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About jrodriguez

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  • Location Spain
  • Interests Science, Space, Kerbal, Challenges

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  1. Would you mind to do a test using KSP 1.4.2 without any other mods other than BDA and PRE? If the issue persist please add it here: https://github.com/PapaJoesSoup/BDArmory/issues
  2. NEW RELEASE OF BDAC COMPATIBLE WITH KSP 1.4.2! Thanks to dev team and the testing team for the effort! https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.2.0 Changelog v1.2.0 * NEW FEATURES: * Support for Unity 2017. Icons textures fixed by PapaJoe. Thanks to @SpannerMonkey for chaff/smoke models. * Compatibility with KSP 1.4.2. * Surface AI: Yes, tank battles and ships battles are a reality now. Thanks to @Gedas for this major feature. * Damage Consequences: damaged engine has reduced thrust and greater heat production. Issue #433. * ENHANCEMENTS: * Cruise Guidance overhaul. * Shaped explosions for AGM missiles. * Chaff rebalance. * New setting to disable terrain checks. * New FX for missile collisions. * Modular missile core - added option to control roll. * HE-KV1 missile is now efficient and deadly in Space :) Thanks to Kergan. * Weapons like cannons can fire up to their max range. (eg: a 20 km cannon can fire at 20 km) * FIXES: * Drag of ammo boxes reduced. Issue #498. * Dozens of small fixes and rebalance!
  3. jrodriguez

    [1.3] Procedural Wings

    As far as I know. FAR is not required
  4. jrodriguez

    [1.3] Procedural Wings

    Hi all, I have released a new version of B9-PWings compatible with KSP 1.4.X . You can find it here: https://github.com/jrodrigv/B9-PWings-Fork/releases/tag/v0.50 B9-PWings is a very important mod for me so I decided to fixed it.
  5. Hi @Jebs_SY . Would you mind to send a Pull Request with those fixes?
  6. New release of CameraTools recompiled for KSP 1.4.x https://github.com/jrodrigv/CameraTools/releases/tag/v1.10.0
  7. New release of CameraTools recompiled for KSP 1.4.x https://github.com/jrodrigv/CameraTools/releases/tag/v1.10.0
  8. jrodriguez

    [1.4.X] Destruction Effects v1.8.0 (04/12/18)

    Hi all, I have released a new version recompiled for KSP 1.4.2 https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.8%2C0
  9. Would you mind to open an issue in our Github Issues section, adding a description and steps to reproduce the problem? I will take care of it.
  10. It is very strange. A 3000 tnt mass will create a massive mess (maybe even destroy the entire KSC) Can you try to change the detonation distance to 1-5 meters with your missile? Maybe you can also try a different stock missile?
  11. Which is the 'Detonation distance' the missile is using?
  12. uhmm that is strange... Can you make the following test? 1. Spawn a vessel with only the MK1 pod 2. Spawn a 3000 tntMass warhead and using vesselMover place it exactly next to the MK1Pod (as close as possible < 1 meter) 3. Detonate the warhead (you can right click the missile and detonate, or the explosive module in case you are using modular missiles) My expectations are that the explosion should destroy de MK1 pod. If I'm wrong then we have an issue.
  13. Sorry I don't understand your suggestion. TntMass and hitpoints are not related at all!