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88 ExcellentAbout stickman939
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Having a variety of chutes would be nice. With the ejector of course! The old version (before linux picked it up) used to have a space+F auto-deploy all in range and rapid ejection via action group and ejector module. I actually can't remember whether or not THIS version does that too because it's been ages since I last played KSP
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Edit Physics Range Extender settings.cfg (Not sure if you can in game, I don't remember)
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That's already possible with vessel switcher. Alternatively you could just set "Toggle AI Pilot" to an action group. _______________________________________________ Anyways, onto another thing; I was testing the armor to see how many rounds it took to destroy a plate at 90o, 60o, and 130o. (IE, attempting to simulate armor on a tank) Initial tests took around 8-10 for 90, 12-14 for 60, and 18-20 for 130 when using the M2. Distance didn't seem to matter as long as the bullet hit. Not sure if it's possible for "damage falloff" to be a thing, or if I just didn't test far enough ranges (5
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[1.3.0] Andromeda Visuals: Daydream [0.3.5]
stickman939 replied to Matchlight's topic in Add-on Releases
Yep, I'm an idiot lol. I didn't see there was an unofficial updated version. Fixed it, thanks! -
[1.3.0] Andromeda Visuals: Daydream [0.3.5]
stickman939 replied to Matchlight's topic in Add-on Releases
Getting a CTD with this pack(or Astronomer's Visuals, I can't remember which one it is ATM) installed, it's caused specifically by Texture Replacer. Is this the case for anyone else? -
Getting a CTD with this pack(or Andromeda Visuals, I can't remember which one it is ATM) installed, it's caused specifically by Texture Replacer. Is this the case for anyone else?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
stickman939 replied to ferram4's topic in Add-on Releases
Are you running any other mods? My suggestion would be to first run it completely vanilla to make sure it's 100% a mod problem, then add FAR to test, then add the rest of your mods (I recommend in groups of 3-5)- 14,073 replies
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Did you make sure you set the weapon manager to "armed"? Like @Murican_Jeb said, you can also set it to an AG so you don't have to arm it.
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Did you try it without the override? Also could you post a craft file of the missile?
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I don't think this is a feature. But you should post a request on the github here for that.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
stickman939 replied to Shadowmage's topic in Add-on Releases
They've done a number of Bahamuto's mods already. [see below] But most of those are plugins, so I don't see them working on another (relatively) large parts pack soon.