  5. Hey @SpannerMonkey(smce), I'm looking forward to the trucks and tanks mod.
  6. Well currently I'm modeling the 'wheel' assemblies. They look like vents and I'm thinking of having them somewhat be engines with a 1 thrust to generate the ground effect caused by engines. The animation will be controlled by the engines, extend while on but not be linked to throttle position. The skirt is being animated in blender so it is properly limp when deflated. The rear fans will be gimbled at the the rudders and the forward jets will come in two versions, gimbled, and non gimbled for infernal robotics. I plan to have the LCAC work with my up coming Wasp class. Also an amphibious LAV is in the works.
  7. Use stock gear for your nose gear if you are making carrier based aircraft.
  8. @Shadowmage I have discovered that no player should ever try to use the ALG with the Aircraft Carrier Accessories mod. The Catapult and ALG are incompatible resulting in total distruction of an F/A-18c and the carrier.
  9. I've been testing the gear on my CVX carrier mod, I'll let you know what i find. I did, however, have to strengthen the gear for rougher landings by increasing the breaking force and stress capabilities. I did notice when flipping the gear for mirrored attachment, one wheel tuns backward versus forward motion.
  10. Wow! Nice work! That was very entertaining. Of course mine will be a low parts solution, but yours is very nice.
  11. Meanwhile I am working on making an LCAC, the United Kerbin tanks you. That would be very helpful. I hope to have an LCAC to release with the Wasp class LHD.
  12. I am ecstatic that this is working again. I promply went to work building amphibious wheeled vehicles. Question, if I wanted to build air cushion style hovercraft parts, would the rigging be essentially the same as the anti-grav parts?
  13. It's included in KRX, refer to my signature at the bottom of my posts.
  14. Update: My work load should be decreasing, therefore I'll be able to devote a bit more time to KRX and CVX. I'll be releasing the 4 blade and a 5 blade folding rotors for stowing in the hangers of carriers in CVX. I'll also be adding the rotor thrust function into the tail rotors. Fixes of the Osprey rotor texture and a few other minor texture issues and update dependencies. On the Fantom Works Redux, still working on making the texures stock-alike and adding hatches. IVAs won't be implemented yet as, a) I haven't tried making any yet, and b) they are the last thing on my list as they are time intensive to build especially the ones planned for CVX wich are the various decks you'll see Kerbals hanging out on (mess halls, munitions rooms, command decks etc (most of it made up as the deck layouts are generally classified).
  15. Update: My work load should be decreasing, as of recent I've been working on integrating Hanger support for the lower carrier deck and cutting up collider meshes for the Wasp and Kuznetsov class carriers, textures are still being worked on. Also an MM patch or a separate config for the catapults in the Aircraft Carrier Accessories mod so the cats are the length of the UV map texture where they are supposed to be. I highly recommend Aircraft Carrier Accessories for use with CVX. Other updates will be a the rudder fixed for Career Mode and maneuvering jets for turning easier (RCS). Additionally KRX (Kerbal Rotor Expansion) will have two new folding rotor masts for stowing your carrier based helicopters. It is a typo in the config, under techrequired it say Start it should be a lower case 's'.
  16. Yes it is. I just need to rework the models. Just at the moment my time is limited. My first priority is to release my KRX update then my CVX update.
  17. by all means, it will be compatible in all future updates as the part names will remain the same.
  18. Eskandare Heavy Industries ship yard, it is an addon for Kerbal Konstructs that I haven't released yet. Just a note, I'm still working on things. Work has be super demanding due to the holiday season and being short handed, so I've had limited time.
  19. Is it compatible with other Kopernicus mods like Outer Planets Mod? It doesn't change the default system right? I'd love a random 'Verse' cluster of stars to explore. On the realism note, I think a .25 to 1 Ly is reasonable for KSP, it would make good use of the Alcubierre Drive mods available (and yes you can time-warp warp-drives, shhhhhhh...) Edit: Actually, on the realism note for stock KSP should be 0.166 Ly to 1 Ly as the Kerbol system is 1/6th the size of ours and thus distances should be 1/6th, thus still adding the challenges of KSP but not the long boring of reality,
  20. I'm having the same problem and my installation is fine.
  21. Yes it does, I'm also working on an updated version with new hatches, including a cargo bay hatch.
  22. Yeh, I saw that. No offense to Squad, but I wouldn't want to work for them; I don't want to get disillusioned from my favorite game. I don't mind making mods, but that'll be as far as I go. Same here, it has been part test after part test. Nice vids, good times!
  23. Correct, I currently like the option to fold manually. The blade position resets after changing scene then going back to the craft. I made the folding blade to be compatible with my carrier lifts.
  24. It has to be deployed first. I'm looking into FSAnimateGeneric to see if that will unfold the blades before or during spool up. Also after spool down the blades won't be in the correct position to fold again, either sticking out the side or forward.
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