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Nicole

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  • About me
    Rocketeer
  • Location
    Australia
  • Interests
    Space Ships, Helicopters

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  1. Darn, this is causing all sorts of anomalies and major issues in my game, hard freezing my PC regularly. I have two simple mods, guess it's not really worth reporting the details because it's likely something to do with those, but I keep hoping for the day when updates to this game will come and go quietly and not powerbomb what I had before, it's not yet that day.
  2. Danke, the animations are working fine now.
  3. @TheDestroyer111 Just because something has been done before doesn't mean it is stolen. I expect everything I have done so far and everything I will do in the future has already been done in the game, and put to video, it's just that sort of game, but I don't let that stop me from messing about and making videos. I took no inspiration from Nexter's Lab nor had been aware of them.
  4. Any idea where I can get the updated Firespitter? It doesn't seem to be either the one that comes downloaded with this mod or the one in the Firespitter topic.
  5. I read the last page or so but I'm not sure, has anyone got this working in the current version of the game (1.2.1)? A week or two ago I tried installing this, in a basically stock game, and none of the animations worked. I could fly around and everything but the rotors never moved, I guessed this was because Firespitter is badly out of date, but then again it sounds like some people do have it working in 1.2.1. Thanks for any reply.
  6. I am honored, thank you for your devotion to the KSP community SQUAD!
  7. Thank you, and it's named the Airshark Super, because I wanted it to have alphabetical priority in the craft list when I was working on it.
  8. I attempted the challenge! Of course I never expected to get a high score because I was using stock KSP for my weapons, haha. Cost: 31,180 Funds Time: 607 Seconds Damage: 10,000 (Kinetic) A. (826 / 607)*(50) = 68 + B. (10,000 / 60,209)*(30) = 5 + C. (96,617 / 31,180)*(20) = 62 = 135 Score I realized I messed up a bit and counted the parts I destroyed too early, when basically the whole enemy vehicle was still in the air and more would be destroyed. I'm not concerned though I just thought the challenge was a lot of fun.
  9. No gatecrashing huh, an invitation is needed to take part..?
  10. I did not do it with this challenge in mind, but just noticed this topic and I think my latest effort might not have been done before. I expect others have travelling between Minmus and Kerbin using unpowered flight before, with things like decouple force or cannons, not sure about this though. After I testing this ramp on Kerbin I noticed I was able to jump it near 300 m/s, I knew that was in the ballpark of escaping Minmus so I had to try it.
  11. That would be an impressive feat, to jump Mt. Keverest. If you watched my videos above you'll see how much I re-engineered both the ramp and the car, yet the extra distance I was trying to achieve to clear the Runway was not a whole lot farther. I realized during that time that I was dealing with diminishing returns. The faster I went the more drag there was to rip away my initial speed, and the faster I went the more the ramp angle needed to be decreased, because part tolerances were being pushed to the limit.
  12. You can get one of the vehicles here: The top speed of the second car is about Mach 1 judging from the IVA in the video itself, other than that I didn't really check. The VAB is probably about 1,000 kerbals high, and the Runway maybe 10,000 kerbals long. You'd have to speak to an engineer or someone with a tape measure for a more accurate answer.
  13. Yes wheels gave me problems too, they are no good technology! I might as well share my attempt here, it starts at 2:16 in this video: The reaction wheel is part of it because none of the other parts can be root parts, no other reason.
  14. @bewing Thanks for your reply. I turned the pack and unpack variables for the landed state up as follows; 2000 for unpack, and 2100 for pack. I considered that having them higher than the load or unload variables, or having unpack higher than pack could cause errors. After restarting the game and reloading my situation I observed no change, with the game taking a clear pause and the ramp jerking when I was nearby it, at the same distance as before the file was modified. Perhaps the changes require a new save game, new craft, or craft to be relaunched?
  15. I am trying to do a stunt that involves a fast approach to another craft and then running into it, otherwise explained as driving a car up a ramp. I have managed to do this at Mach 1 so far on Kerbin, but want to try it on a lower-gravity place. The main issue I am having is that physics only enables on the ramp when I get very close to it, which on Kerbin gravity didn't do a whole lot but in lower gravity the traditional 'hop' of physics turning on is much more pronounced. My ramp ends up being a meter off the ground at the critical time, completely unable to be driven up, and the only solution would be to alter when physics begins to apply to the ramp or go way slower (not acceptable). I looked in the files and found Physics.CFG, with code like this at the end.. VesselRanges { prelaunch { load = 2250 unload = 2500 pack = 350 unpack = 200 } landed { load = 2250 unload = 2500 pack = 350 unpack = 200 } ... I really thought I was onto the winner here, but editing this to greater ranges had no effect at all. Does anyone know how to enable physics on craft from greater distances?
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