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KSP2 Release Notes
Everything posted by sashan
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They are in ksp_data directory. The only txt file there/
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You should open logs and search for your part and model names there. Most of the time it uncovers the problem.
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IMO installing tweakscale and adding its module to your part with MM is a much better approach than cloning it.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
I have a gun with 5km/sec muzzle velocity - and it constantly tracks the target by too large amounts - all bullets pass in front of it. Would it be possible to fix it? -
Still, it would be nice to have kind of multiplier for those values that can be added to part config.
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[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
sashan replied to BahamutoD's topic in KSP1 Mod Releases
Would it be possible to add an option to re-enable it? I've got so used to it... -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
We do indeed! Oh, and you've probably missed my question, but could you make multiple missile turrets on one part possible? This has loads of potential uses - for example, VLS blocks with caps that open separately. -
Ah, I see. FOV values are defined for MFDs. I've thought that it is more logical to define them individually for cameras - after all, they are defined mostly by camera lens and sensor size IRL.
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Made this after my recent Duna ascent attempts. I've finally succeeded if you're wondering.
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They are too small and rare to notice it easily. Btw, it works while landed - it's only scaled space and orbit view that are buggy. I'll test it more tomorrow - I have a base on Gilly. Oh, and you need to change Eve setup - it's kinda broken from certain angles. It looks great from low altitudes tho:
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That's perfectly fine for me - the camera is linked to BDarmory radar and is tracking target. Zoom levels should quite high for it. So, I need to increase both min and max zoom. 15 degrees minimal FOV should be good, and maximal should be like 1 degree. Right now target is like 2 pixels wide even on highest default zoom. Which files do I need to edit - MFD ones or camera's? I can't see anything concerning that neither in wiki nor in cameras configs.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
sashan replied to bac9's topic in KSP1 Mod Development
I've tried doing this with FAR, but the problem is that I lose that mass/weight slider. I've cloned the part btw. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
It's pretty obvious, decouplers and structural trusses. Be creative -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
1. No way, not implemented yet. 2. No way. Although there's VesselMover mod by Baha and you can spawn multiple planes at once this way: -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Because it requires LegacyTargeting to be enabled. ANd you then need to target it using KSP stock target system. -
Well, okay, I've quickly merged those 2 photos. I's just that I got an eye for such things and I notice them instantly. And I can't look at them and stay calm Otherwise, your model is great.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Baha, could you make multiple missile turrets on one part possible? This has loads of potential uses - for example, VLS blocks with caps that open separately. -
You don't need normal maps to fix those errors. You just need to split edges that are supposed to be sharp (assuming you work in Blender). As for muzzle: Just compare these two images.
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[1.0.5][BDA 0.10.3.3] Tycho Orbital Shipyards weaponry
sashan replied to sashan's topic in KSP1 Mod Development
Well, I'm not new to modding THis was my first ever exported model but I'm fairly familiar with modeling. For example, I've made Serenity Not the best render of that model but this was the best I've found: -
[1.0.5][BDA 0.10.3.3] Tycho Orbital Shipyards weaponry
sashan replied to sashan's topic in KSP1 Mod Development
No, it shoots armour piercing rounds at a very high velocity. -
[1.8.1] Hangar Grid: Zero deviation [v0.4.0.181] (2019 Nov, 18)
sashan replied to Ser's topic in KSP1 Mod Releases
J key conflicts with B9 Procedural Wings. Would it be possible to remap it? -
[1.0.5][BDA 0.10.3.3] Tycho Orbital Shipyards weaponry
sashan posted a topic in KSP1 Mod Development
Hereby I proudly present you my first mod - a Point Defence Cannon as seen on MCRN Tachi space corvette in The Expanse TV series. Point defence cannon is essentially a space CIWS. So far I have only fixed model that is just raised on its mount when activated. But I plan to add the one that will retract into special bay eventually, just like the ones in the series. The nicest feature is the inbuilt tracking-only radar with RPM camera built in. If you have Raster Prop Monitor installed then you'll be able to watch your target on MFD screen as the radar tracks it. Download from Spacedock: http://spacedock.info/mod/327/Tycho%20Orbital%20Shipyards%20weaponry Suggestions are welcome -
Is it possible to change default FOV of my RPM camera? I want it to be narrow from the beginning and not after a thousand clicks on MFD button.
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