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Everything posted by Eskandare
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Eskandare replied to BahamutoD's topic in KSP1 Mod Development
COMING SOON! Eskandare Heavy Industries, Ballistics & Chinese Take-Out, Russian Krussian missiles add-on to BD Armory! I'm at work at the moment but I'll be putting up my Development Thread soon. Firstly, you'll need to get Unity installed on your machine, then install the KSP package, learn how unity goes together. There is also the RBI caterpillar tracks plugin along with it's code. If you're good with C# then you can update it for .25. Also I recommend making your tracks and hull separate parts, unless you feel you can animate them correctly as one whole part. Well, that's all the advice I have to give. I also suggest the modding forum, it is a good place to learn and get help with modding. Good luck and happy modding. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
I haven't experienced that happen to me. Although I've stopped using FAR in .25 because I've managed to get x64 to work for me. Instead I use the stock drag fix.- 2,488 replies
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The ramp on the end is fun Yes, I certainly don't mean to take over Infinite's thread.
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I have the Admiral Kuznetsov scaled to Kerbals. Walk around as just a Kerbal, you see how monstrous the size is. Honestly, I thought I had made it too big. Also I cross scaled the Kuznetsov to the USS Nimitz; the Kuznetsov shorter then the Nimitz. I'll think about reworking my model to work with ID boat parts. Currently I'm working with my Kara Class Cruiser for BD Armory and cross modded for ID boat parts to test my Harpoon missile. I'm modeling some Russian missiles too.
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Glad you like my carrier. It is only made as a static object and is in beta since the carrier doesn't have its lifts animated or its hanger installed.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Eskandare replied to BahamutoD's topic in KSP1 Mod Development
I hope you'll be able to fix it. Look forward to more blasty fun. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
I currently have that on my to do list. Currently working in Oceania Extras.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
Great video! Thank you BahamutoD. Although, the F-22 (Kraptor?) Isn't really designed for carriers. It's very much a challenge to land on it. I believe the poles are antenna. Or something... It's based off the Admiral Kuznetsov class carrier. Arrestor cables for the recovery system? Yes, but I haven't installed them yet because I'm trying to find a way to either implement InfiniteDice's arrestor system or come up with my own. Here is an early picture of my model with the arrestor cables installed.- 2,488 replies
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Eskandare replied to nli2work's topic in KSP1 Mod Releases
Love the YF-21 cockpit Time to play Kerbcross Plus! Question, I don't suppose you could do all stock-alike textures and use FStexture switch? And/or templates to make our own? -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
Well, it'll certainly make updates easier for you.- 2,488 replies
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Eskandare replied to nli2work's topic in KSP1 Mod Releases
No, FAR is not installed. This occurred with stock aerodynamics. Just to add this is my new favorite mod. I love the diversity of parts and fun engines. This inspired me to go further then Kerbin Side and make part mods. I'm working on an inline RTG to go with B9 and a rotating radome (basically an antenna, I may add scan sat to it) similar to AWACS. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Eskandare replied to nli2work's topic in KSP1 Mod Releases
Stock on x64, using '-force-opengl' and playing in a window to hold it stable. (odd that worked) -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Eskandare replied to nli2work's topic in KSP1 Mod Releases
I think some of the landing gear are a little too... 'squishy' Is there a way to firm it up? Or maybe add a way to lock the suspension? My F-22 Kraptor oscillates on takeoff. -
[Maybe?] x64 windowed mode.
Eskandare replied to Eskandare's topic in KSP1 Technical Support (PC, unmodded installs)
That's the chap, and makes sense too. I never expect it to be resolved. Windows will never be resolved. lol I'm currently on the system I built for my GF, it is all AMD. My original system was all AMD too and I ran a duel boot Linux with Windows but the drive controller on the mobo fried. I had issues with the AMD chipsets in Linux, even with older boards. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
Ash I've been studying the demolish animation for the KSC buildings. It appears that the original model sinks into the ground and a new model appears just as the non blown up model starts sinking. The explosions and smoke conceal part of the animation. So, medsouz, with your magic Ash and I may be able to make it happen. It would be something like animate on 'boom' meaning a certain amount of 'damage' dealt to the static. Oh, medsouz, I owe you roads. Will be done soon.- 2,488 replies
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[Maybe?] x64 windowed mode.
Eskandare replied to Eskandare's topic in KSP1 Technical Support (PC, unmodded installs)
What prompted to investigate this was an issue I had with Spintires where the game wasn't rendering correctly in full screen. I switched to windowed mode and it fixed everything. The issue I saw with part catalog wss when it crashed ksp shortly after scanning and typically crashed during scene change. Once ksp was rebooted, as long as catalog didn't need to scan any parts, it ran seamlessly. (Minus minor visual bugs during scene change.) I feel that x64 has a read write issue between scene changes and it could relate to the process of rendering, or switching renders between the scene changes. Should test to see if this is true. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
Right! Hence why security for me and not aerospace (the industry tanked here in USA).- 2,488 replies
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[Maybe?] x64 windowed mode.
Eskandare replied to Eskandare's topic in KSP1 Technical Support (PC, unmodded installs)
So far it has been inconclusive since I've had to go to an event, and then work the next day. I turned off our computer to save electricity. Except for parts catalog having a crash after cataloging the parts, in general I haven't seen a crash yet in a normal window, but I am still testing my hypothesis. Running KSP x85 to test again, then KSP x64 to test again. My hypothesis is based on how windows manages memory addressing from a window vs. a full screen. Although not sure about the details, but I know both display methods are handeled differently (also testing -force-opengl in both settings seperately) -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
No at the near bottom is a IMGUR embed.- 2,488 replies
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Yes that makes sense since windows was built off the same platform since Win 3.11. Just as a side thought, what I don't understand is why Mac OSx is still x86 when it (supposedly) based more off of unix platform. That, I didn't know.
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I see... So basically everyone is tired of idiots complaining when they haven't read the disclaimer. I sure wish squad would make Win ksp x64 work. It's interesting that Linux manages it better.
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Interesting thing I have discovered. So, far as of two hours playing with sock KSP (then modded KSP) x64 Windows hasn't crashed. It crashed all the time in full screen, but is okay (so far) in a window. There are still visual bugs but runs stable. I'll update this if it does or does not explode. UPDATE: So far running '-force-opengl' in a window is working for me. I will be testing this further with mods (at least the ones not locked out of x64) to see if the x64 stability is compromised. (I doubt it). UPDAT2: Appears to be stable so far. I think it is worth a try to see if it works for anyone else using KSP x64 Unmoded and moded. (NOTE: This may not work for everyone.)
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So in other words to use certain mods I am forced to used x86 with it's limitations. B9 fuel tanks really become useless... and I don't have a compiler on this machine. Trying not to be mean here, but it does seem to be a bit of a rotten thing to do. Could you at least compile a version that x64 can use but state in big red letters that no one will get support if they use it in x64? By the way I noticed the x64 runs better in a window then it does full screen also -force-opengl seems to make things better too (both and individually).