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About Ryugi

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    Boldly going...on fire

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  1. I have a question. Is there a bit in the CFG that determines the hitbox of a projectile? Like, there's the tracer and such, but, for example, say I wanted to make a projectile fired from a gun have a hitbox of approximately 5 meters. Or, let's say I wanted to have a laser weapon fire a continuous beam with a hitbox of 5 meters. Is there a way to accomplish that in the files, or is that limited to pinprick-pinpoint accuracy? EDIT: The only thing I can think of is giving the bullet a hilariously huge caliber in the CFG, but I don't think that's how it works, is it?
  2. Thank you very much for the clarification @Lisias. I'm sorry if it seemed accusatory. I just wanted to make sure I had the most up to date version.
  3. So... Just to be clear... Is there a fix to the "#34" issue yet? The save-breaking doom bug or whatnot that gives you warnings on the title screen when detected? Or is that still being "fixed"? And, if so, what's the current version of TweakScale?
  4. Alright. I just didn't know for sure. I've been working on some custom configs for use in competative KSP fighter tournament things, so I was looking through the part files. So far I've dropped the weight to Kerbal Scale (64%) since they were based on real-world values, and had them use the velocity curve, along with adding tweakscale support for all 3 engines and the Flanker intake. You really have a nice set of parts here. =)
  5. So, uh... @Kernowden Kerbin I noticed under the ModuleEngineFX on all the engines you have the typo "useVelocityCurve = Flase". Not sure if that's a big deal or something, but, I can't imagine typos are good things.
  6. The trick most people use to get this working is to put the activation toggle for the ECM jammers in the "Gear" action group, so when the gear is lifted on takeoff, the jammers are automatically activated. They just keep them on at all times as a way to bypass it.
  7. Did you incorporate the Tweakscale edits I made into the base mod version in the most recent update bychance?
  8. So, with @Kernowden Kerbin's blessing, I added "Free" Tweakscale module functionality to the other parts that were lacking it, most notably the Flanker Intake and the Type30 engine. Just a part edit, so it should still be compatible with KSP 1.6.1 & KSP 1.7.0. Download Link: Snag it from my Google Drive Just click the little download button in the upper right and overwrite existing NMB files in your GameData Folder as per usual.
  9. I noticed only one of the engines has a Tweakscale Module included in the part file (the Type-117S). Is this intended, or just a minor oversight? And, would you be opposed to me adding the Tweakscale Module to other relevant part files (like the other engine, flanker intakes things like that)? I realize your license allows me to edit and redistribute things as I please, but I wanted to ask if you were okay with that before I went linking anything or mucking about in part files.
  10. Tweakscale doesn't work for ANY OPT parts after this update. And yeah, it broke my everything as well. I've tried to add Tweakscale myself, but can't figure it out, so, I'm stuck using stock or Procedural parts until Tweakscale gets fixed for this. EDIT: I should also note that all of the packaged example craft have missing or invalid parts, and therefore are useless, at least in my install.
  11. I'm just glad most of the mod seems to work fine, personally. For now I'm just embedding MK1 pods on cubic struts into the parts to act as makeshift hatches. It's not pretty, but it works for my needs. I appreciate the effort you've gone through to get things working and maintained, though!
  12. I can confirm this same issue. This is particularly frustrating as I tend to use those for external hatches on vessels.
  13. Hmm, I'm running into a weird issue. For whatever reason, whenever I load onto the runway or launchpad, my crafts spontaneously explode once the game loads physics, but only when I equip the Warp Drive. I guess I'll just wait for the finished release to test it again. Patience is a virtue. I tend to clip parts to maintain appearance, but that shouldn't matter under normal circumstances. Either way, that's why it's still in beta.
  14. So, you go faster, and take less power, but it irritates the Kraken? Sounds a lot like "She'll fly herself apart Captain!" to me. I may have to experiment a bit...