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Everything posted by bartekkru99
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A little question for the dev team: Is the mod going to be just maintained to ensure that it works fine with new versions of the game until Paulo jumps back into KSP or will any new content be added?
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My craft keeps spinning...
bartekkru99 replied to bartekkru99's topic in KSP1 Gameplay Questions and Tutorials
Has any of you read the entire post and/or looked at the picture? I have clearly said that Alt+x does nothing since I have no control over the craft and on the screenshot below pitch indicator (that I have circled with a thick red line) in the left-bottom corner is shifted down which means that reaction wheels are working. -
RSS RO RP0 Tac Life Support question
bartekkru99 replied to Julien Kerman's topic in KSP1 Gameplay Questions and Tutorials
It is included, just like food, water and oxygen, but there's not enough do you have to put additional tanks... -
RSS RO RP0 Tac Life Support question
bartekkru99 replied to Julien Kerman's topic in KSP1 Gameplay Questions and Tutorials
Did you put a waste tank on it? -
I've taken a contract to transfer crew between two vehicles in orbit of Minmus, but then when I did the rendezvous and one of my kerbals got out of the capsule its reaction wheels started applying torque on their own and since there's no crew inside I can't stop it by turning SAS or pressing ALT+x.
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KSP Interstellar Extended Continued Development Thread
bartekkru99 replied to FreeThinker's topic in KSP1 Mod Development
Ok, thanks then. -
KSP Interstellar Extended Continued Development Thread
bartekkru99 replied to FreeThinker's topic in KSP1 Mod Development
Wait, then why does it say that it has 0.2 charged particles ratio? -
KSP Interstellar Extended Continued Development Thread
bartekkru99 replied to FreeThinker's topic in KSP1 Mod Development
I've got an OMEGA fusion reactor with radiators and two generators hooked up to it: thermal and other for charged particles. Thermal one works just fine and produces megajoules, but the other one doesn't for some reason. Can anybody tell me what the problem is? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
Is there any chance, that we're going to see custom turrets in the future? EDIT: I mean turrets for missile mounting, not guns. -
SPACE STATIONS! Post your pictures here
bartekkru99 replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Wow, your truss pieces, look so sexy, that I'm going to rip them off and use them on all of my stations from now... -
I've got a small issue. I'm trying to make a hovercraft and use rocket engines binded to WASD keys for manouvering instead of normal RCS thrusters. When I want to make a 180 degree turn and hold down D for a second It works just fine and then let go off that D key it shuts down just as it should, but when I want to give it a gentle push in the other way and quickly tap A It just keeps going without turning off. I know, that it isn't a bug and it's just how this mod works, but is there and way around this problem?
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Do you know, how to stop crashes from happening?
bartekkru99 replied to bartekkru99's topic in KSP1 Mods Discussions
I see that this thread is going back to life for an unknown reason... -
SPACE STATIONS! Post your pictures here
bartekkru99 replied to tsunam1's topic in KSP1 The Spacecraft Exchange
This thing really inspired me... -
Hod did you launch it man?It's glorious
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
I'm no modder, so I have no idea. -
Is it possible to make air and space bomb detonations look a bit different?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
The only way for now is to use Infernal robotics... -
He was asking which set should he use - 1 and 2 (first set) or 3 and 4 (second set).
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
I already suggested it both there and on IR thread. Nobody really cared about it much. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
1. I think, that he plans on adding support for RPM, but for now he has more important things to like the AI improvements. 3. Same as above, and I think, that radar already works in space, there's no reason for it to not work. 5. I think he was talking about it some time ago, but I'm sure. 6. They are GPS guided -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
OMG this is so cool! I'm going to steal base on your design, when making my plane. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
Vulcans you talk about are already in the mod they are called "Vulcan (hidden)" -
Those bases look SOOOOO great...
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
https://en.wikipedia.org/wiki/Reconnaissance_satellite Images taken by spy satellites are very detailed. Here's photo of the Pentagon made by Corona satelite made in 1967. https://upload.wikimedia.org/wikipedia/commons/2/27/Corona_pentagon.jpg It's not bad especially considering the fact, that those were made over 40 years ago I'm also pretty sure, that Google Maps images are made using satelites. Basically weapon manager would search for vessels in LKO with special camera part. - - - Updated - - - You know what? I have just realised, that it would be impractical since satelites would be useful only for a short period of time when they are directly above the target. But I came up with another idea - add reconnaisance mode for an AI. Planes in that mode would slowly circle around on altitudes high enough to not be shot down by AA fire. and provide data from their targeting pod to other vessels with some kind of data reciver. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
bartekkru99 replied to BahamutoD's topic in KSP1 Mod Development
I've got a genius idea! What about adding a targeting pod (only GPS, no lasers), that could be used on satelites and remotely accesed by ground units? It would be incerdibly useful when trying to take down targets hidden behind mountains.