Jump to content


  • Posts

  • Joined

  • Last visited


697 Excellent


Profile Information

  • About me
    Space enthusiast and bug detector
  • Location
    Middle of Europe

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Yeah, but as far as I can see only the mouse-aiming-reticule is affected. If fired using one of the two camera/laser targeting devices the bullets hit, where you aim.
  2. Oh nooooo !!! The technologicly backstanding kerbal nation "chocolate-haters-coalition" (CHC) has found out, that the KSC has new snacks in stock. So they now try to strike the KSC and the sweets depot.... They don't really know how to fly fast, but the bring loads of sugar-solving bombs to the KSC with this stolen vehicle. Oh noooo! Here is a quick screenshot of the green baron. Armed to the teeth! Unfortunately the CHC made a treaty with the Kerbal-Dentist-Union... Oh noooo !!! (Vehicle is stock, except the bombs from BDA+ and some weapons pack)
  3. @DocNappers I think, I found something odd. I took a 130mm turret from one of the weapon packs and mounted it under the belly of a big plane (for fun - not for balanced gameplay). But somehow the targeting reticule does not take into account the carrying vessel's own velocity. So if you show forwards, you overshoot the target, if you shoot backwards, you undershoot. also the bullets do a really strange curveball trajectory (best to see if shooting sideways). The shot starts nearly linear, than the vertical speed decreases and the bullet flies more horizontally in the second half of the trajectory. Since it's the BDA+ mechanics, I guess it doesn't matter which mod it was from. I here deliver the part for debugging: https://www.filemail.com/d/lfqjizcvsrbhnaz I guess it was from BDA extended by @SuicidalInsanity, but i am not sure anymore, where i got it from (cause i took only some parts, that I liked and integrated them into my bda folder). I gave it nuclear amunition, so you can test the strange trajectory behavior by your self. Just mount the gun under the belly of a suitable Mk3-plane and try to bring havoc to a place of your choice. Just shoot around, observe the bullet trajectory and compare the impact point with your initial targetting point (best to see if using nuclear ammo). EDIT: So after testing a bit more: Aiming with the laseraiming device works perfectly. So only the free aim reticule for mouse aim is affected. Tested in
  4. Hi there. Do the engines have Waterfall support?
  5. NF Spacecraft does only deliver additions command modules. It does not replace any, like the Restock mod does.
  6. If you have a decent pc, go for the pc version. Even my old potato pc with 9th generation i7 and with a weak gtx 1060 does very well even with a heavily modded install. More features, more performance and mkst important: mods! Ksp1 lives by the glorious modding community. Many a mod is now a must have for me and i wouldn't play the game without them anymore.
  7. Couldn't have said it better. Some nice Engines from the Near- and Far Future mods can ease the pain. Especially the fusion aerospike from FFT. Otherwise an eve ascender for more than one or two kerbals is hard... at least with stock parts.
  8. @DocNappers... BDA+ now comes with a vessel mover? Does it replace the stand-alone vesselmover mod by @jrodriguez? Or is it just a redistribution? Can you bring some light into my confusion ?
  9. Bugreport: Current BDA+ generates NREs upon adjusting the Minimum height parameter of the AI-Pilot for planes. The slider minimum flight level of the controller becomes unmovable. Logs: https://www.filemail.com/d/nrllycfycgxzbnn @DocNappers In the previous version everything worked. So I reverted back.
  10. It is totally possible to replace the nkd-nuke module from the config and replace it with the one from bda+ which is to my mind superior. Pretty straight forward. Look in the bda+ thread, all required information are there to do it on your own. I did it for my own install, but won't redistribute the configs and therefore used NKD-assets due to respect to the NKD creators... and licensing... Sooo... do the following: download the nkd package, open the part configs, remove the nkd-nuke-module and replace it with bda+nuke module. Voila, your have nukes made compatible with bda+ and can even drop the nkd plugin, in case this causes problems for you. Just read the information about configuring things into nukes on the bda+ thread. I place there a how-to-do-tutorial for the config. You'll find it. Edit: This describes how to make a normal bda+ part a bda+ nuke ... you can adapt the provided info to make a nkd-plugin-using nuke a bda+nuke. Have fun nuking asteroids! Mhhh.... just remembering bruce willis on an asteroid. Armageddon... long time since that movie.
  11. Obsolete post. Somehow took the wrong way to the ksp2 exchange, not the one for ksp1
  12. Tested in isolation. I just upgraded to SH 0.6.0 from 0.5.6 . - this seems to have been the reason. now it works. Just about to balance stuff. But one thing is still odd. Systemheat does not respect different values of outlet heat and generated heat and heat/effiency curve. You can change them like you want. SH will do what it wants. Looked through the MM log. Nothing else is patching the antimatterfactory... strange behavior! Here is my current iteration of the patch: Maybe @Angelo Kerman wants to offer it in the next Blueshift release as optional patch. This way you can use the complex production chain to generate some graviolium in the late game out of antimatter, which is rather difficult to create. This patch suggests a 4:1 rate to generate even more precious graviolium. Because it's an industrial process it's faster than harvesting the material as spacedust for several years. But you have to have the production chain and the power to do so (Feed the hungry FFT fusion reactors, to make Antimatter and than make Graviolium of it).
  13. didn't work for me. Placed a testvehicle and only put on the gravi conversion. The loop temperature did not rise. Strange.
  14. Dear Far Future Tech-Users that also use Blueshift: Here is a config, to make use of your Antimatter-production-chain: Replace your fft-antimatter-factory-1.cfg in FFT with the following complete config in the spoiler. It will allow you to convert a little bit of your precious and effortful crafted antimatter into graviolium in your lategame of FFT. Unfortunately I had to hardcode it into the fft-antimatter-factory-1.cfg itself. It did not accept the heatvalues if i placed it in a separate patch to be applied afterwards (I don't unterstand why. Can somebody explain this? @Nertea - it only executed the conversion to the Nova-AM-Factory but ignored the SystemHeat integration - and it was the same config, as added here. Just a separate config with @Part.... etc. ) The red section in the config is new. You can also only move this over to your part definition. Have fun.
  • Create New...