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Damaske

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Everything posted by Damaske

  1. The new version does not support this track as the plugin can not handle two tracks in one unit. Otherwise great help there. As for the reason it not connecting i think it may have to be the way the attachRules withing the cfg file is set, attachment rules are 1 true, 0 false and in order are Stack, Surface Attach, Allow Stack, Allow Surface Attach, and Allow Collision. I'd play around with that and see what one will allow you to use the end points of the track unit.
  2. It happens but its a rare bug form what i have seen. It sometimes works no troubles but mostly with modded parts will it freak out. Some think its an inherent issues with KSP mirror code itself. But no one knows for sure yet.
  3. Tweakscale introduced a HUGE mirror bug when adding more than one item at a time, I think he removed TS support to avoid the headaches of people complaining about tweakscale issues. The tweakscale bug in question is Adding a normal part and having the mirrored part be at its largest size with no way to adjust it and just making errors pop up all over the place if you try to fly with it all messed up. I've had to end program a few times when it happened in the past to me.
  4. That is a tweakscale bug and has NOTHING to do with this mod, as it happens to a lot of other parts.
  5. I have finished this Challenge but i did not take picture and I "THOUGHT" I had OBS running and streaming to twitch. But I was not *frowns* and It was in preview mode and I missed the entire thing and since it was streaming I though I took no pictures.
  6. WOOT, That is GREAT! ! I like that track looks a LOT It will work great for tanks. Looking forward to that track getting released. ==
  7. Jeb LOVES the new toy that The Mass Key shipyards is currently testing. Cockpit, hull pieces, and Engine are from Retro Future, Landing legs, and batteries from LLL And Airbrakes from B9. It need some more work done to it as it flexes a LOT around the engine due to inline SAS and batteries Why do those pieces ALWAYS have weak joint connections?? Also It will be armed with BDArmory but not sure what guns/missiles it will have. During the first and only test flight I did zoom out over the water and it was a little bumpy due to the water (I think) But I am very very impressed with the new hover code. Now If it would just keep the ship locked in a straight direction unless moved side to side to prevent side drift while just hovering still I'll be very happy But You haveta go with what you have right?... Right Jeb? .... Jeb?? *looks around and notices the prototype and Jeb missing.* JEB! ! ! Dang it! um gota run! * Takes off running toward the Control Center. *
  8. I've been getting tired of having to rebuild my launch pad and or runways. I Play around with the repulsers from Lo-fi and use Lack Laster Labs hull parts to make MASSIVE hovercraft. EACH one would bounce on the collision model of the repulser and then blow up the runway. that was till i started adding landing legs and had the repulsers off till it loaded in. Then I have had troubles with LARGE heavy lift craft blowing up my launch pad. I have got around that by hacking gravity using the little thrust as i can till i get to 400 meters or 1000 and then go full blast and turn gravity back on. I'm talking about craft that are several million tons, I've also begun to experiment with docking the larger craft together in orbit and take em up a small piece at a time. But I've also have boosters take out launch pad, and once a radar dish, I've since make it to were I don't drop boosters till at lest 10km or more. Thats all for now folks
  9. I second those parts to be releases soonâ„¢! I can so use them to make some killer Homeworld like ships!
  10. The Vector ability of the Engine is very high, Also there is control surfaces that might help keep is straight. I've messed around with a few myself but they were difficult to fly.
  11. HatBat, I'm not saying that they sell the same ship to both sides, they only sell THAT one design to the highest bidder, If it happens to be the HSA or the GMI it matters not as only the highest builder would get the rights to THAT one craft. For example I have a craft that I made called the TMKS Ferrell that is a frigate class capital and after running it on trials the HSA and GMI show interest yet GMI bids higher than the HSA only GMI would get the production runs of this new frigate design. and If we make another craft say a cruiser this time and HSA wins the bidding war only HSA will receive the new cruiser. Also You have yet to say how many have sided with the HSA and GMI yet, or I missed it.
  12. War Eagle I have modded the save that you first game with a 79 part tank, and a 47 part APC and flew it very well. I'll adjust the AA guns in that one as you have and try it once more. Part count before player craft, and changes at 5km of KSC 802 parts, After with the APC, and Tank changes 676 parts, If the Tank and APC is removed there is only 550 parts before player craft. I'll give it another go on my stream Monday night as i have to go out and get a LOT done during the daytime. Lets just say Real life for me is going to be interesting, and I'll update it more on the stream with what i have found out.
  13. For me I'd like to get the tank models the one in this post, and then the kerminov and traktor, including the guns for them. As for the other parts I just don't know what all you made so maybe another thread of your works so that people can pick them out would be nice. I suggest another thread as to not plug up this one.
  14. just wondering but how is the split between the HKA and GMI, AND I was wondering if a single company can supply both sides with different ships and ship classes? For example; The Mass Key shipyards Provides HKA a few tanks, and then supply the GMI some Ground attack aircraft, then supplies HKA with some AA Craft. Kinda like playing both sides but never truly picking a side. Also I have been messing around with some Stock missiles and I am surprised at how easy they are to assembly, I have make what I call a 3 stage decoupler missile that if fired on kerban with hack gravity it is under powered flight for 3km reaching some 400m/s. I've also been testing some I-beam missiles also. I might submit something here, or I might just stay out of this one as I have, or supply in black market sales to both side if allowed. I mean my company is a shipyard after all and just makes craft to the highest bidder.
  15. I was thinking maybe some Homeworld ish like gun turrets? Maybe some thing like the top two rows of this picture? Sorry its only top down as it was made for another game called Gratuitous space battles and i used em for my homeworld mod I make for it. here is another picture and this is another good one i like the top two the best.
  16. Or yea just remove the tweakscale from the config and suffer with only one sized stuffs, without hard-coding config files for each size you want.
  17. I have experienced this also with the Challenge "Return to sender, ENGAGE", not sure what was making it happen.
  18. Then you might run the chance of getting the mirror bug were the cloned part is at maxed size with no way to adjust it and NRE's flooding the log. But it would still me nice, and I think it would not take too long to make a quick config for em.
  19. The "ONLY" fix for that is to not use mirroring, it is something that is stock/tweakscale related and they are not sure why or what is making it happen.
  20. nil, I found out what I was doing wrong, The missiles drop off in the order that you place them so if you place them at the top of the drop line they will drop first. So I changed how I place em and put them bottom to top and the all released fine in my test craft Will see if they still release in order when i rebuild my huge missile bomber ship.
  21. I just read what was placed in here and i liked the changed over time. The new colorful rockets and bombs are very nice. Suggestion for the Science rocket, turn it into a simple bomb with all the stuff as before except just a free-fall science package. Just don't forget outside collides so we can add solar panels or other power items to the outside as with a way to recover with KAS wrench craft. Just my $0.02 here.
  22. Dang it guys your making me jelly and doing some nice stuff. Maybe do that once more but use difference pod racer engine looks. I liked the security video at the start of it all.
  23. I'd leave the AA guns at 2000, but reduce how often the fire as with the SAM's As for the Tank and APC, I am sure there is some here that are skilled at making them and would not mine making a tank, and am APC that is low part count and skill great looking. I sugest AA-guns 1.5km to 2km range, 15 scan interval (slowler to respomnd) And do some adjusted field of view SAM's just a bit longer between firing off there misses as the are more spam happy and well they are the eazyest to make miss. Lower the part count on the APC by half And have a good looking tank with no more than 100part.
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