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Everything posted by jrodriguez

  1. Sure. You need to use some not used Action Groups and trigger fire action for each missile
  2. Thanks.I haven't take a look yet but I will begin soon
  3. No and yes. But there is no tech tree or anything like that
  4. I did recompile Kopernicus for KSP 1.9 sometime ago and so far I haven't seen any blocker issues for my daily usage in RSS.
  5. I think this will be an awesome add-on. Cubemaps is the way to go when a high resolution map is needed and Earth is such a case!
  6. Wobbliness near the end is a consequence of the floating precision, every Unity math operation is losing precision due to PRE range is like 2000 km and the target vessel is quite far already (maybe 1000 km or more?) that means everything from Mechjeb to KSP it self will struggle to perform normal operations
  7. It is tricky question to be honest, the good thing is that if you are following me in Youtube you might already know that I might the best the person to answer it My suggestions are: - Try to minimise the max distances to the floating origin as much as you can by for example having a ship loaded at half of the max distance and load a savegame focusing that ship instead. - Having a vessel either landed or flying around using an autopilot mod (bdarmory AI or mechjeb autopilot) is a good idea. This will allow you to always have the terrain properly loaded and you can switch to this vessel before the booster touchdown to ensure the ground is loaded and ready (KSP doesn't like to have multiple vessel loaded at such distances, and PRE terrain extender is a hack that might or might not always work) - At > 500 km and when getting close to 1000 km Mechjeb will really struggle to continue piloting a vessel (I have some videos you can take a look to see what I mean). 500 km will not RUD your vessel but at 1000km a RUD can happen so my suggestion is to switch to your 2nd/3rd stage as soon you have the booster landed. - Finally if you are in orbit I suggest to reduce the loading range to something like 100 km in case that you plan to do a reentry and land a probe close to where the boosters landed, this will avoid a likely RUD of the boosters when they get loaded by PRE.
  8. What Pingopete did was to use EVE to render the Cubemap when orbit altitude is achieved. However, you will not be able to see the 64k textures from ground. To be honest I'm not using the 64k Cubemap because it doesn't make sense to only have 64k in orbit. KSP surface texture maps doesn't support cubemaps or 64k textures so you can only use 32k max.
  9. I'm using that fork without using Realism Overhaul. From a technical point of view that fork is the only one really alive and where bugs are fixed and news features are being added (as the amazing TU support) https://github.com/KSP-RO/ProceduralParts/commits/master
  10. I'd suggest everyone to use KSP-RO fork You should submit the issues to the 2.0 KSP-RO fork
  11. Nope but they will all explode independently causing multiple damage
  12. I'd like to see that happening too. I will investigate in the future what can be done
  13. https://github.com/jrodrigv/BDModularMissileParts/releases I suggest to install it using CKAN
  14. The explosives attached to the missile will automatically detonate when the missile is within the detonation range set in the modular missile guidance. Regarding firing a missile from a missile, I have never tested it but if you add a weapon manager to your missile (maybe a radar is also needed?) Then it might be possible that the missile can lock a target by it self and fire the child missile? I will let you tested it I actually never implemented that feature
  15. HyperEdit mod already does that and much more. Personally I always use HyperEdit to land on other planets and once I am there then I use Vessel Mover to spawn more vessels quickly. Finally. I'm not going to add any other feature to this mod. I'm just doing the basic maintenance to make it work for each KSP release.
  16. Usually, all the problems related with spawning vessels using vessel mover are caused by a change of the root part. If you start building a new ship and stick with the same root part you should not have any problem.
  17. I have tested it and it works for me. If you can upload a video or the missile craft maybe I can tell you if you are doing something wrong.
  18. You need to disable the mod control in LMP config and ensure that all of your friends are using the same mods and yes this question is better to ask it in the LMP thread
  19. Try the latest one for 1.9 to see if it works better for you I haven't tested in KSP 1.8.1 but I think it should work fine.
  20. Yeah. I guess the user input is then feed into the active vessel flight control input. However, the BDArmory AI code is directly feeding its vessel flight control.
  21. The setting still exists (ALLOW_LEGACY_TARGETING) although I'm not sure if it is still working. I remember one of the previous bdarmory devs added a terminal guidance system but I have never used and I'm not sure if it work. You can take a look at source code and check if you can find anything useful there. It is not working by default then No. The AI Pilot was implement before Pitch axis group was implemented in KSP. That's fine however as I stated several months ago I'm only doing basic maintenance of this mod. That means that I'm not really implementing any new requests or bugs (unless I consider the bugs critical or real blockers for BDArmory). That doesn't mean that I will not add anything new never but I guess I will only add things that I'm really interested in adding for fun. Uhm I don't know. I have never tried to do it.
  22. Thanks I will try to reproduce it. Did you see this problem in Kerbin or in other planets?
  23. Uhm if you set that to false then you are disabling the terrain loading, depending on the range your landed vessels might go through the ground. I will try to reproduce the issue but I will need some info about when exactly is the bug happening
  24. Your vessel has been re-rooted. VesselMover doesn't like vessel which re-root parts. yes
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