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Manul

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  • About me
    Laythe Air Force test pilot
  • Location
    Hoffer's Wake Alpha, Badlands cluster

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  1. CVX is working just fine in 1.12.3 so the only update it needs is MOAR carriers and parts
  2. I think it would be better with MAS because it has things that RPM will never get since it's development is stopped. Such things as touchscreen MFDs, ability to have multiple subpages on a single page, more flexibility in prop configs and optimization. Just imagine this large central configurable MAS MFD filled with BDA data: radar in the center, minimap underneath, RWR and weapon selection menu on the sides.
  3. Yes, it's this simple. (the example uses IntakeAtm because I have CRP installed)
  4. You forgot to remove ignoreForIsp = True for IntakeAtm I guess So the engine is trying to consume infinite amount of massless resource ElecticCharge to produce thrust using only EC as a propellant instead of using a real thing that has mass. Stock engines for some reason just ignore the fact that more than 90% of their exhaust mass is IntakeAir not LiquidFuel. Instead they have ridiculously high ISP (10+ times higher than it should be) to reduce fuel consumption.
  5. But you already have electroprops in Heisenberg Airships and they work just fine.
  6. Manul

    S.A.C.D

    Now we need a mod SACDD: Stockalike Aircraft Carrier Deck Decals to eliminate the need of covering the whole deck with stock decals to make runway markings. P.S. I should combine this with Heisenberg airships to make a huge sky pirates base.
  7. What exactly is wrong with Firespitter? Version 7.17 seems to work well in KSP v12.3 Sometimes rotors begin to spin in a vacuum for no reason but it's not a big deal. They became jumpy-wobbly after KSP v1.4 update so they had been broken for years compared to their behavior in 1.3 when I first started to use this mod. And I didn't notice that jumpy-wobbly syndrome got worse for the past few KSP updates. Of course you need to manually readjust steering, friction and brakes settings as with stock landing gear in 1.12 because all landing gear has default 50% brakes settings and is slippery as hell by default.
  8. IRL lasers have a near-zero penetration ability because evaporating target material blocks the laser beam and lazer has to stay pointing at the same spot of the target for some time to deal any significant damage to a missile not speaking of airplanes or tanks (it should take hours to pierce a solid steel armor)
  9. While shooting prograde or retrograde projectiles are spawned somewhere close to the gun's muzzle and move in a direction where it's pointing. Shooting in ortogonal directions to prograde vector gives much more interesting results
  10. Lack of gravity and drag doesn't break BDArmory ballistics, velocity does. Guns work just fine at stationary orbits or at a low orbital velocity. Looks like not all components of the shooting vessel's velocity are added to the projectile's velocity.
  11. At least it should fly out of the muzzle and travel in a direction it's pointing At orbital speeds projectiles appear about 10 meters far away from the craft and travel in a somewhat random direction.
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