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  1. Sorry I forgot about that. Here it is: https://www.dropbox.com/s/r0cptft7y38xh4x/KSP.log?dl=0
  2. Hi I'm wondering if anyone else is experiencing jammer issues. My jammers seem to just not work at all. Is this a known bug, or is it just me? Also, flares seem to do nothing either. I have the latest BDAc version (1.2.1), and I'm using the latest KSp version ( Mods: Burn Together Destruction Effects Kerbal Foundries KSP Wheel Vesselmover I also have the KSP expansion pack installed and physics range extender.
  3. I retried using a new craft called "Test1". I turned debug labels on as can be seen in screenshots: Here is log again https://www.dropbox.com/s/nfflfl1jizmhhcu/KSP.log?dl=0
  4. Okay, so I'm recently having some extreme issues with the Radar Warning Receiver, which doesn't seem to be doing its job. I turn on the RWR module on, and it detects planes etc normally. However, it has severe issues with warning about incoming missiles (which is, kind of, a big deal). The icon for the missile will appear for a second (the diamond "M" thing on the radar) and then disappears. However, there is never any sound or prolonged notification. Is this a bug? Is anyone else experiencing this issue? I'm currently using the latest BDAc version (1.2.1), and using the latest KSP 64bit version ( There are the other mods I'm using: Destruction effects (latest) Kerbal Foundries, including KSP wheel (latest) Physics Range Extender (obviously) Vessel Mover (Iatest) And I have the KSP expansion pack installed. Here is log: https://www.dropbox.com/s/nfflfl1jizmhhcu/KSP.log?dl=0 Edit: Also, jammers do nothing. Not a single thing.
  5. Slight problem with any and all artillery pieces. None of them seem to have dedicated ammunition boxes for reloading. Cannon ammo doesn't work either. Help?
  6. I have an issue with the mod. When I set a key to activate Kerbal talk, it doesn't work. I set it to right Alt key, press it and nothing happens. I set it to shift, left Alt, "~" button, but nothing seems to work. Help?
  7. Okay so I'm having a slight issue with he Abrams tank cannon that is a little frustrating. The cannon itself is on a normal tank body with treads, and the long gun part itself protrudes out a little (but to clarify, the cannon isn't covered by anything, its just sitting on top of the body). So when I run into things - like ramming the protruding gun into a building or even another vehicle - the cannon just pops/snaps off, even at a low speed like 7m/s. Should this really be happening? I would expect the cannon to take more of a beating before it simply snaps off. Also, I'm using the recent beta version of BDc, but I don't think this is a problem exclusive to the beta. Basically I'm wondering if there is any way to prevent this from happening.
  8. Hey, I fixed my issue. I simply had an old version of BDArmory where the chaff literally had no effect at all (v0.3.0.0). After doing multiple tests and experiments, it might have been a bug, or simply something wrong with my mod. Either way, the chaff had no effect at all. However, after I updated to 1.0.0, the AMRAAM/Chaff works exactly as expected now (you can actually dodge them and with relative ease too). So don't bother nerfing, it's actually good (or do, its all up to you :D) Thanks anyway!
  9. Same is happening with me. The rest of the missile are not so bad, but the AMRAAM is waaaay overpowered. Even when flying straight towards the missile, maneuvering, jamming AND dropping flares/chaff by the bucket-load, I still get hit every single time. And not at just 3km neither, this is happening at sometimes 5 - 8km away too. The chaff has literally no effect at all.
  10. There is an apparent bug with burn together. I tried making three boats follow each other in sync. I did everything I thought was necessary (set one as leader and the other two as followers). When it actually came time to do anything the engine throttle for the leader boat doesn't work. The throttle physically won't move. Mods I'm using: BDArmory CAL Destruction Effects KerbalFoundries KSPWheel Physics Range Extender VesselMover Here is the log if it's any use to you: https://www.dropbox.com/s/nfflfl1jizmhhcu/KSP.log?dl=0
  11. Riiiight I get it now. Yup, I can see why that would be very useful.
  12. So, I looked up delta V and apparently its basically synonymous with acceleration. So what is all the fuss with Delta V readouts etc? Why are Delta V readouts necessary?
  13. For every kilometre, theres 1000 metres. For every metre, there 1000 centremetres. For every centremetres, theres 10 milimetres. Compare that to: There are 12 inches (why 12?) in one foot. Theres 5280 feet in one mile (WHY THOUGH?) and 63360 inches in a mile...WHAT? Metric doesn't even come close to being as stupid as imperial.
  14. I searched, but I couldnt find an answer to my question so here goes: When will KSP 1.1 be released? Sometime March? April? When?
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