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Everything posted by CSVoltage
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[1.9+] ModularFlightIntegrator 1.2.7 (19 October 2019)
CSVoltage replied to sarbian's topic in KSP1 Mod Releases
Ok, first, sorry if this has already been asked/answered, but I'm at the end of my rope here. I'm trying to get my 1.3.1 modpack working and MFI is the stumbling block. I was getting problems with crashes with kopernicus+mfi, updated with the one packed with Kopernicus, and now it when I get to the main menu, it just stays black with the planet-loading-spiny thing, and just spins forever. I've tried a clean install with these, no good. I've tried all the mods+Kopernicus+IA_Revived-MFI, fine. Help? -
Project Ares: Alternate Earth History in Real Solar System
CSVoltage replied to Felbourn's topic in KSP1 Mission Reports
Haha! Ya, I don't know what I was thinking. Sorry. Its a 5-way RCS part with duel top jets so that you can use just two for a whole craft. -
Project Ares: Alternate Earth History in Real Solar System
CSVoltage replied to Felbourn's topic in KSP1 Mission Reports
Something you might find useful for keeping part count down. There'll be a mod posting with more stuff soon but I wanted you (and the fanbase) to get first access. https://www.dropbox.com/s/vem95v5fshw4ilp/DockingUtilities_ChromaWorks_v1.0.0_ksp1.1.3_09-20-2016.zip?dl=0 -
Project Ares: Alternate Earth History in Real Solar System
CSVoltage replied to Felbourn's topic in KSP1 Mission Reports
@Felbourn Thanks for the @ on twitter! ( @colin_votier ) Ya, if there are any parts you want for your next episode(s) let me know. You're hiatus will give me time to work on them. Also, bits for the interludes are on the table. I already have one in mind... if i can figure out exporting animations from Maya. lol. -
@ShotgunNinja I think you may have misunderstood, though maybe not. I didn't mean deterioration due to low G, I meant high G due to thrust during a take-off or burn. IF a ship is under manned control and the pilot blacks out or dies from G-force, I'd say that would have a pretty big impact on game play.
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Any chance of a G-Force mechanic being added? I switched from TAC to this as it seemed to cover all the same things and more, but I just noticed that bit is missing. And while your at it, enhancing it with g-lock would be cool.
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Just saw the update and that it has the engine mode setting I asked about! Thanks for taking that into account! Cant wait to get home and try it out!
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Fantastic! Thank you for the quick response. I look forward to sharing my craft with everyone!
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Wonderfull mod. I'm glad someone took up this mod. A suggestion: the ability to exclude an engine from the TCA control. I have a VTOL SSTO that uses a Interstellar Nuclear jet for main power. I have radial LFO rockets around it for attitude control. It would be nice to be able to throttle the jet myself while letting TCA w/ the LFO engines stabalize my craft.
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Hey! Beautiful pic Hattivat! Sorry ive been away. I have something big in the works thats taking a lot of modeling hours. No spoilers yet. As for box sat, ya i looked into it when bob fitch used it in his series. I think they set out to solve the same problem as me but took a different road. I used the avionics package of an Antaries as my inspiration. From the looks of it, they used a server rack for theirs. Lol
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Ok, so its just an issue of not enough air? I find that hard to believe. And idk if it matters, but i tried using smart parts' fuel flow breaks to stop crossfeed to the engines and then rout it with fuel lines. made no difference.
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So I'm still having a problem with intakeAir cross feed with my jet engines while real fuels is installed. I made a short vid showing the problem. more details in the vid's description. http://youtu.be/vU0RARGRu0w
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I'd like to use this as artwork for my ksp lets-fly series. any problem there? need me to credit you in the description?
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
CSVoltage replied to PolecatEZ's topic in KSP1 Mod Development
good call. I didn't mention it cus it seemed unimportant but you may notice i changed the description on the tandem chopper pod to differentiate it from the tandem inline chopper pod. I changed some spelling mistakes in descriptions as well. -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
CSVoltage replied to PolecatEZ's topic in KSP1 Mod Development
So I made my patch for D12 Aerotech. Now compatible with B9 R5.0 pre-release. I changed the pointers for files to work with the new textures and moved textures that the new ones don't work with to the D12 assets folder, along with some props and the latest firespitter and module manager. I claim no credit for any of the work here. It's all just a reorganization and repack. Enjoy! DOWNLOAD -
Major update guys! See the Version History for details. Also, THERE'S A PRETTY NEW DL BUTTON! @Taki117, I just saw your post and I'll pop that in to a patch tonight. Thanks!
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
CSVoltage replied to PolecatEZ's topic in KSP1 Mod Development
ok. ya, I think im gunna make a build of this with fixed pointers. maybe with the deprecated textures included. -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
CSVoltage replied to PolecatEZ's topic in KSP1 Mod Development
I've got this installed with the B9 R5.0 pre-release and several of the IVA's dont show up. I didn't expect this cus 5.0 doesn't remove any parts, only depreciates them. Thoughts? chance of an update? -
Karbonite/Real Fuels Integration Configs [1/18/15]
CSVoltage replied to Raptor831's topic in KSP1 Mod Releases
Again, your one step ahead of me. I'm working on a realistic set of minerals for Duna so I can colonize it using Real Fuels and Karbonite. (Duna data based off mars with some liberties for "play-ability") It'll be it's own mod with dependency checks for other mods and may include models for the drills, mine or acquired elsewhere, and of course use Open Resource System. If it works well for Duna I'll go on to other planets and release it. I'm not looking forward to the conversions though. lol. Your solution is nice and clean, I doubt mine will be. So good on ya. Care to help with the chem/converters? -
thought of that. tried it. more intakes helps a little cus theres more to go around but in the end its no where near like stock. it treats the subsequent engines like they're attached to the the parent rather than them all being attached to the same part that's feeding them. i thought it might be the stock-alike real engines mod but i pulled that too and it still happened. for now ive made a workaround, a super-compressed air tank definition that i run the jets off of. but it feels cheaty cus i can go into orbit and still run jets. lol
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Ill look into this. If u find a fix that works let me know. It may take me a while to fix this cus ill be rly busy for the next month or so but ill post when i can.
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Bug Report. When I place jet engines with symmetry mode, the thrust falls off in an increasing amount for engines after the parent part. This is due to the parent taking its share of intake air before the subsequent engines. I determined this with B9 engines because they show intake air flow along with fuel in the in-flight staging. The problem holds true for all jets however. I can confirm this is not a conflict with another mod as it persisted after removing all other mods. Happens regardless of :attachment to nodes or attached radially using editor extensions; direct connection from intake to engine with fuel lines; intake air balancing at 100x with TAC fuel balancer.
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i dont have experience making internals or I would in a heart beat. also, i am aware of the spin problem. i can't get unity to loop the animation for some reason. working on it.
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Thanks for all the ideas guys, i love it. Unfortunatly I'm not a programmer so anything beyond config files is probably not gunna happen. The chips are KAS enabled so thers that and ill be looking into "Dang It!" For part failure soon but if you want more ill need help from someone who can write a plugin.