ginsuguy585
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Bottle Rocketeer
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I can't wait for the mirv's. I've been doing it with mechjeb but switching crafts locks the process for the previous craft; any engines/thrusters that are on for fine tuning will just keep firing until propellant is exhausted. It's a bit daunting getting them all lined up one at a time before they start re-entry, and mechjeb's landing process can't be fired via action group yet. Can you make it possible to assign gps coordinates per-weapon before firing them? e.g. fire 5 mirv's at once each with their own target Also, can you make a standalone nuclear warhead like a larger small explosive warhead? And fusing options? Altitude, proximity(distance), impact, command(action group triggered).
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Hey Diazo, can you integrate MechJeb2 api commands? I want to be able to land by triggering an action group (or at least circularize orbit, activate/deactivate.) http://wiki.mechjeb.com/index.php?title=Autom8 If you can add coordinate inputs for action group triggered landing at a specific target, that would be amazing!
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
ginsuguy585 replied to Firov's topic in KSP1 Mod Releases
Edit: Never mind the original post, I deleted the plug-in and re-installed. All is well. I want to add a loop/infinite cycle option to the timer to save on parts though, let me see if I can do it tomorrow. -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
ginsuguy585 replied to Firov's topic in KSP1 Mod Releases
Set the altitude for chutes below where the craft will be going slow enough. Try the "Use Kilometers" button for distances over 1000m (1km). I was going to request cyclical activation on timers but I just realized you can add its reset option to the action group it triggers and initiate it again with a second timer started by the first ones action group. I want chaff/flares to launch in a single salvo. I have itt alternating chaff and flares, each triggering the other's times and resetting itself. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ginsuguy585 replied to sirkut's topic in KSP1 Mod Releases
Didn't all hinges used to be free rotating? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ginsuguy585 replied to sirkut's topic in KSP1 Mod Releases
Feature Request: Disengage motor Hinges used to free-rotate, that functionality is missed. It could be added as another context button "Disengage Motor" or "Free Rotate". Likewise part count could be reduced (rotatron/washer). -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ginsuguy585 replied to sirkut's topic in KSP1 Mod Releases
BUG In the VAB hinges rotate in relation to the item they are attached to instead of on their own rotation axis. To duplicate: attach a hinge to any currently attached node, use the position editor to change the angle of the part so it is not at min or max, set the max/min angle to something other than default values but keeping the current position valid, use the position editor to run against the min or max limiter, use the position editor to reverse the previous action, repeat the last two steps several times and the part will no longer be at the angle you attached it. It seems like it might be one degree permanent offset each time you bump the limiter.