Jump to content

Wayland

Members
  • Posts

    19
  • Joined

  • Last visited

Reputation

1 Neutral

Profile Information

  • About me
    Bottle Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. 1) Unless something changed with how damage is simulated, BDArmory causes damage through thermal radiation, overheating parts and causing them to explode. This is a reasonably accurate stand-in for the the high-energy radiation from nuclear weapons used in space... Except for the fact the behavior in space doesn't seem to match what would be expected from inverse square law determined thermal radiation. 2) Nuclear weapons would be quite effective in space, due to said high-energy radiation output causing significant thermal and ionizing radiation output, not to mention impulse-shock from the rapidly vaporized material. See: Nuclear weapons in space. Physical effects calculator for nuclear weapons in space. 3) Kinetics are great when they hit, but require a direct physical impact. Nukes give you up to several miles of "close enough" which turns misses into kills, and also the potential to destroy multiple targets with a single warhead (especially useful against swarms of kinetic kill vehicles). 4) Lasers are quite limited in maximum range for any objective lens size which can be considered practical. They are little more than point defense weapons unless they are absurdly large.
  2. Encountering some odd behavior with the Small High Explosive Warhead. I'm trying to use it in space, which I guess it isn't designed for. But here's what's going on: 1) Tried repeatedly to use it in a ship-to-ship setting with some relative velocity with its target in space. Warhead is very close when I set it off. Nothing happens to target, but missile (warhead carrying vessel) is destroyed. 2) Figuring maybe it was a lack of warhead power in space thing, I tested it with increasingly crazy power/blast radius settings in the part config... No change in results. 3) Okay, maybe it just doesn't work with significant relative velocity? So I park the warhead 5 meters from the target and set it off. Again, target is completely undamaged but warhead vessel is destroyed. Keep in mind this is with a blast radius of 1000 meters and power of like 1200 at this point. 4) Maybe it just doesn't work on other vessels at all? So I use RCS to position warhead literally touching the target... but this time when I set it off the target IS destroyed. Debris everywhere. 5) Okay, so maybe it only damages things basically touching it? So I set one off on the launchpad... Nope, it destroyed half of the KSC... I guess it behaves differently in air than space? Anyway, maybe it's supposed to work that way, but I wish I had something that worked in space.
  3. How exactly do you use this mod? Or is it just not working for me? I put it into one of the other time warp modes, but time warping doesn't do anything different.
  4. I like this idea. There's a mod which does it, but it is a resource burden on most computers because it actually runs two copies of the game.
  5. I too loved this mod and really miss it in 1.1.
  6. Would really love to use this mod in 1.1 *crosses fingers*.
  7. I just put a sat into a polar orbit around the Mun and cannot perform survey. Stock 1.0. My orbit is 24,302m by 24,370m. Heading at the equator is 181 or 359. Why does it say I cannot perform survey? I am in a polar orbit. I am under 25 km...
  8. I am also experiencing this problem. Patcher will not download KSP. Launcher gets stuck checking for updates (oddly it got news just fine). Tried redownloading patcher. Didn't help. Tried six different internet connections. Computer successfully patched to .90 a week ago. This is frustrating me.
  9. Not a fan of the NERVA getting excessively nerfed. Getting rid of the gimbal was one thing. Increasing the mass is another. Not sure what I think about the efficiency change based on fuel. If anything getting rid of the need for a seperate tank for LOX would increase storage efficiency in real life.
  10. I am encountering a very similar VAB/SPH bug on my fresh, unmodded install of 0.90 on a Win8 machine.
  11. I have messed with guard mode. Unless I am missing something, it appears to only be capable of targeting vessels with weapon managers. Ideally I would like to be able to manually cycle through all targets in physics range. If there are more features, they are not intuitive. Is there documentation on such features I can read?
  12. A real simple request: Any chance of getting a cycle-targets key? Actually, two, one forward, one backward. It should probably be limited to targets within physics range. Maybe a nearest target key too?
  13. The issues I encounter that make me want this key are as follows: 1) In certain docking situations, the target is sometimes lost. It would be faster to simply hit a key, rather than take the time to bring the mouse to the target and click. This is especially true when using a key mapped joystick. 2) Certain complex terrestrial operations (related to kolonization), involving multiple vehicles and modules, could REALLY use an ability to quickly cycle targets. Simply finding the target by name rather than look for it in a field of a bajillion modules would be really nice.
  14. I really, really look forward to this mod... Granted I can barely do the math for KSP as is, but it is fun to make it hyper-realistic and watch your own spectacular failures, lol. Will this work with RSS if/when complete? Or would that break the implementation of either this or RSS?
  15. It would be quite helpful in complex docking operations and... Like, a million other situations. I keep finding myself in situations where I really want this key to exist. Obviously it would be annoying if this key cycled through every object in the system. But the only times I want this feature are with objects nearby. Maybe have it only cycle objects that are loaded/not on rails? Pretty please...
×
×
  • Create New...