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Russo terroristo
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(0.23) Wayland Corp. Development and released download Thread (new parts)
KAPbl4 replied to Devo's topic in KSP1 Mod Releases
Hi, Devo. Please, can you reupload Pegassus X-2C pack. It's a shame to lose best shuttle ever. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KAPbl4 replied to InfiniteDice's topic in KSP1 Mod Releases
Particle Projection Cannons. Weaponized linear or circular/linear particle accelerator. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KAPbl4 replied to InfiniteDice's topic in KSP1 Mod Releases
Maybe some hard sci-fi weapons (recoilless kinetic, PPCs and nuclear lasers, for example) then? I'm sick of this laser-pewpew things in different "space fantasy" settings. EDIT: Ah, yes, "force fields"... Maybe armor plating more suitable for ships? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KAPbl4 replied to InfiniteDice's topic in KSP1 Mod Releases
Mod is conflicting with some other plugin-heavy packs (lazor, ExP Launchpads, etc) -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KAPbl4 replied to InfiniteDice's topic in KSP1 Mod Releases
For some tests (construction bugs like this one with fuel, turn speed, etc) - yes. But normally I lift such big things with reusable Orion-based lifter stage. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KAPbl4 replied to InfiniteDice's topic in KSP1 Mod Releases
Some new experiments, This time - destroyer/raider class craft. FTL drive assembly. No exposed reactors this time One of two fighter bays Pretty overkill SRM battery -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KAPbl4 replied to InfiniteDice's topic in KSP1 Mod Releases
Hah, penguin seems to be great weapons platform due its size and stability Yes, 10 ICBMs. Only for testing purpose... No intention of genocide... mostly. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KAPbl4 replied to InfiniteDice's topic in KSP1 Mod Releases
All I can say - that both RLS and EL break right click menu on hardpoints and IFF, guns and ammo crates work fine. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KAPbl4 replied to InfiniteDice's topic in KSP1 Mod Releases
I say again: properties of the missiles and bombs are hardcoded in the plugin - there are no .cfg files for them. To use them - right click on the installed hardpoint and choose which one you need. If you can't - mod is conflicting with other (for now conflict is confirmed for Romfarer's lazor, extraplanetary launchpads and probably RPM). -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KAPbl4 replied to InfiniteDice's topic in KSP1 Mod Releases
Than use clean version of KSP and install this mod first. And why you need cfg's? Dice will add nukes himself, sooner or later, just not in this release. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KAPbl4 replied to InfiniteDice's topic in KSP1 Mod Releases
Hmmm. Do you have .cfgs for cannons in your folder? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KAPbl4 replied to InfiniteDice's topic in KSP1 Mod Releases
It`s normal. Configs of the bombs/missiles are hardcoded. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KAPbl4 replied to InfiniteDice's topic in KSP1 Mod Releases
Daisycutter bomb? Just great. But how about some missile launchers with autoloaders? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KAPbl4 replied to InfiniteDice's topic in KSP1 Mod Releases
As tests showed - they are practically impossible to get hit. Anyway, upgraded version have single fusion reactor covered by armor plating. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KAPbl4 replied to InfiniteDice's topic in KSP1 Mod Releases
One of my first experiments with mod - nameless SOTS-style battlecruiser Btw, LLL tugs can be easily turned into short range fighters And yes, I`m back on the forums. Hi, Dice. Great mod, as always.