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LORDPrometheus

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Everything posted by LORDPrometheus

  1. I've noticed a bizarre incidence wherein the drag coefficient of parts decides to change mid flight causing immediate rocket disassembly * I've solved the issue: my modified procedural fairings would cause parts shielded by them to multiply their drag model by a factor of something like a gazillion and basically make the rocket run vertically through them before physics says that's not right and detonates everything. This kept happening at around 13000m. A mod update and an edit or two later and I'm good
  2. Beep... Beep... Beep... Beep -Sputnik 1 Chatterer makes this even more fun
  3. What are your system specs and how are you installing mods?
  4. Has the debug file been lost to the annals of history or is it hiding somewhere waiting to be discovered and loved again?
  5. This mod makes me cry because its so beautiful yet I can't run it because of my addiction to huge parts mods
  6. Remember Fractal_UK there are Plenty of people here who whould be happy to help beta-test release an alpha build with a built bug report line so you can discover major issues much faster
  7. The debloat.bat finds and deletes the textures in the squad folder it has a list so the new parts are left alone. I'd recommend copying your squad folder somewhere safe then running the debloat.bat then replacing the folder. If you need to remove the patch just delete the squad folder and put the backup in
  8. I wish the RAM usage could be lowered to under 350mb so I can actually use this on my main install its a fantastic mod just too much RAM.
  9. Yes the ISS uses multiple chemical systems to generate O2 and maintains a short term supply (maybe 3 or 4 days worth) of compressed oxygen for emergencies.
  10. I have noticed a bug wherein after launching a rocket from the silo part highlighting and selection in the spaceplane hanger is broken. I have confirmed this issue to be caused by this mod so I have sadly been forced to uninstall it until a fix is out but please keep up the good work this is getting to be fantastic very quickly
  11. *clap* *clap* *clap* *clap* fantastic!!! Keep it up!
  12. After playing KSP for more than a year. I have decided that my favorite activity is building and then destroying anything I can think of. But while disintigrating ships and debries upon impact is fun it's not the most realistic. I would like to see my caft get scratched scored dented bent punctured cracked split and ruptured not just disappear in a puff. Parts could have fracture points coded in where they can split into smaller pieces that create clouds of debries that can shred other craft too. As craft get damaged they would become ineffecient or even stop responding. Batteries would weaken and die and rcs thrusters may be broken or even stuck on! Tanks could be punctured and even capsules could be breached killing those onboard. This would create a more lifelike and exciting destruction dynamic that would calyx late damage based on debris velocity, mass, and composition. And the composition and structure of what is hit. Comment what you think and until next time Experiri non ad mortem! (Try not to die!)
  13. For those who are unaware there is a mod for ksp known as Remote-Tech. I would put a link but am writing this post from my phone sorry. The mod makes it so you need to add antenna and or satalite dishes to your spacecraft or otherwise loose control over them. The mod takes into account distance, transmitter strength and orientation, receiver type and orientation and data stream type. These variables translate into a time delay bwtween sending a command and your unmanned craft responding. I find that it will easily become 30+ seconds outside minmus's orbit and 60+ around duna. A similar communication feature in the base game would be an excellent addition to the game and impart alittle extra realism and use for science parts. You would need to build communication satalites or even planetary dish arrays to keep in contact with your ships. The time delay system may be too in depth for the base game but should be considered all the same. Please comment with your opinions and until next time Experiri non ad mortem (Try not to die) Prometheus
  14. Can someone Help me? I cant for the life of me, figure out how to get the debugger to work. I use alot of mods is it a compatibility issue? Is there a special way to install it? Please help
  15. I have been having an issue where launch supports reappear and destroy my rockets when I try and turn. I was told this is a bug with this mod which I am a big fan of. I'm not sure if there's an easy fix if I'm just being stupid or what but any help is welcome thanks.
  16. Several days ago I said I would post a few ships however hardware and life issues have conspired to cause issues for me. Long story short I will be posting ships starting later today or tomorrow no pictures yet (I'm on my phone writing this) progress stands as follows: Dirk interceptor: ready for release Gladius fighter: final testing Rapier Bomber: final testing Saber corvette: initial testing Scimitar destroyer: redesign Katana battle cruiser: building Claymore battleship: planned Longbow carrier: in development Crossbow escort carrier: planned Some names have been changed since before and the bombardment ship is gunna be awhile.
  17. I will post several ships over the next few days when I has time They are the: Dirk class interceptor Tanto class bomber Gladius class fighter Rapier class corvette Scimitar class frigate Cutlass class destroyer Katana class battle cruiser Claymore class battleship Broadsword class bombardment ship Recurve class escort carrier Longbow class fleet carrier All will be posted when available
  18. I Have a bizarre issue where my rockets spontaneously explode. it seems to happen whenever the 4 meter upper stage runs out of fuel.
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