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Damaske

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Posts posted by Damaske

  1. On 5/28/2017 at 1:51 PM, SpannerMonkey(smce) said:

    Hi all, I've just tested LBP in 1.3 and it is a complete fail, without KJR there is  no way to keep the ships together.  SO LBP will stay at 1.22 until and if KJR is updated for KSP 1.3

    Cheers

    There is a fellow user of KJR that recompiled the DLL for KJR to work in 1.3, I have tested with it and it stopped the load in joint failure! here are some ships I have made. 

    Spoiler

     

    Two types of destroyers

    9xvRchI.png

    Close up of one destroyer

    1FFqt3F.png

    Attempted to reduce the above hull and make a PT or torp boat. It didn't work and i don't know why yet. Maybe something with weight or something. 

    JLtLLAE.png

    Cruiser design 

     

     

     

     

     

  2. 7 hours ago, lancefoxcia said:

    Hey @Acea So I found a bug with Torpedos. They are having huge particle emitters that are even seen when zoomed out in space.

    And Those who are not able to keep torpedos from sinking. I'd suggest going into their Configuration files and setting Buoyancy to either 0.5 or 1, Mass can Stay the same.

    I have noticed that also, I fire a torpedo and almost as soon as the torpedo hits the water, it stops moving forward and rapidly sinks. I have also noticed the same effect that Lancefoxcia posted. 

     

    I will also attempt to raise the Buoyancy and see if dat works.

     

  3. First off I LOVE LOVE LOVE your mod pack! ! And i read something aboot the torpedos, what was the fix for them as i have had a lot of troubles with them in my test navy battle 1.4 KSP The ship launched ones just sit there and sink. IS the mass value change the right way to go for now, or is there something more?

     

    In my testing I am not sure if it is your mod, another mod, BDArmory or just the stupid game engine, But i can not have gunfire got any farther than 5km. I also needed to edit out the FSfuelSwitch module and just replace it with each ammo type that you was able to select. It is a dirty workaround but it works for now. 

    Otherwise I have no complaints for 1.3 and NAS working toget. 

  4. @flywlyx, I can test out compatibility with other mods if that is something you are interested it. I currently am doing my own non asked for tests with BDArmory as with other weapons mods.  I foresee people trying to use a weapon mod with your aircraft mod, as with other water based craft for aircraft carriers I can test them with this system. 

  5. ok i was wrong the station flung itself apart due to my design. The parts i overlapped started to push against each other and summoned the krakken on it. Here is a perfect stable station.

    SjTiaEz.jpg

    edited content instead of double post

    @smotheredrun I tested the KSO shuttle and the KSO EWBCL shuttle, The KSO shuttle flew ok, but the ascent was a workout to get it to space. On landing it was  a lot better but it lost waaaaaay too much speed and glided waaay too well for a flying brick. The KSO EWBCL was also a workout to get the ascent into space. HOWEVER! the EWBCL lost all control and wanted to fly backward and then went into an unrecoverable spin. 

     

    I have also noticed that the RCS is not centered and it likes to drift around. Maybe some sort of RCS adjustment for both shuttles.I have also noticed that the wheels have very very little friction but with max it seemed to work better. The landing gear joints might need tweaking also. I have tested the helicopter, the cop sadan, and rover.  The helicopter wants to flip over way to easy and is very hard to control. The wheels on the rover and sadan need there traction worked on as they are the same as the shuttle wheels. And they want to turn WAY to quick making the sedan cop car roll to easily.

    I hope that my findings will help with fixing the mod and getting it into 1.3. Here is my current mod list also.

    Spoiler

    fagjxW8.jpg

     

  6.  

    17 hours ago, smotheredrun said:

     @Damaske said it best in their response above.  Thank you, Damaske.

    You are so welcome and thanks for the kind words! I don't hear them very much. 

    17 hours ago, smotheredrun said:

    @DStaal@Damaske the station parts work in 1.2.2, however the categories are not up to date.  That is fixed in a patch, and I want to get that into the wild "SoonTM".

    They do? why didn't I get the memo? Is it because I don't have one of those printer phone things?

    Anywho thanks I'll take a look at the 29 pages of stuff for the links. 

     

  7. 1 hour ago, Raptor22 said:

    Well it's officially 1.3 and it still hasn't got past 1.1.3.

    Is this mod even still alive? Is it dead or just on hold until futher notice? We haven't heard from the lead developers (i.e. helldiver) for around a year.

    Since they haven't been able to do any work (I guess that they're having to deal with a lot of IRL work, or maybe just lost interest) for a year, should this thread be considered on hold?

    I would really like to see this mod be updated, but considering that nothing has been done (or at least released or even made public) for nearly a year now, I'd say that this mod may be dead. Unless the lead devs come back or someone else takes the mod up on their shoulders, I'd say that it's either on hold indefinitely or just simply dead.

    To put it simple, 

    On 4/24/2017 at 10:19 PM, smotheredrun said:

    Finally, the biggest and definitely the most important reason I haven't shared anything is due to the mod itself:  @Nazari1382, @helldiver have put a huge amount of work into making this project what it is.  The original testing team put in a dung ton of work into making sure that the suite as a whole worked together and was able to be integrated with other mods, almost seamlessly.  To drop a bunch of "not-quite-ready" patches on the community saying "here you go, it mostly works, have fun.." just doesn't sit well with me, and would be unfair to them.  It's getting there, but it's a process.

    Sorry if blunt but it is what it is. Just because there is nothing posted in a mod thread does NOT mean there is no work being done on it. Give it time they are doing this for free and on there spare time. 

     

    I HAVE been waiting for this whole mod pack to be updated since 1.1.3 was updated. Please just wait for it belive me the wait will make it on so much sweeter once it is done. 

     

    But aside form all that is there a snowball's chance in hades that just the space station part modpack is ready for release? 

  8. I know you said the MLRS look ugly But it was something that I worked on in the army and would REALLY love to see a model of it made. I know they are fugly But they bring back so many memories. Like the time i got to program and fire off a full 12 pack of rockets at White sands new mexico during a live fire. Now that might not sound like a lot BUUUT for a MLRS Repairmen that doesn't drive or fire one it was a LOT!  

  9. Even if it does not win I do hope that a new Ground to Ground Ballistic guidance mode would do SOOO much to the game is it is right now. What I am meaning is where the missile pulls upward gains altitude before turning downward in an arc and hitting the target anywhere from a 45 degree's to directly atop it (Aka 90 degree) depending on range from launch point.

    I Voted for the Radar, IR, Laser, and/or GPS systems (guidance, target acquisition, detection, appropriate countermeasures) in the survey thingy, But I'm not opposed to more Space/vacuum capable weaponry, or Modular missile and/or turret parts.

  10. Avalon304

    KSP 1.0 fixed a bug in the way nodes work. Its entirely possible that we missed a couple nodes and it appears the KSO ET node was one of them. To fix this for the moment you can turn no 'Non Strict Part Orientation Check' or whatever from the Alt-F12 menu.

    Ok I'll try that I was worried that it was some mods not playing nicely.

    Also I was wanting to use the Limited Edition Livery but when I tried to use it with the MM config the textures do not line up with the KSO cabin. I've not tested to see if it does the same thing with EWBCL. I copied the files of the shuttles to the altnames file that was made with the EWBCL texture switcher mod. Added the LE Livery and renamed it making the changes so that I can have the limited edition and the normal in the same game, without replacing the stock livery that is already in the mod. I wonder what i have done that is making it not work, also would the files included in the EWBCL texture switcher mod used also for the KSO cabin? So i don't need to have a separate file for both the KSO and the EWBCL?

    Edit I found out the Limited edition was for the EWBCL and not the KSO shuttle please disregard.

    Odyssey

    Fantastic to see this baby in 1.0.2!

    Did my first flight last night. Put her in the water on landing, but that's what sims are for. Gonna take me a couple flights to get reacquainted with the aerodynamics on entry. Still, nothing quite so exciting as doing a dead-stick landing of this thing on the runway. She's a dream to fly.

    One question for any of the developers. I was wondering what you guys considered the best ways to get cargo in and out of the bay. I usually set up a separator, then build my cargo onto it, then detatch when in orbit and try to "fly" the cargo to wherever I'm setting it up (I build cruisers in orbit for interplanetary flights). Just didn't know if there was a preferred or recommended way. Let me know what you guys typically do..

    .

    What i have done to send up parts for a station for example would be to use docking ports on the shuttle and the part I was bringing up, Un-dock the cargo and use the Shuttles RCS to pull away from the part and grab it with a work tug to dock it to where it was going. I also use this for satellite and probes but after I un-dock them the docking port on the cargo was separated from the probe or satellite and I'd somehow re-dock with that little part or just space junk it.


    I also want to thank everyone who has put work into this mod, from the original makers of it to all the people that have helped others with troubles that have popped up, including those that have edited and made configs for compatibility with other mods.

    Thank you for ALL your hard work, with out it this mod would not be what it is today!

  11. I am wondering if there are others out there that are having troubles connecting the orange tank for the KSO shuttle? not the larger one but the smaller one. I tried to have the tank as the first part and the cabin but it will not connect on the node.

    I will attempt to do a fresh install and only have KSOS and see if it happens again, as I have other mods that are in this install. This is just to ask if others are having the same trouble as me.

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