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riceiq999

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  1. Does countermeasure work against guns like goalkeeper (on guard mode) as well?
  2. Hi everyone. I'm trying to modify the config files of the procedural winglet to function as armors to coat my spaceship (for I'm using BD armory). So far they work and look great. It just has one small caveat - the "armor" piece still produces lift. I'm also using FAR. I'm wondering is there a way that you can tweak the config file so that ideally the mass will still be scaled based on surface area but lift would be 0. Thank you guys for any input.
  3. You might be right on the part that heat tolerance determines when the part explode. There is a maxTemp setting for parts in configs but I haven't been experimenting with it. On the other hand though after some testing I found crash tolerance does matter, specifically for how much of a temperature rise each bullet can inflict. In panzer1b's heat damage model readme he said "At point blank vs 80 impact tolerance 20mm vulcan will do 123 damage per shot with 11286 damage per second" and "at point blank vs 50 impact tolerance 20mm vulcan will do 197 damage per shot with 18058 damage per second". During my testing I found that if you increase a panel's crash tolerance to 100 then the simple chaingun can no longer destroy it at 400 meters while the Vulcan also has a harder time destroying it at that range (I used a smaller damage multiplier for the test). This also explains why a chaingun can one-shot B9 HX parts because they have such a low crash tolerance = 20 that each bullet raises the temperature by a lot. Another thing I have been doing is modify the B9 procedural wing part to change their impact tolerance from 15 to 100 and they can function as armors. They are super versatile because you can shape them and put them in corners and cover triangular/trapezoid areas, and their mass also scales (and they look cooler/spacier than the structural panels ). For now I just need to tweak the cannon part. What shell power and radius settings have you found to be better? I'm thinking of trying reducing the radius so that shells don't destroy whatever is behind the armor, but again I'm not too sure how the explosive power works.
  4. Could someone please help me with the damage output of the weapons. As far as I know how much damage a part can absorb depends on its crash tolerance (correct me if I'm wrong). It seems for something like a 20mm cannon, it can one shot the biggest B9 HX parts (which has crashTolerance = 20). Even with structural panels things explode very quickly under a 30mm cannon . I'm wondering if there is any way that I can tweak the config files to change this aspect? Is there anyway to reduce the damage of weapons on larger parts, so that capital ship battles don't just last half a second? Thanks guys
  5. Thanks MartGonzo!! That actually fixed the problem, and KSP is even running on a smaller memory footprint (dropped from 2.7GB to 1.6GB now). So far no crashes. Hurrrray! I tried forcing DirectX11 too but that still crashes my game. On a side note I'm still experiencing the right mouse click bug in 0.24.2 though
  6. Hi I just have a question regarding the recyclers. I have an orbital station with 3 crews and with the smaller CO2 and water recyclers. I turned them on and my CO2 and waste water are gradually converted. However after I've been working on some other ships for a few kerbin days and come back to the station it seems the recyclers were not working while the station was inactive (whereas all the other consumables were being consumed). is this intended or I am having some sort of bug? Thank you guys.
  7. Hi I'm having problem running both EVE (7-3 release) and ATM (3-3-1) on 64bit KSP 0.24.2. I have been playing a dozen hours with ATM and ~25 other mods with rarely any crashes. I just decided to add in EVE for the clouds, then my game would crash when I try to go from main menu to load a save to the KSC. Interestingly I can run EVE 7-3 with my other 25 mods without crashes as well (game runs at 4.1 GB). On a clean KSP I can have both EVE and ATM and the game won't crash. When I try to add my other mods back in one by one, the game would crash usually around the 5th (or 6th) mod. What's weird is that when I remove that 5th mod the game would still crash on launch. Only when I have removed mods 1-4 as well I was able to play the game beyond launch pad with a clean install + EVE + ATM again. Therefore it doesn't seem like it's issue with any specific mods. My crash log: http://notepad.cc/jeoliody18 My error message: http://notepad.cc/jelaimo22 Mods I use: Toolbar Bahamuto Dynamics Parts Ambient Light Adjustment Chatterer Contract Manager Deadly Reentry Editor Extensions FAR Fine Print Firespitter dll KAS Kerbal joint reinforcement KW Infernal robotics MechJeb2 Eddie series engines Panda Jager Laboratories Procedural fairings and wings real chute SCAN sat Spaceplane plus Tac life support Tac fuel balancer Kerbal alarm clock Tweak Scale Modular Kolonization systems Universal storage Any thoughts on what might have caused this? Thank you guys.
  8. I'm having some issues with the new part Elektron: I can't seem to get it working. After I toggle it on its efficiency just stays at 0.00. I have electricity and water. I also have the ECLSS pack installed, and the Sabatier converter doesn't work for the same reason as well: efficiency stays at 0.00 no matter if I toggle it on or off. The carbon dioxide storage works flawlessly from the ECLSS pack, as well as the alkaline generator pumps out tons of electricity no problem at all. As you can see in the screenshot for the problem: I have also tested it in space and it doesn't work either. Could someone help me with this? Thanks
  9. Here I present to you my newly landed Munar mining complex, where Songan Kerman and Burthal Kerman are working around the clock to extract the precious kethane for their homeworld. This complex is special that the main tower hosts the main kethane deposit and a large converting module. At the belly of the tower there is the Kerbal Attachment System (KAS) attached to Clamp-O-Trons to dock with the mining truck, a modified DEMV Mk2 with a small kethane tank and 3 drilling pieces attached to its rear. The KAS umbilicus provides electricity and receives kethane from the truck in a 50 meters radius. Should mobile mining be required, Burthal Kerman will undock with the KAS port and drive off to search for extraction sites with the on-board kethane detector. The trunk powers the 3 drills with 2 Gigantor solar arrays when working offsite. The whole mining complex weighs 60 ton, and it was a challenge to launch into space. It then rendezvoused with KSS Infinity Station in Kerbin orbit to refuel. Afterwards it is propelled by four nuclear engines to reach the Mun. Landing was bumpy but successful, and the KAS cable was able to hold the 7-ton truck in place. The mining complex is equipped with two kethane engines of which Songan and Burthal Kerman will test out in the next few days. At least one habitat H.O.M.E module is due to arrive shortly so that the crew won't need to cram inside the landing can. The complex is equipped with many parachutes to allow for atmosphere reentry back to Kerbin. Score: Mun = 10 DEMV Mk 2 = 10 Kerbals x2 = 2 Gas Guzzler= 50 Opt Out Clause = 50 Total = 122 The whole complex in view with the truck mining with the KAS umbilicus and Burthal Kerman checking the landing strut Offsite mining Returning with a full load to dock (I can't help thinking about C&C now) View up in the tower
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