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About JellyCubes

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    Spacecraft Engineer

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  1. If you're asking whether a missile defaults to decoupling forwards or laterally on load, try adding "decoupleForward = true" in the cfg. It should work but I haven't actually tested it.
  2. I think it's exactly what it says on the tin. cannonShellPower is an impulse (it uses ForceMode.Impulse in Unity) and is measured in kilonewton seconds (kN·s). Objects experience the cannonShellPower impulse at the explosion's centre and decreases the farther away from the explosion. The impulse decrease is neither linear nor inverse square: [TABLE=class: grid, width: 500, align: center] [TR] [TD=align: center]Distance from explosion / blast radius [/TD] [TD=align: center]Percent of maximum impulse [/TD] [/TR] [TR] [TD=align: center]0[/TD] [TD=align: center]100%[/TD] [/TR] [TR] [TD=align: c
  3. A single turret on the USS Missouri weighs over 2,000 tonnes. The gun itself 'only' weighs 120 tonnes. If you do succeed in building a plane that could lift that, you deserve a medal.
  4. According to the code, maxDeviation is "max inaccuracy deviation in degrees". So, maxDeviation controls accuracy and is the maximum angle in degrees between the barrel and the bullet. I think there may be an error in the vulcan cfg file, though. In the cfg file, it's given as "maxDeviation = 0.1f", but I think the "f" at the end is causing the game to not read it correctly. Removing the "f" at the end (so it reads "maxDeviation = 0.1") causes the gun to be much more accurate. Maybe it is reading "0.1f" as a string when it expects a float or something and is defaulting to maxDeviation = 1. I'm
  5. This works perfectly, thanks Yski. I've never used github before, so off to find some github tutorials.
  6. Would it be possible to change the maxTorque 'ramp up' of guided missiles to a non hard-coded value? In the missileLauncher code, the maximum torque of a missile is: finalMaxTorque = Mathf.Clamp((timeIndex-dropTime)*30, 0, maxTorque) The maximum torque of a missile is zero when it is launched, and increases by 30 each second until it reaches the maxTorque value. I'm having issues with missiles taking too long to reach maxTorque. I created an SA-2 Guideline SAM, but because it weighs 2.4 tonnes, it requires a high maxTorque value of 300. Unfortunately, it takes 10 seconds to fully reach this
  7. I like how the MOAB (with an equivalent TNT yield of 11 tonnes) has a blast radius comparable to the atomic bomb dropped on Hiroshima (with an equivalent TNT yield of 15,000 tonnes).
  8. Literally every KSP player in existence (not including pirates and devs) has chipped in 10-40 times that amount when they bought the game. Maybe we should be crowdfunding the awesome modders, instead.
  9. Couldn't you just turn your latitude, longitude and altitude into world x,y,z coordinates, get the appropriate vectors, and use Unity's built in Vector3.angle?
  10. By that reasoning, the Deep Space Kraken is a technological limitation because of floating point errors and not a bug.
  11. Yes, I absolutely love the game crashing when it uses more than 4 gigs of ram.
  12. Each fireTransform calculates an 'inaccuracy value' independent of one another, so doing this would work to create a shotgun. If a gun has multiple fireTransforms, it appears BDArmory will select one of those fireTransforms as the 'reference'. All bullets will then fire in whatever direction the 'reference' fireTransform is pointed at. It selects the fireTransform based on however FindModelTransform works.
  13. Lesson learned from this thread: When experimenting with the drag model, make sure the ships you are testing are actually identical.
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