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feriofukada

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Everything posted by feriofukada

  1. It's the powerplant/propulsion for Gundams and Mobile Suits in Gundam 00 S1 and S2. Think of it as a reactionless drive powered by Handwavium.
  2. feriofukada

    Mabuhay!

    Pambihira. Akala ko Lonesome George nako dito sa KSP Forums. Yun pala Endangered Species lang )
  3. I've noticed that the impact tolerance of the HX parts were way lower than, say, the S2 parts. Most of them are at a constant 15 when I checked their stats despite them looking so sturdy.
  4. InfiniteDice, I think you got to include support for B9's HX parts on your next update. It's causing a symmetry bug, for some odd reason.
  5. Yeah, that might be the case. I slapped in an engine precooler and it "magically" cooled the engine. (I was using the gravity hack in Kerbin since the ship was large)
  6. Well I guess the answer's that it's just me, then. I have KSPI running. By the way, Chris. Seems like BD Armory's working like a charm on the final release, unlike the last play-test that lead to the Dry Mass Bug. No bugs whatsoever.
  7. Woah. Is it just me or the HPD overheats within seconds at full thrust? I had to put the thrust limiter to at least 50% just for it to cool down.
  8. Just checked out the Mk2's IVA RPM Resource Menu. The button for "Total" and the "Helpr" in the Resource menu are on the "Prev" and "Next" buttons instead of the buttons underneath the labels.
  9. Using those parameters lessen the load but might slap your game with screen tearing. Learned it the hard way.
  10. Patience, grasshopper. It's the B9 Pre-release that I'm play-testing :3 When the R5's out, sure. I'll post it :3
  11. The hull of a UKSF Triarius-class Battlecruiser undergoing finishing touches before being equipped for active duty.
  12. Okay guys. I've asked Taverius a while ago if I can make a WIP list of mods safe and not safe to use with the pre-release, and I've decided to post it here for now as reference. Incompatible mods ID Skillful (July 25 0.24.2 update) - cause a symmetry bug on HX parts. Mirrored parts that have a dry mass above 10 will revert to a constant 10 whenever the vessel is reloaded. Avoid using this until InfiniteDice updates it. TweakScale v1.43 - Graphics error in SPH and VAB w/ or w/o Pre-Release. Also caused a Memory Spike resulting to CTD w/ Pre-Release. Use with Pre-Release at your own risk. Will also test again in a while. BD Armory v0.5.0 - Similar case with ID Skillful. Note: To kinda help avoid issues, update to latest Module Manager (v2.3.1) and avoid major mods. Part mods seem to work fine for now, but please use x86/32-bit KSP with ATM (any of the versions). x64 has a 50% chance of infecting your saves with the Dry Mass Bug caused by ID Skillful and other similar mods. Compatible Mods (including those that change part characteristics): KSPI v.11 and v.12.1 (Suprisingly works like a charm) Dang it! (Only adds a 'reliability' characteristic) Kerb Paint (Only affects textures. No need to worry) TweakableEverything (Works fine) NovaPunch (Parts pack. Doesn't affect part characteristics) KW Rocketry (Parts pack. Doesn't affect part characteristics) Lackluster Labs (Parts pack. Doesn't affect part characteristics) RFM/MFD modules (as long as they're updated. Besides, the pre-release has something to fix this. So if something happens, well...) Procedural Dynamics (No effect)
  13. I've just noticed a symmetry problem. Seems like symmetry doesn't register the mother part's dry mass, and will always revert to 10 when the vessel is loaded in the SPH except when the original dry mass of the part is lower than 10. On the bright side, it seems like it's only isolated with the HX set of part and doesn't affect the other parts.
  14. I can now confirm that the pre-release will not work with mods like Skillful Weapons and will result in an epic CTD for both 32 and 64 bit. Seems like KSP doesn't like it when the Skillful mod interacts with HX parts, but for some reason it doesn't mind the others.
  15. Tested it out. I appears that I need to pack up a large battery bank to store enough energy for it to reload. Just one question: what parts can I use to help cool the Turbolaser down faster? Edit: forgot to say Thanks :3
  16. ID, I know the turbo laser's a prototype for now but I've noticed that the gas rounds don't reload. At first, I thought I just need a lot of energy in the battery packs but after waiting for 10 minutes, nothing really happened. Anybody here experienced that too?
  17. As of 0.24.2, the engine sound completely stops playing after like half a minute except when another sound is initiated or when you turn the engine off and start it up again. (i.e. I was firing InfiniteDice's 50 cal while doing High-G maneuvers to check on the sound issue).
  18. Okay, so I'm suffering from the disintegrating ships issue with the stock carrier whenever I try to launch a new craft. Every now and then, it doesn't disintegrated. But when it does, it gets messy. Since InfiniteDice said that I should post the mods I have installed to help him plug the gap, here we go (I'm posting the folder names since I didn't get to memorize everything I slapped into my KSP): ActiveTextureManagement AKSTechnologies ASET AtmosphericSoundEnhancement B9_Aerospace Boat Parts (in general) BoulderCo Chatterer DYJmisc ExsurgentEngineering Firespitter HexCans HooliganLabs Hyomoto IDSkillfulR1 IonHybridElectricPack JSI KAS KerbalJointReinforcement Kerbaltek KerbQuake KineTechAnimation KWRocketry MagicSmokeIndustries MechJeb2 Raster Prop Monitor NothkeSerCom NovaPunch2 ProceduralDynamics RBI Lazor Mod SCANSat TracksDll SH_mods VesselView WarpPlugin I hope this helps or anything.
  19. Upload your images through imageshack or imgur, then copy the BBCode link and paste the link on your post.
  20. Kinda nostalgic since I took this screenshot back in 0.19.
  21. LOL That was pretty dimwitted of me. Thanks for pointing out good sir
  22. The Nuclear reactor works perfectly and is connected directly to the Electric Generator. When I Launch the vessel from the SPH for testing, I usually check the reactor bay if the both are online, and the display says that both the Reactor and the Generator are up even though the Reactor's not producing ThermalPower when the the Generator is on. And when I do shut the Electric Generator off, that's when the Nuclear reactor starts producing ThermalPower. And nope, the reactor didn't overheat. Here's a photo of the actual vessel with the info display for the engine block:
  23. Is it me or the 2.5m Electric Generator in this ship I built is not producing Megajoules? I connected it properly to a 2.5m Nuclear Reactor, and from the previous versions that I fiddled with, it still worked. Now, it just produces a teeny weeny bit of MJ when I flick the on/off switch repeatedly. Kinda need help on this
  24. Currently restudying your design, chunkblaster, because I'm really really hooked with your Mjolnir Mk1. I did some live fire exercises with your design and a replica I made, and I've noticed that both the original and the replica has a dangerous chance of hang fire or misfire when it's throttled up to 100%.
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