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dholedays

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    Bottle Rocketeer

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  1. So I guess I can expect that this mod hasn't been updated for 1.1 then.
  2. Well that was unexpected. When I saw the thread title I was looking forwards to seeing a few of these:
  3. If you place a mirrored part, e.g. an airplane wing with an engine attached, and then set an action group for that part, e.g. engine toggle, then picking up the mirrored part and placing it again somewhere else causes the action group to break. The action group will now only affect the placed part, but not the mirror. Expected: After adjusting the airplane wing using the action group to toggle the engines would toggle both engines. What Happened Instead: Only one engine is toggled. This bug has been around for ages (0.23 at least), but I didn't report it because it seemed so obvious that I thought someone else would have already. Came back to playing and saw that it's still around. Happens for both the win32 and linux64 builds. Other Notes: This bug is super annoying.
  4. Hi Prometheus, thanks for making this mod, I really appreciate the variety it adds on top of BD armoury and enjoy being able to flavour my craft using either NATO or Soviet missiles and weapons. I have one request though, is it possible for the next release to fix all of the new parts show up in a separate category, so as not to show up mixed in with all of the Utilities parts? They already appear in the BD armoury category, which is good, so it seems like an error that they appear again in Utilities. One more thing, the R-73 looks oddly thick compared to missiles of similar mass, is that just how it is IRL?
  5. The guard mode seems to want to fire off HARMs the moment they get a lock even if the plane is pointing such that the missile will never be able to reach it's target. Also is guard mode able to use bombs and unguided rockets?
  6. The AI doesn't seem to attack ground targets with rockets. It should be no different from attacking them with cannons, which the AI seems capable of. Is this not implemented?
  7. For sure. The original plan was to deliver the payload, then fly back and land, then switch to the landed probe. That way that I don't lose the crew or have to revert. I guess it can be done crewless, but that's not really what I wanted.
  8. Lately I've been trying to use aircraft to deploy atmosphere monitoring probes (temperature, pressure sensors and the like) around Kerbin. The only problem is, as soon as the parachute-equipped packages touch down, they disappear! I've noticed debris doesn't get auto-deleted when the player craft makes a crash landing. This gave me the idea to try flying as low (~100m radar) and as slow as possible when deploying air drop payloads, and it seems to work. However, it can get pretty tricky (especially in hilly terrain), and certainly won't work for some of the heavier payloads I have in mind. Does anyone know of any plugin that can get around this? Also, for the devs: I can understand why debris should get auto-deleted if it touches down far away from the player craft, but why command pod/probe equipped payloads? If it works close to the player craft it seems like something the engine should be able to handle farther away.
  9. Ever wanted a mobile command post to go with that Munar base? The UPC-4 serves as a personnel transporter, portable quarters, and field office. Accommodates 6 kerbals + driver. Uses KAS and B9. Well equipped for exploring planetary surfaces. Communotron 88-88 data uplink and towing winch, plus external KAS storage. View from the driver's cab. UPC-4 rolling out on Kerbin. Craft file: https://dl.dropboxusercontent.com/u/28570084/ksp/UPC-4.craft Now I just need to build the interplanetary transfer vehicle...
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