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Damaske

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Everything posted by Damaske

  1. Attempting to convert my gamedata folder to DDS and this is what i get without changing any settings. ----- Folder infos : MBM files count : 474 TGA files count : 81 PNG files count : 862 Backup files count : 0 ----- ----- Starting conversion of 1417 files. MBM count : 0. TGA count : 0. PNG count : 0. 1417 files excluded, 0 files without mipmaps. 0 files will skip normal detection.0 files will not be resized. ----- ----- Conversion done! 0 files processed. ----- Nothing is converted and i've also attempted to use it as "run as admin" I'm using windozer 7 sp1 and have no AV installed at the moment except for windozers so called AV.
  2. Oh mesa lika dis, except for the countermeasure limitations, I normally fly with no less than five on all my craft. One on each wingtip, One on each elevator wing tip and one atop the rudder, just underneath the rear engine, or at the rearmost point on my craft if using side engines or a propeller engine. Also For the attacker class of craft I have a craft that is a Spitfire design that uses 6 50cal machine guns from Spanners BoomSticks mod, carries a single 1000lbs bomb, and eight hellfire missiles, the 50 cal guns are mounted in the wings and only have 4 ammo boxes. I also have a model that I've managed to place a 30cal gun gonadal into the center of the propeller and removed two of the 50cal's. Would these craft be ok to use in this challenge since I'll be needed to use the guns to strafe ground targets a lot. I've also been thinking about making a 30cal version of the Sukia dive bomber the one that used the gunpods instead of bombs would something like those be allowed in the bomber class provided it only carried the two 30cal gun pod, and minimal bomb load I am thinking maybe four or six of the 500lbs bombs, or a single 1000lb or cluster bomb. I really do not think guns are powerful enough to take out a bunker. Other than those concerns and the concern for lag-outs I think that this sounds good. I am a bit worried about how high you are limiting the attack to be carried out at for the total mission, and each class of craft but I feel it adds to the spirit of this challenge. I just hope that i can rebuild my main PC before you are finished. Stupid power-supply overheated the 4pin cpu plug/socket and melted em both....
  3. um, No I was running 3.0.1 I seen that it fixed the sounding rockets sticking issue and went to download and install it. I downloaded the files from both available locations kerbalstuff, and github and found that the sections where not releasing properly with 3.0.1. If there was confusion as to what version I was on then that is my fault.
  4. Sounding rocket solid booster sticking is fixed with the github repo just fired off one and it did not stick together and separated when the next stage fired.
  5. Where us output_log.txt located at? I only see the ksp.log in the folder would it happen to be in the appdata folder thingy?
  6. Ferram4, I am having troubles with the new update and sounding rockets not letting go of each other. I do have a lot of mods installed and Have yet tried to trace the trouble down yet! I plan to do that today or soonÂÂâ„¢. But other then the KSP.log file and a mod list what else is needed for the bug report?
  7. 32 bit KSP 0.90 yep Far/near nope KJR yep From what I have gathered it is a KJR bug and it is fixed in the dev part, right? But what is making the nose cone and science part have more drag and stuff than the solid booster with fins? Edit: Updated to KJR 3.0.1 and still having the solid boosters not letting go of each other. I Am currently streaming on my twitch if you would like to see it live as what is going on and help try to unstick them.
  8. I AM sure this has been mentioned before but I have recently got the sounding rockets sticking and not releasing like they should be. Also the lower stage suddenly trying to ram though the nosecone and science package section. Also I've been having times were the nose cone and science package have hit too hard and i lose the mission, this is with a single science package. I've also added back in very very limited SAS and Torque into it just to keep it going straight, I realy like it!
  9. I like this idea also some sites withing 100km from Kerbal Space Center (The stock one) Would be very interesting and would help out with missile/rocket testing for long range attacks. Currently I have to take a rover out to were I want a target building and then hyperedit it out to the location and pray it does not have a Kraken attack and wipe out the target building. If you are willing to set up such an animal my suggestion is for targets at the following ranges; 10km: I think within this range there should be quite a few targets as most engagements will take place in this range area. 20km: I feel that at this range it is the outer limit of non-ballistic weapons and should have a few targets less than 10km. 40km: At this range a small selection of targets from small to very large would be nice. 5-10 targets I think will be good. 60km: I feel it should be the same as 40km but maybe spread out a little more than the targets at 40km. 75km to 100km: This is stretching the game limits with the loading feature of BDArmory And should have maybe one or two extra large and a handful of large targets. Each target range area I think would need a fence around it at some distance to warn others of an active weapons range and not cross inside without risk of death. But sadly that might encourage Kerbals to enter anyways.... mhmmmm. As for the building themselves being able to be destroyed I was thinking at first maybe just having the target ranges as spawn points and we make our own. but after thinking aboot it some more i realize that making them as spawn points would increase the already large spawn list to insane lengths. So maybe some simple targets would be good. Not sure how the destroy-able/respawn-ability of said targets would work.
  10. Woa!, those look awesome! Can not wait to get me hands on dem new shinnies! My Christmas was slightly better than the ones in the past, thanks to getting a gift that i really wanted a 2nd monitor for my pc! I received a few other gifts mostly gift cards and a few IOU's from people with hard times. I handed out IOU's as gifts myself due to how hard it has been for me recently also. anywho I look forward to the new parts, and the myham i'll cause with them and BDArmory heh.
  11. Ah ha! I thought that the Bonny looked familiar its based off a Piper PA-24 Comanche isn't it?
  12. I have the new RCS build aid and I have set the CoL at the ACoM (average center of mass) and the rocket will STILL flip around, I set the Col JUST below the empty Com, the Full CoM, And I have set the CoL waaaay below the CoM as with above and its still flips out. Experiments with a single rocket engine have shown promise but with how low they go with just one is not really good. I've also tried a few spin stabilized rockets and they have by far gone higher than others. The lack of steering control of these rockets are really bugging the heck out of me, but I realize that there goal is like the Estates rockets I shot off as a child. However what I learned in those I've tried in KSP but failed somewhere.
  13. Roverdude, I tried to make a base wheeled craft and then stuck two sounding rockets on the back in a launch position ready to fire. I experienced a ton of troubles with it. 1: I was unable to select the nose core right-off the bat with the [ or ] keys, and had to jump part to part after the rocket ran out. 2: Sometimes the rocket sections would not separate after it was burned out. 3: The chute would not deploy at all or the rocket would start to tumble out of control. And I have experienced on a single rocket launch with stock game that the rockets will spin out of control no matter what key direction that I press to try and to a certain way. I know that these rockets have zero SAS but they are difficult is not impossible to launch. I've mostly made multiply stage rockets, or multiple sensor and stage rockets both with and without wing segments. Would it be outside the early tech if there was some small part of SAS force or movable fins added in for the first little bit? If not would there be a chance that you can make that happen higher up in the tech tree to show improved sounding rocket tech? Other than the troubles that I've listed this has been a FUN mod, and I might have to experiment a bit more with it in a sandbox to get a rocket design down.
  14. And if you make that rail we can make a launcher vehicle with IR that can rise the rail into a vertical position for launch and FIRE! Then zoom away goes the rocket, lower the rail and drive back to the SPH.
  15. For those that are suggesting a turreted missile pod, I am one for that But it needs to be handled carefully and done right otherwise everyone will just spam them instead of making there own systems. I've been working very hard to try and make the MLRS or a Multiply launch rocket system that I worked on within the army. I have came very very close with IR, LLL and this mod with some adjustments. However I have reached a lot of limits on what I can do. Having a pod that will fire off 6 of the rockets that I have made would make it oh so much easyer to finish it. Also for those that wish to have different turret sizes I am in agreement with you on that manner, I have re-did the tank turret into a smaller size and put it into the pack that I have a few pages back. But i have heard that people are having troubles with the download and my need to get cursed (eap!) Or head over to the player made site and post it there.
  16. Lack, as far as the two turrets they are working but they fire two shells instead of just one. I've not tested the ion cannons at all.
  17. I have edited a few parts to ad in a selection of bombs, missiles, and howitzers, At this time the cluster missile aks Guided MLRS does fire and will drop its bomblets however I've had troubles with them hitting my targets. Both of the MLRS missiles need the load range to be at lest 30km for full effect of there design to take effect. They are not useful for hitting anything ground to ground under 10km. Testing at 5-10km range has shown that they "CAN" hit but more likely will miss. Most of my testing of the cluster MLRS was done under 10km and i had troubles hitting my targets I feel that at ranges over 10km the cluster missile will come into its zone. MUST RENAME parts .cfg, mk81part .cfg, mk83part .cfg from the mk82bomb folder, and parts .cfg from mk82bombbrake folder to remove the space before the .cfg. OR the bombs may not show up in your game. Click me to download (link is to the file located on my skydrive via Hotmail.) Within this extra part expansion contains; NOTICE: the mark 91, 92, and 93 are labeled worng they are mark 81, 82, and 83. Didn't notice it till just now! ! (facepaws) MUST RENAME parts .cfg, mk81part .cfg, mk83part .cfg from the mk82bomb folder, and parts .cfg from mk82bombbrake folder to remove the space before the .cfg. OR the bombs may not show up in your game. Mark 81 250 pound General purpose unguided bomb: Half as powerful as the normal stats 3/4 the size of normal. [*]Mark 82 500 pound General purpose unguided bomb: 100% normal weapon Mark 83 1000 pound General purpose unguided bomb: Twice as powerful as the normal stats all around one and half larger than the normal. [*]75mm Howitzer: Half as powerful as the normal stats 3/4 the size of normal. 18 rounds per minute. 28 ammo 6 power 28 radius [*]105mm Howitzer: 100% normal stats 155mm Howitzer: Twice as powerful as the normal stats all around one and half larger than the normal. 7.5 rounds per minute. 16 ammo 14 power 60 radius [*]AGM-114 Hellfire Missile: 100% normal stats M30 Guided MLRS: (not in picture) Basically a slightly larger Cluster bomb, slight troubles with it hitting its target High thrust for boost phase but short duration, low thrust long duration cruise phase. [*]M31 Guided Unitary MLRS: Twice as powerful and one and three quarters the normal size. High thrust for boost phase but short duration, low thrust long duration cruise phase. [*]60mm Cannon turret: (re-sized M1 Abrams Cannon) Half as powerful as the normal stats 1/2 the size of normal. 20 rounds per minute. 40 ammo 8 power 30 radius
  18. Use KAS Pull out wrench out as far as possible place down ground pylon drive and retract the wrench. Stop and ancor the vehicle and repeate till you get out It is the same that offroader do if they get stuck in mud, or climb up a steep hill.
  19. Gha my edit got ninja'ed, Welp that just confirms my findings then thanks BahamutoD. How hard would it be to convert over a hellfire missile model to carry submissions? EDIT: Also Since you made a new air to ground flight path is there any way you can make a new ground to ground that will come down at the target at a greater than 45 degree angle to help with the submissions hit the target? I've had some sucess with shooting the cluster bomb as a missile but it drops them too soon and the clusters land way too soon and misses the target over 3km away. Edit 2: Also I've been having troubles with the cluster bomb/missile only breaking apart around 700 dispute changing it in the part file to another number like 500 or 200.
  20. Still having issues with making a missile into a cluster missile, I'll attempt to use the cluster bomb model for my next round of tests and see if it depends on the model to work proper. Edit: I confirmed the error is with the model, I got a working MLRS Cluster missile EXCEPT it looks like the cluster bomb and not the Hellfire. Is there a snowball chance in the rainforest that you can modify a hellfire model/texture to include the cluster bomb bomblets for the Cluster Missile that I have been working on BahamutoD? I'm not too good with that sort of stuff myself nor do I have the ability to make stuff within unity and do all that is needed to make it work in KSP. Many many thanks in advanced.
  21. This behavior is PERFECT for my MLRS Missiles, Have you managed to get a cluster missile to work? Or do we need to reuse the cluster bomb model and turn that into the missile? Also Will we be able to have the load distance at 30km so that we are able to fire at those ranges. Or due to the collider issues it will be limited only to 12km/ I look forward to this latest release, as i look forward to the chin mounted chain gun and new AtG and GtG missile behavior!
  22. Once more The Mass Key Shipyards appears with the Midget Beta II 0.25 edition. She is powered by a twin cubic strut basic/turbojet engine unit, two LV-T30 liguid fueled rockets. Craft is capable of vertical climb off runway without slowing down. Currently only able to able to reach low kerbal orbit just barley with enough to deorbit and return to Kerbal space center. Cargo bay equipped but during test flight no cargo was carried. Made orbit as shown here, Empty center of mass and center of lift was not playing nice and despite a 2nd fly around to attempt a 2nd landing it flipped out and broke apart on landing HOWEVER the main fuselage and cabin survived intact with both kerbals. Coming to a rest just off the runway. Shown here is the 1st flight of the Midget Beta II that reached orbit. I have corrected the troublesome center of mass/lift issue and will take off once more. There is no part mods in use of this craft however Mechjeb is used for information, and part count of craft. I have used no debug menu clipping EXCEPT for the two ram air intakes I only have a total of 6 intakes on this craft with the four air-breathing engines. Below is the results of the reworked Midget beta II, Smooth flying with very little instability issues, and safe landing on the runway.
  23. I have done that with the FASA dummy warhead, I might release the Changes that I have done for this mod here shortly Including the Direct hit warhead MLRS Missile, 2 sizes of howitzers a larger and smaller one, 250lbs bomb, 1000lbs bomb.
  24. The firespitter plugin is needed for B9 nothing more.
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