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Damaske

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Everything posted by Damaske

  1. Asking if Retro Future is allowed? I have made some very nice craft with this mod, Also why was the drop tanks ruling put into place? I am sure instead of a blanket ban on them you Limit the size and how many a plane can have will be good. Also are you allowed to land to refuel at already established ground bases Or is this a non-stop flight?
  2. War eagle: the defrag was directed toward me, I've made sure it has not been fragged before but i recently removed a lot of steam games i don't play at all and freed up a lot of harddrive space. so maybe its all messed up from that also I ran a chkdsk /r on my 2nd harddrive while i was sleeping and it locked up around 23% and had to fix a lot of errors. Soooo I might have to keep trying to do it till it runs fully and mark/move data off the bad sectors.
  3. Yeppers Will show em off, also If you look at my twitch You can see my latest streams that featured your challenge. EDIT: I just loaded up KSP 25 86 aka 32bit, With BDarmory, Spanners Boomsticks, Retro furture( with firespitter plugin) And it still was forcing my to alt-f4 the game due to [EXC 10:25:02.314] NullReferenceException: Object reference not set to an instance of an object Witch is most likely the game saying it can not find the cockpit that was just blown up by the buzzsaw like AA-guns. And I was using my Main harddrive and not the 2nd harddrive that I put all my games onto. It also ran much better than before on the other drive. I wonder if its time to get a new harddrive since that one is messing up each time I reboot lately it is needed to run scandisk.
  4. Nope, I redownloaded the one from the OP and renamed it to Operation Return to Sender it is 1204KB in size vrs the other 1904KB in size. The AA-guns, SAM's look like the ones in the OP pictures. I am going to try it once more but i'm going to remove the Tank and APC to see if that will help with my troubles. NEVER before have I had this much trouble with a large part count in one area before. EDIT: I removed the Tank and APC and it was not lagging for me any more, HOWEVER I was still getting times were the game would stop responding while I was in "loading range" of all the items at KSC. My craft was only 81 part for a total of 611 part far far better than 883 parts that was there before. I AM going to replace the APC, AND tank with lower part count craft I am thinking at max 80 parts and fly it once more.
  5. The current part load for this challenge is 802, I added up all the parts from the craft The largest part count is the Tank at 168, and the APC comming in second at 102 parts. SAM's run 81, AA-guns 38, and 34, and the AML's (I call em AMS for Anti-missile system) come in at 77parts. I made me a GNDrive powered Tie-fighter armed with two 30mm autocannon turrets from Spanner Boomsticks, And 96 hellfire missiles. The Tie fighter flew amazing but lag once more got the better of me and I was shot down by the (insert lots of angry cruse words) AA-guns both times during fits of lag induced horror. I have recorded my misadventures and highlighted the 2nd attack I tried. Please excuse the crappy video as I was running OBS at the lowest possible setting to avoid lag. http://www.twitch.tv/damaske/c/5398125 Will do a restart and will try once more with my "NORMAL" airplane and not some fantasy anti-grave thingy!
  6. I've already downloaded the new save file. I wonder if I accidentally grabbed the first one on accident. However I've just rebuilt a 4 AIM-120 missile launcher that is 40 parts. But it has no power production nor storage on the craft. Might add in two RTG's and 2 small batteries making it 44 parts. EDIT: Yes yes I had the WRONG save file for the last few missions. EDIT2: The SAM that I made was 44 parts and It was able to fire off all 4 missiles at me before I was able to drop a Hellfire atop it. (100 veiw range, 300km range, with 10 seek time.) Other than the launcher arm blown off and a few armored plates missing the craft was ok, and once it was put back on its wheels Bob drove it away to get repaired. No flatbed queen here this time.
  7. At lest I am not the ONLY one that is having Glitches on the game. Also Why the Kerban are the Sam launcher so fracking large and part hungry? 8 wheels ??? no wonder I am lagging the frell out so much Overengineering to the max... Infact I just had the alt-F4 AGAIN just before I came here to post about how large the Sam's are.
  8. I look forward to more LLL parts as with more LLL look alike weapons for BDArmory maybe some missile launchers this time.
  9. I have taken out 1 AML, 2 AA-guns, 3 SAM's, the Tank (hard to hit that one), and the other rover near the admin building. HOWEVER while trying to take out the last SAM I crashed. The Space center was damaged, as with the launchpad if not destroyed all together, the radar hub was destroyed and the building that the AML was on neat the SPH as with the SAB. I've been trying to make a new craft that will help with dealing with this at ranges of 5km to 3km ish, or from flying at 10km and bomb from above with guided bombs, AKA JDAM.
  10. It might be how I am placing the missiles onto the holding parts, as it is doing the same thing with the 2m bomb bays. I'm going to do some more testing and then post it over in the BDArmory thread maybe with my sub-assembles for testing to find out WTF is going on. The more I think about it it may also be in the order of how I place the missiles onto the part that is holding them IE If I am starting at the top and working my way down it might fire from that first placed missile.
  11. The way that the BDarmory works it thinks that the bottom/now the top is the bottom and it fires the upper most missile and it blows everything up. I might try the Utility section opened up although its not as pretty as a true bomb bay. I took a 2x2 placed like 20 hellfires on it and the placed them into the now upside down bay and it was firing the upper most missile instead of the one closest to the opening. Taking off that check does worse as it is a random missile that fires. I am sure that the code for the bomb clearance can use a rework also but a "real" bomb bay for that side would be nice and not an upside down top opening bay.
  12. Troubles in Bomber haven, The 2.5 version if the med cargo bay top open will not work with BDArmory when you flip the part over. Can you make a bomb bay version of the med cargo bay top open? I did notice there was a 2m bomb bay but due to issues with tweak scale I had removed it from my install. Anyway that all aside I have made a few very nice propjob planes out of the med body set.
  13. There is a mod called Burn together that allows you to fly a ground of ships in space, control a group of land bases craft and to some degree's aircraft. In a sence it will be like flying a squad of aircraft at once. I have never used it before but the video's i have seen are really nice. Outside of the plugin He might be thinking of dropping a drone controlled, yet smaller craft from the larger one to just fly level till the AA takes it out. I've been thinking about using something like that but unpowered or just RCS powered and just glides into the range of the AA gun and such. It also will have a Weapons mod thingy set to team b to help with the decoy part.
  14. Yes, I have gone for the AML and Sam's before going after that AA-gun But that AA-gun chews me up as soon as I get into range. With a prop driven plane I don't got much speed availability but the trade off is one heck of a maneuverable plane. I'ma going to try one more thing before I give up on my current plane design, but i have planes to see if I have my ole A-10 sitting around but i might have to install a mod for it as I think it used a FASA cockpit.
  15. I've had troubles with 64bit in the past. I might have to try it once more. As for the Gun blazing approach, I have tried diving at it from above, I have tried to skim the ground/sea, came at it from the sea, west and east trying to pick off JUST that one AA-gun near the launch pad. I have even tried to snipe it from 5 to 4km away with hydra's (witch was successfully but I ended up crashing due to something locking up the game.) But that is more luck than anything else. I have even attempted to overwhelm the AML's with missiles but firing 8 of them from 3km away at lest 2 are blow up just before my plane and if i fire outside 5km none make it. Is there a load limit on how many of a certain type of armament we can carry other then the weight of them on the craft? I might try something crazy, so crazy . . . it . . . might . . . just . . . work!
  16. I have all but what i am using right now uninstalled, running at lowest possible setting and getting horrible aiming sights on my guns. The (badmouth) AA-gun keep blowing me out of the skies when the craft load in. If I set the load in where i'm not in range of the AA-guns it becomes a slideshow with one frame a second (feels like it) With all the lag that is from the parts in memory why the HECK are all the AA-guns and Anti-Missile Laser set to 1, and the missiles 10 for seeking targets? I'd expect them to be 20 or more on the AML's and AA and 30-40 on the missiles I've never used them below those marks as they start to get overpowered. Might have to just bite the bullet and just use stock and BDarmory and see how much extra lag my mods are causing. I've tried ATM Aggressive just now and it was still lagging hard.
  17. Sadly I do not know if that is possible, and the cluster bomb is only settable as high as 1000 (I think). I am not very good with programming and I do not like the possibility of diving head first into relearning it right away. HOWEVER I've always wanted to learn to be a game programming and maybe if I just get out of being lazy I dive in feet first and can pick up were i left off from in IntelliTec oh so long ago with MS visual basic and other pre 2004 programming languages.
  18. I did it all, And then the unthinkable happens my game locked up and when it unlocked I was crashed and when i tried to restart, quickload, goto space center I got this bullcrap! I was forced to alt-f4 the game yet again... [WRN 22:19:49.600] [HighLogic]: =========================== Scene Change : From FLIGHT to SPACECENTER (Async) ===================== [EXC 22:19:49.602] NullReferenceException: Object reference not set to an instance of an object PatchedConicRenderer.OnSceneSwitch (GameScenes scn) EventData`1[GameScenes].Fire (GameScenes data) HighLogic.LoadScene (GameScenes scene) AltimeterSliderButtons.returnToSpaceCenter () ScreenSafeUIButton.OnMouseUp (Boolean rightClick) ScreenSafeUIButton.OnMouseUp () SSUICamera.DoMouseEvents () SSUICamera.Update () [WRN 22:19:54.837] [FlightPersistence]: Vessel SAMs Probe Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.838] [FlightPersistence]: Vessel SAMs Probe Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.839] [FlightPersistence]: Vessel Laser Missle Defense System Probe Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.840] [FlightPersistence]: Vessel Laser Missle Defense System Probe Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.841] [FlightPersistence]: Vessel Laser Missle Defense System Probe Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.842] [FlightPersistence]: Vessel AA Guns Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.843] [FlightPersistence]: Vessel SAMs Probe Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.844] [FlightPersistence]: Vessel SAMs Probe Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.845] [FlightPersistence]: Vessel Tank Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.845] [FlightPersistence]: Vessel Tank Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.846] [FlightPersistence]: Vessel Laser Missle Defense System Probe Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.847] [FlightPersistence]: Vessel Laser Missle Defense System Probe Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.848] [FlightPersistence]: Vessel Laser Missle Defense System Probe Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.849] [FlightPersistence]: Vessel Laser Missle Defense System Probe Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.850] [FlightPersistence]: Vessel TMKS Spitfire Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.851] [FlightPersistence]: Vessel TMKS Spitfire Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.852] [FlightPersistence]: Vessel TMKS Spitfire Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.853] [FlightPersistence]: Vessel TMKS Spitfire Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.854] [FlightPersistence]: Vessel TMKS Spitfire Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.855] [FlightPersistence]: Vessel TMKS Spitfire Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.856] [FlightPersistence]: Vessel TMKS Spitfire Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.857] [FlightPersistence]: Vessel TMKS Spitfire Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.858] [FlightPersistence]: Vessel TMKS Spitfire Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.858] [FlightPersistence]: Vessel TMKS Spitfire Debris not saved because it was debris cluttering up KSC. [WRN 22:19:54.859] [FlightPersistence]: Vessel TMKS Spitfire Debris not saved because it was debris cluttering up KSC. [LOG 22:19:54.894] Flight State Captured [LOG 22:19:54.894] Saving Achievements Tree... [LOG 22:19:54.895] Saving Achievements Tree... [LOG 22:19:54.933] Game State Saved as persistent The plane I was flying was made from RetroFuture and was prop driven, had 8 50cal machine guns 4 Mavericks 8 Hellfires, 4 250lbs bombs and two hydra pods with 76 rockets (two reload pods) I had a lot of trouble with the AA-guns till i guned down the lauchpad one with a lucky hydra hit. Then in the same pass managed to take out the AMS near the SPH, danced with the AA-gun and managed to get out without missing anyparts thanks to a last minute Pulse Jet add-on to the wings. When you need that extra boost of speed hit the fartjets! Yes the in-game name IS fartjet! I plan to reduce the 50cal's or remove them for another guntype, maybe one reload on the hydra's.
  19. I have downloaded the updated file and its still no good for me, I get into range and lag soup. I can't even line up my guns its so bad and with the nice AMS placement I'm unable to fire missiles to take out anything. Will try more attempts as I've only tried 4 times, all 4 I ended up shot down 3 times by AA guns and once from S2A missiles.
  20. Ah ok, thanks it all makes sense now, and yea I guess the MLRS missiles would be indirect fire missiles since unlike the real life versions I have active seeking on the cluster and warhead rockets. With the fact that I'd like to fire at targets beyond 37km and maybe even stretching to 70km like the real version and maybe even beyond what the real life version can fire and go to 100km. However the more and more I fire from the ground at ground targets the more I learn that the current missile system is only made for air to ground, air to air, or ground to air engagements. As with ground to ground engagements the missile does not take into account anything between the target and the fire point. For ground to ground launches it would be nice to have a settable height that the missile reaches before it starts to track Kinda like how the cluster bomb fires its bomblets. But in order to make that happen it would require time and testing.
  21. BVR missiles? Is that something like the MLRS line of missiles I've been working on? And any clue as to the trouble I've ran into with my testing of the Cluster Missile?
  22. ugh the lagg is horrible ! ! ! I thought i'd be ok loaded up and it all slowed way down too much. Are we allowed to use ground attack craft? as in tanks and other armored surface craft?
  23. Well it never hurts to ask, Sadly the Lack Laster Lab AKA LLL parts are not getting the attention I feel they need so I do try to push them when I can. If I May what part mod do you have installed so that I can look and see if they might be able to fit in with my plans? Also I Like to use the LLL to help keep part count down since a lot of the hull pieces are larger then most the stock ones. I'll try to make a frigate with the stock parts and see how horrible it is.
  24. Are we allowed to use a plane of our own design or is there one that is made for us already? The plane I've made and have in mind has 8 50cal guns, only 2 250lb bombs with 2 flares. But I've started making another plane that carries only 8 guns for more bombs and or missiles/rockets no more than ten total weapons.
  25. Requesting permission to use Lack Laster Lab hull parts for capital ships? I enjoy the "Homeworld" look that is possible with them. Also requesting BDarmory turrets that Lack made to match with LLL They are the large 105 smooth-bore turret, and the small dual 6dpr turrets. For hopeful balance issues I will limit the weapons as such per each class of ship; Frigate: only 2 small turrets per facing max of 4 turrets. Missile frigate: two forward hydra rocket pods with maximum 400 rockets Cruiser: One large turret fore, and One large turret aft with 2 small turrets where ever. Heavy frigate: 4 small forward turrets, 2 small aft turrets, two forward hydra rocket pods with only 100 rockets Heavy Cruiser: Two large turrets forward, One large turret aft, 4 smaller turrets Battleship: Four large guns, Six small guns, 4 50 cal turrets on guard mode Carrier: None of the large or smaller guns and only small cal guns. Vulcans, 50 cal turrets. If not then I am not good with making stock weapons at all. And would most likely just have no weapons on my ships except the smaller guns from BDArmory and maybe one or two of his 105 radial guns. Damaske
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