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Flashblade

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Everything posted by Flashblade

  1. Hello all, we are doing a screenshotmode contest for our demo. You can possibly win 5 release keys by submitting a great screenshot or gif of the Solar Warden demo. Come to our Discord and find out more about the rules that govern this competition. https://discordapp.com/invite/MaGzwt4 We see you there Warden!
  2. Wooo not sure what you are experiencing here. There should be no spiraling happening at all, to roll you press q and e. Missiles lock on if you lock onto a target, press middle mouse to do so. also see the options menu for the complete flight control map. You might have some rare bug. Mind joining our discord and giving us reproduction steps? https://discordapp.com/invite/MaGzwt4 The demo is still a pre-alpha build so yes stuff like setting your mouse sensitivity as well as graphic settings are not yet part of it.
  3. Hello folks, something I wanted to do and had no time yet. Some of you wrote some words of encouragement in the Solar Warden threat that got deleted because it was viewed as a rule violation. Unfortunately I never got to read your words but I still want to thank you from the bottom of my heart. On that note we now have a free demo available to check out! http://www.indiedb.com/games/solar-warden/downloads If you would enjoy a X-COM meets Freelancer meets descent please don't hesitate to do so. The download is only 624 MB. Greetings to you all and Kerbal on! Flashblade
  4. Hello Kerbonauts, Solar Warden FREE Demo Now Available! Steam COMING SOON! IndieDB http://www.indiedb.com/games/solar-warden Solar Warden Demo Now Available on IndieDB Take control of the Solar Warden fleet defending planet Earth against a short number of incoming waves of meteors filled with the hostile space based aliens - the Silicoid. This short Demo shows off the core functionalities of Commanding your fleets around Earth's Orbit as well as being able to take control of your vessels directly via the Telepresence system. Defend Earth against multiple waves of Meteor clusters, each with increasing difficulty until you finally encounter the final boss - The Silicoid Worm! Victory can be achieved by destroying the Worm on the final wave! Good luck Warden! SYSTEM REQUIREMENTS RECOMMENDED: OS: Windows 7/8/10 (64 bit) Processor: Intel Core i7-3770K Quad Core CPU or better / AMD FX 4350 Quad Core CPU or better Memory: 8 GB RAM Graphics: Nvidia GTX 980 / AMD Radeon R9 280X DirectX: Version 11 Network: Broadband Internet connection Storage: 5 GB available space For the Demo, you should only need 1 GB of HDD space The Demo is also Single Player, no need for an internet connection The Demo is a compact 624 MB to download. I hope you enjoy this short demonstration of what is to come Kerbonauts
  5. Hello all, hello @blowfish I see you are still going strong with supporting this. Sorry for falling off the radar like this. You seem to have everything well in hand though. Congratulations on the latest release! About a year ago I got pulled into the development of MechWarrior: Living Legends as a sound designer. An absolute passion project for me since I have loved Battletech since I was a small lad. And unexpectedly this has really payed off for me because it lead to this: So yeah thinks are looking plenty good on my end. Keep having fun with KSP and B9 everyone. Best regards
  6. The Swiftwind, yeah sure this plane is still around and is also planned for a release. I want to open a hangar on kerbalx as soon as FAR is officially updated again because all my planes have been balanced for FAR. This is not a pure B9 plane though, it needs B9PW and OPT as well. Keep an eye on this thread @NovaSyd . I will make an announcement after the FAR release.
  7. @Colonel Cbplayer Wow I hadn't seen this until now. You created an Itano circus scene! Your dedication to Macross leaves me speechless again! P.S. Can't wait to see the new project!
  8. Even if you are not happy with the code, it did the trick. No more slide-show.
  9. Great this is what the new thread allows, fast response time to problems. BTW @blowfish we have bundled the latest version of SmokeScreen right? That version causes pretty bad frame drop. For now we should bundle 2.7.0 which doesn't have the problem also I do not really have come across the need for the bugfixes @sarbian squashed with 2.7.1.
  10. I admit it must have been a long time since I played the game pure stock and got really used to how scatterer does this and truthfully stock looks awful. I mean the craft completely vanishes behind the aero fx, makes me want to completely turn it off. It isn't realistic either because you would hardly be able to see this around the craft.
  11. @blackrack The new scatterer causes problems with aero fx. I have a screenshot for you to illustrate the problem: As you can see in the newest scatterer there is WAY to much aero fx all over the plane, it is also uneven and very messy which becomes very apparent when you lower the quality of the fx. P.S. I actually wanted to use a pure scatterer version but I only had the SVE one lying around that is compatible with 1.2.2. But the newest version of SVE has that problem with aero fx as well so it must be scatterers doing.
  12. I think I would need @Shadowmage to weigh in on this but isn't KSPWheel autonomous from the stock wheel system or if it isn't couldn't it be made autonomous?
  13. Took the words out of my mouth here mate. And when KSPWheel reaches real stability the landing gear can be moved to the main pack again. That will be a great thing!
  14. @KSPNoob Thank you for reporting, the MK2B probe core is indeed borked! That actually doesn't help. Something goes wrong with the internal antenna of the probe core and putting on an antenna doesn't solve the problem.
  15. Wow that is nice indeed, unexpected but nice. Gonna have a look after work whether that core is functional or not. I'll get back to you.
  16. This is a fair question. After all we kept using the ol thread for one and a half years. In this time it had become very apparent that keeping the old thread was really a detriment to the mod. The thread title showed B9 being outdated when it really wasn't. A ton of ppl where never aware that the 1.0.4 pre-release existed. People kept coming into the thread asking whether this is being maintained and it was. They were then constantly directed to mine and blowfishs signatures. blowfish was very determined to keep the arrangement regarding the old thread with bac9 alive, but we have lost complete contact with him unfortunately.
  17. Yay for new thread!!! This is going to make us a lot more flexible than before.
  18. I couldn't agree more on this, the fly-by-wire is a masterpiece. But may I remind you gentlefolk that this kind of topic is not meant to be discussed here This is exactly why the was created, to post FAR planes and help people get their planes working in FAR.
  19. We all know who the culprits actually are, don't we? The russians are responsible, aren't they?
  20. This is not being discussed here. You have to figure this out for yourself I am afraid. Look at the last paragraph from this posting. Not meaning to be a douche bag here. This is ferram4's own wish. Gonna get to it and see if anything broke.
  21. I would like to thank everybody who participated in this idea with a vote. Sadly this sample of the userbase is much to small to claim that this really is something the community majorly voted for. So sadly I declare this a failure. I expected this to happen when the thread was moved from the mod release forum. Thank you again all who voted and have a happy new year! @Val
  22. The HX series does not contain such parts. It is mostly fuselage parts, engines, rcs and a special reactor.
  23. I actually wanted to create this post earlier, but bugfixing for B9 Aerospace took priority and then I was away for Christmas. This thing has been sitting in my hangar for quite a while: The APOTHEOSIS MK 2A TAV Flying 20 meters over Laythe's water surface. Breaking through the cloud cover on Eve More pictures in the gallery! I rebuild this craft with regular J and K fuselage parts and got rid of the legacy Avatar fuselage. The rebuild doesn't quite look as sleek as the Avatar based version looked but I am okay with the change. I do understand K.Yeon's decision to rework the fuselage as well. The connecting part of the Avatar only had one functionality and that was to connect that cockpit to it and nothing else. There was no versitility in this so the move away from Avatar was as I said very logical. Other changes are the OPT-J-60s have been replaced with Nukes from MK2 Stockalike Expansion, more usage of B9 Aerospace larger air-brakes and secondary control surfaces for low speed performance on take-off and landing are par for the course now. The new version now has tail elevators which add improved stability and easier take-off capabilities. I used a B9 part to smooth out the transition toward the cockpit section. With all tanks full the craft can reach orbit with the OPT-J 92s and the Nukes. This one also requires fuel management, the first tank after the cockpit needs to be full of Oxidizer or the mass will shift behind the COL. Stats: Parts: 108 Wet Mass: 177 tons Dry Mass: 65 tons Height: 9.5 m Width: 28.7 m Length: 34 m Designed with FAR in mind, it has great flight characteristics in this awesome aerodynamics simulation. Will be released on KerbalX as soon as FAR is available again as well. Mods used: OPT, B9-Aerospace, B9 Procedural Parts, Aviation Lights, MK2 Stockalike Expansion, Realchute Parachute System
  24. Yes KJR is highly recommended when you build big planes like these .
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