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SynX

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Everything posted by SynX

  1. Seems the people who is responsible for Ubiozur welding is gone... and that mod is discontinued. this caused significant inconvenience to me
  2. I don't play EVE online (although heard it's a great game). can you tell me more about it please? also my warships were designed for making videos of my retribution to my favorite sci-fi novel... but I'm glad to help you anyways... I got Kerbal about half a year ago... game time is probably less than 200 hours
  3. Um... I wonder how do you classify these ships ? I consider the first ship as a cruiser (1450m long, 1 megaton), and the second one (when finished ) a battleship (estimated saucer diameter around 700-800m, 1500-2000m long with engine nacelle and around 3 megatons). however, some ships that classifies as a battleship in a sci-fi might just be a frigate in another sci-fi... and I need to figure out what is the best scale...in fact the first one is already so large that I have to extend the scale of TweakScale...
  4. I really hope the mod itself includes the compatible version of physics range extender... for module manager, I believe each version of KSP have it’s own module manager, as long as it’s a compatible version of BDA it should be fine
  5. Since you're asking for warships, which will not be fun without mods. This is the one I already finished, called S0, still needs some fixing and improving https://ibb.co/2crp5n8 And the another one called NS is still under construction, about 10% complete, due to mod errors for Ubiozur welding 2.5.4, I can't really tell when this will be completed. This is based on a description of a capital ship in my favorite sci-fi novel. https://ibb.co/T8VDJcN https://ibb.co/PZd2y64 only the command deck and some walk ways are build... far from complete. If this satisfies the conditions, I will start sending craft files and mods I use...
  6. Epstein, or in this case, the Kerbstein drive of KSP Interstellar, has the highest TWR amongst fusion engine, probably runs on ultra dense deuterium
  7. it' not actual gameplay might just mean the graphic aren't as good as in the trailer (your GPU will explode), and you can't set camera angles in these ways. with existing tech, I would say that something that the spacecraft itself aren't that powerful and independent, which a light sail will be fine. also, even we don't have controlled fusion out of the lab yet, but we do have hydrogen bombs, which allows project Orion to work. Also, even I'm not sure if it will be available in this century or not (fusion definitely will), the Alcubierre warp drive is not pure sci-fi, it's based on general relativity, and NASA Eagleworks is working hard on it.
  8. I think I have installed all the dependencies of BDA... however, these weapons seems not to work. When I aim rockets and turrets at a target practice, they just pass straight through, dealing no damage at all... also the armour thickness could be adjusted any time??? Also, all of these radars cannot detect anything and lock onto anything. I'm very confused. Also for space combat, am I able to lock onto a target with some maneuverability (while not nearly as much as the missile) and hit it? how does the path predicting works? And If myself wants to make a smart projectile that can attack multiple targets by ramming straight into one, and then ram the next one and so on, what code should I write in the cfg file?
  9. Nice~I have a problem that I clicked on the icon, and nothing pops up and the mod is just unresponsive... I knew my craft was large and complexed, composed of basically only STRUCTURAL parts I want to weld. I used TweakScale and Procedural parts... however even when I opened up a new file and tried to weld simple parts together, the mod is still unresponsive
  10. Thank you! I have been frustrated for a while. Also even the game does load now, sometimes it still crashes, and miniAVC.dll files still exist... also the loading screen shows "ZeroMiniAVC started" and then "ZeroMiniAVC destroyed"
  11. Somebody have suggested that this mod is compatible with 1.7.3, but I tried and it did not work. The ModuleManager version was 4.0.3, should have not changed since 1.4.3
  12. I used it on 1.8.1... And realistically, you should offset the engine to make the thrust balanced. Also nesscery when you Want to use other engines from elsewhere, like KSPIE.
  13. This mod is beyond awesome for geeks... Also since we have n body gravity, I wonder if the iconic 3-body motion is avalible. Another mod called Galaxy Unbound features a system with 3 stars, and it's disappointing that there isn't any three body motion.
  14. This is something revolutionary. However for asymmetrycal ships, it's always annoying if the direction of thrust is off the center of mass...
  15. Since they are fusion powered ships, will the fusion reactors and propulsion systems from KSPIE work?
  16. This is what I was hoping for (other than the known features): 1. Better physics: Multi-body Gravitation, Relativistic Effects, more scientifically accurate aerodynamic and exhaust effects (such as a blue or violet shock at high speed entries more than 10km/s according to black body radiation and the change of exhaust plume as pressure changes) 2. Procedural parts: In stock KSP, only the fairings and connectors are procedural, and have quite some limitations. Procedural wings and fuselages will be cool. 3: Modified advanced Tweakables: able to weld together multiple structural parts and fuel tanks together, making the computer to think them as one whole piece. This will make crafts much more solid and saves computing power, and avoid Rapid Unscheduled Disassemblies. 4. More options in career mode: Such as earning founds by running airline services using newly created spaceplanes. 5.More difficulty options: Either chose the original KSP experience, or hardcore, ultra-realistic experiences
  17. Wow, so... can you tell me why sometimes the BDA and other weaponary mods based on BDA are glitchy? Like, sometimes the projectiles/missiles/lasers pass straight through the target, doing no damage?
  18. Wow, this is what I'm waiting for since I got the game. However, I think adding a few powerful sublight fusion propulsion devices, with a huge beam of plasma as exhaust, and which will allow the ship to accelerate exceeding 100 Gs will be more than awesome (and the ship shouldn't fall apart in this situation) Also, for the weaponary part, an existing mod called KTech might offer some good ideas (Although I think that mod still requires some improvement) Last, I hope most of the parts can be compatible with Tweakscale to allow constructs of different sizes, which BDA and other weaponary mods lacks.
  19. Yes, sounds cool but there is a problem. Interstellar trips seems to be forbidden in 1.8.1. However, If you just want me to design a craft and fly 4 light years without Warp Drives, I can definetely do it.
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