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Damaske

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Everything posted by Damaske

  1. ITS HAPPENING AGAIN! KSOS release hype! ! Thanks for all your hard works I look forward to once more GUTTING KSP and using KSOS parts exclusively.
  2. I have a KSP 0.90 install that the only game files i have in it is a few stock squad parts and all phases of this mod. All the rest have been removed as KSOS Has all that I need. For example ALL the large engines and tanks are removed, a large portion of the wings, and all. I can not recall what all was removed due to not using that special KSOS Ksp version in a while/
  3. What about instead of a landed state it is a flying state and the craft is needed to have something to safely bring it to the surface? Just a suggestion for a workaround till the orbiting to landing state bug is fixed.
  4. BahamutoD, I know that you are very very busy and all. But how did you code the homingType and were is it located I ask this as I wonder how hard it would be to make a "new" homing type for the MLRS missile's that I have been working on that they will climb at a 45 degree angle till at lest 5km and then arc downward till target intercept. Kind of a Ballistic arc witch also might be able to be later adjusted into a homing type that can be used for ballistic missile's. The current AGM homing type does not have the feel of the MLRS rocket arc that I am looking for. Many many thanks Damaske
  5. Its not quite a turret, but I did make a resized and working MLRS like missile. Post is here, The cluster missile was a resized cluster bomb and not a hellfire due to the model of the missile needing the submissions built in. So a new model is needed to make it look like the other one. My resized pack has the following; Mark 81 250 pound General purpose unguided bomb; Mark 83 1000 pound General purpose unguided bomb; 75mm Howitzer; 155mm Howitzer; M30 Guided MLRS; M31 Guided Unitary MLRS; 60mm Cannon turret. Please notice the download in in my MSN hotbox or what ever they are calling it it these days, and it is the parts.zip file. I will look into seeing if they is any needed adjustments and open its own thread and host on kerbalstuff here soonâ„¢. Edit: A quick testing found out that MY weapon part add-on IS NOT 1.# compatible... Adding the following to the MLRSpart.cfg does allow 15km hits; aero = true liftArea = 0.16 steerMult = 0.75 maxTorque = 45 There are a few other adjustments needed but will attempt to get the other parts worked out and a new release here soonâ„¢, maybe in two weeksâ„¢.
  6. They are in the process of a major update to the whole flying aspect of the shuttles and helicopter it is going to take them quite a bit of time to get it right. I miss the mod also for 1.0.0.2 but I can wait for it just like i was waiting for it to come out the first time. Don't rush them it will be done as soon as they get it ready. From what I understand Your able to use the station parts just fine as with the ground vehicles.
  7. Messing around and i came up with this cute little snow cat, Command pod for reference only.
  8. I'd like to note that I have used this mod with the new updated KSP And BDArmory and other then the space in the config files and random missing textures when i fire All weapons are in working order. However a newer update for this mod is much needed and will be encouraged !
  9. That would then make this mode dependent one another mod not in the scope of what the mod author wants. He has been looking into making it need another special fuel type within the mod itself but other than just talking about it nothing has happened yet!
  10. I think you also need the weapons manager part on your craft as with the bombs to see the bomb aiming thing.
  11. Good to hear your still around and kicking. I look forward to what maddness you bring to KSP with your vertex maiming. I look forward to the update as I still use your mod even with its slight bugs. Since its the only one that has passable wing-mount guns for airplanes, the 50cal mounts. But they are so weak for ground attack or hitting any sort of armored tank now might as well be shooting spitballs. also can you perform surgery on the single barrel 105 mm artillery turret and remove the turret part so it can be used as a forward gun mount? Any chance you might be able to take a peek into those and but them out with the possible update?
  12. um not sure where this post was meant to go, But i have busted out both my homeworld cd's 1 and 2 and beat em both. Sadly my cataclysm cd was snapped in half in a move and tossed out. But I also got this on pre-order via Steam and eagerly await its release on the 25th!
  13. Sighs deeply and then looks aroun in the op file link for the cool kids parts. " um when can i get my paws on some of this new longer tracks wheels and other goodies that have been talked about for the last 30 pages? Since you heading away i'd at lest like to fiddle around and play with the new part even thought i know some may be broken still. Like you overlarge texture for the rover..... ugh. Anywho I look forward to this "release" that will inculde the new track and dutded fan (hovercraft) fan i've been hearing about. Or maybe slip a link addy into my message box it really doesn't matter.
  14. 0 MB physical memory [0 MB free]. 0 MB paging file [0 MB free]. 0 MB user address space [110 MB free]. Write to location 00200000 caused an access violation. Sounds like you ran out of memory there KSP can not use more than 3.5 gig ram due to it being a 32bit program. IF your attempting to use the 64bit KSP that is buggy as hek and not supported by anyone.
  15. Hit CTRL+ um b i think and you can extend the loading range (buggy as heck though) I have tested it with a 50km range for my MLRS missile testing firing at targets from the runway of KSP with my MLRS creations and custom BDArmory hellfire missiles. For a recon flight, I recommend trying it at 10 to 20 km first as there is a bug that once you load into the modified loading range nearby craft SUDDENLY speed up to your current speed witch would end the mission before you even started the recon run. HOWEVER If you are able to pull it off i think it will look absolutely awesome!
  16. whoops i forgot to but th ename in my post, Its "Kopwith Kamel" to go with word play on Sopwith camel
  17. My entry saddly goes for modded content as it used a propeller, cockpit, and one piece of hull/tank from Retro furtre and landing wheels from firespitter, 100 for entry +1 for one kerbal + 1585 for 1,585,347m traveled by ground distance, total distance traveled was 1,591,347m Not sure what one i should use so i used the lower number. 20 part craft -20 4ton Weight -40 3.7m Height -37 5.1m Width -51 9.6m Lenght -96 My total comes out to 1442 if using the lower ground distance number, or 1448 if using total distance traveled. Modded parts v12 propeller engine classic two prop, 65 max thrust Retro Cockpit MK 1 Rectangular fuel tank 4m tapered 200 units fuel FS1LG2 Fighter Landing Gear FS1TG Fighter Tail Gear Will try a total stock plane next.
  18. need MORE infomation a simple " fix your mod it makes my game crash" does not work.....
  19. If you use the anti-grav as landing gear and fly higher than what they normaly travel as then yes it is ok. However if your only source of lift is from the anti-grav repulsors then it is still counted as a land based craft. As the anti-grav repulsors are an advanced type of wheel if i remember how Lo-fi made em, but they have zero torque so you can't use em to move about. Unless War Eagle sees them as different I'd only use em as landing wheels. I've used them before in a few craft and even got air-borne with just the thrust from the pusher engines before, I see them as a ground based movement type. However you can use the G-drive mod as they is flying as there is no limit as to how high you can go with it unlike how high an Anti-grave repulsor can go. Again this is only how i feel, and until War Eagle says over-wise take my comment as just my opinion.
  20. These are a few of the mentioned part add-ons for BDArmory as stolen from the OP, and edited a bit by me I think that instead of disallowing certain mod add-ons just limit the number of them as the max weapon load-outs. You are able to adjust the amount of ammo in each ammo box if memory serves me right, so the 40 round cannonball ammo box can be reduced to say 12 rounds.
  21. Ah ok, I'll have to give it another go then, what did you use as the cockpit and body I don't recognize them.
  22. Tested the possibility of an attack helicopter other than it being slow as hek, Once you fired off the missiles and ammo it was uncontrollable and the center of mass shifted, And if you do the empty center of mass, the craft was unstable when loaded. So back to the drawing boards with an attacker, I also might toss up something together with a gunship. How many rounds of cannon ammo are we allowed to have since there is cannon shell ammo boxes that are add-on modded content.
  23. There is a space in the name of the mk82, and mk84 bomb that is making the game go " I don't see you!" and thus not putting those bombs in the rightful place. I'll get an update pushed out here soonâ„¢ as with use a more commonly used file share site, maybe get me own (ewww) curse or even kerbalspace account.
  24. Just to let everyone know, I have updated the link to the bombs, howitzer cannons, and the MLRS missile hellfire modifications, You have a pick of 250lbs, and 1000lbs bombs as with two sizes of the howitzers one smaller, and one larger than the stock BDArmory ones. The post is in the main BDArmory thread and BahamutoD has included a short-cut link in the first post to my modded content. Also with some testing that I have been doing on my own with my pos backup pc I have found that grand attack with the Kpitfire like plane 's gun while look awesome they are lacking the punch to take out the craft that I've placed up for targets. Maybe if I was able to get them aimed to cross at the right point in front of the plane it would become a bit more powerful, but as they are now half of the shots go wide and another third that hit bounce off the target. I will "STILL" attempt to use the craft in the challenge but I don't expect much results and hope for a surprise. This also goes over to the JU-88 Stuka gun design the 30mm cannons lack the aim and I feel the punch needed to make it worth while. I'll be adjusting its load-out for a heavier bomb-load sadly it will be unable to have a bomb bay due to the design of the craft. So it may have to be an attacker.
  25. I don't have my ksp folder in any system folder, its sitting on my c drive in a folder named games. edit: reinstalled c++ runtimes, and directx was up to date, Also tried running as admin and made sure all files are not read only still failed to convert nor will it convert ignoring the exclusion list. This happened with single file as with folder batch converting.
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