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gomker

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Everything posted by gomker

  1. @SpannerMonkey(smce) Per our conversation in the LBP thread found a few issues with some of the new parts ASM and Harpoon not repsonding to "Fire Missle" command from Action Group Harpoon accelerates insanely fast, somewhat tracks toward GPS target then explodes as it is going 400+m/s , I assume due to overheating Turret Missile Launcher - attachment nodes seem to be 180 deg. offset. When attaching Harpoon I would always have to rotate Turret Missile Launcher - slaving turret to FLIR is 180 deg offset Let me know if you would like screenshots for anything. Thanks as always - enjoying the new parts
  2. You can use the IVA from BDMk22 cockpit if you have installed, its a nice fit. Change the part config INTERNAL { name = mk22Internal }
  3. Confirmed ballast tanks working great now, thanks very much. VLS Nodes work better with your ASM Antiship missile - the PEW missiles haven't been updated in awhile so it makes sense its not detecting the launcher. I have a few problems with the ASM not detecting my "fire missile" command from action group. I'll pop a question in your Boomstick thread if you prefer to track there.
  4. Couple of notes on the VLS - Is there a trick to attaching missiles, it was very difficult to get the attachment nodes to activate - I was testing with PEW Tomahawk missile (which fits nicely - it has bottom and side attachment nodes and it took me quite sometime to trick it into place - The Tomahawk doesn't activate the VLS doors - Other missiles I tested with did
  5. @SpannerMonkey(smce) Is there a way to change the density of a resource? The ballast tank doesn't seem to sink anything I attach it to. Going to go back and just do some tests with other resources. Was toying around with this vessel https://kerbalx.com/jerry/U-boat-typeVll , but it still may be not heavy enough. Also thanks for all your work, I don't know how you find the time maintaining all the mods you contribute to.
  6. I am looking for a similar solution. I have seen others state that using FAR helps with boats from jumping out of the water and exploding. I tried it and it does indeed fix the problem however, I was hoping there may be a standalone solution inside of KJR or FAR that could derived maybe as a Maritime Fix Mod
  7. New update works great. Now I just wish I could find a good fix for the loading craft issue in water. Only fix I have seen that works is using FAR, but after an hour of trying to become an Aerospace engineer I gave up.
  8. Researching this issue I came across a post claiming that having FAR installed fixed this issue. I tried it and it did indeed work for me, boats and subs of all sizes did not explode during load. Only thing is now I have to tweak the crap out of my planes - I like the idea of FAR but it feels like I need an advanced degree in mathematics to use it right. I wonder if the physics part that affects water/loading could be extracted somehow as a mod just for fixing this issue.
  9. Very cool stuff. I am liking the submarine parts, got the to work right way, very intuitive easy to use ballast and I like that they fill / empty equally. Couple of requests - the action group names, could they be changed to Empty / Fill instead of Activate/Deactivate generator? Also more torque on the Sub Tail and Nose, I have trouble keeping it from rolling. Great work.
  10. Does this mean TweakScale applied to parts or TweakScale Installed at all? I am seeing the same problem where I cant get my submarine to sink.
  11. Love this mod. Once I got to tweaking my Authority levels on my control surfaces everything fell into place. One suggestion could you automatically toggle chase camera when you activate mouse steering ? I would think anyone activating would prefer this view - or make it an option in config.
  12. Anyone else have some lag issues when editing wings in 0.40.7 ? I see many messages in Debug log about rendering Drag Cubes and my CPU spikes like crazy. Went back to 0.40.6 and all is good. Also want to say thanks for keeping this mod alive.
  13. @BahamutoD Any plans to have your test crafts in the releases ?
  14. Not sure if this has been reported but the Tomahawk Cruise Missile consistently misses for me at longer ranges. I'm firing at a target about 20KM out (KSP to Island Tower using GPS Coordinates) and it looks like its just going too fast to turn into target. I have it set to cruise at 500m and by the time its getting to target its travelling at 500 m/s
  15. R-11 Just checked the zip file just in case, it was set to heat.
  16. Checked the part config, it is set to heat targetingType = heat
  17. Just noticed the 9m311 Says its Radar guided on the front page, but seems to display the Heat seeking reticle when armed.
  18. Forgive me if I am being dumb, but is the rudder supposed to act like a control surface? It does not seem to move at all on my craft. Great mod BTW. - - - Updated - - - Never mind, I was thinking too much in aerodynamic terms, worked it out. Definitely a duh moment
  19. Having the same problem and have almost the same setup, x64 lots of mods. Procedural Wings had been working perfectly for months. I ran some update on CKAN after being away for a few weeks and could not figure out which one broke it. Reinstalled all B9 and dependencies manually, nothing. The fix you outlined looks to have worked it out, thanks very much!
  20. Here is a quote from BahamutoD in this thread awhile back, I've been searching for the same documentation myself "Steer factor is the amount it steers depending on the magnitude of the error.So say a desired destination A is 10 degrees above the plane, and B is 30 degrees up. With a low steer factor, it might do a 50% pull to steer to A, and a 100% pull to reach B (then decrees to 50% by the time B is only 10 degrees up). With a high steer factor, it might do a 100% pull already to get to A. Pulling hard when its not that far off might mean overshooting because you're building up angular momentum. That's where damping comes in, as it applies steering to counteract angular momentum. So you want to tweak and balance both steer factor and damping until you get the results you want. It's kind of like a spring and damper system, where steer factor is the spring constant."
  21. This may give me an excuse to contribute. I have some .NET/C# coding experience, but haven't done any modding with KSP yet. Do you have a github repo somewhere so I can contribute? Another suggestion for balance/scaling - the MIRV warhead seems a bit overpowered. I was thinking it should be 20% of the blast radius. This is more of a balance in terms of scale for KSP. With the 5KM limit it seems that a MIRV strike range will be very small in the game.
  22. Had an interesting situation develop while playing out a scenario that made me think of a suggestion. I had configured a goalkeeper + radar and PAC 3 missiles on the Island Runway and a few targets. Did a bombing run with the nuke and the goalkeeper shot the bomb out of the air about 500 meters above the surface and it detonated. It was spectacular! My suggestion is that if the bomb is detonated in the atmosphere (airburst) then you could have a different explosion animation, just a big sphere maybe to start. The mushroom cloud was interesting as it started mid-air. Also having a way to configure an airburst altitude and a saftey - i.e. wont explode until impact. Great mod, thanks for all your work. Regards,
  23. Is there a way to map the targeting controls for the pod to joy stick buttons. Would be nice to use the hat control on my joystick.
  24. Is there a way to configure the fire button per part? I see the settings config for the overall fire button in the root. I would like to use the joystick for firing guns on planes - however switching back to turrets I would like to still use the mouse.
  25. Sure, I zipped up the parts. The part doesn't seem to be hosted anywhere I can find anymore https://dl.dropboxusercontent.com/u/12246768/ST_EscapePod.zip
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