mr. engino

  • Content Count

  • Joined

  • Last visited

Community Reputation

42 Excellent

1 Follower

About mr. engino

  • Rank
    Bottle Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I did some more testing today, experimenting with different weapon placements and stuff, and it appears that with stationary guns in orbit, the aiming reticle is aimed towards the prograde vector of the orbit, meaning the shots originate around that particular area. Also, when such a spacecraft lands on another planet/moon, the aiming returns to normal.
  2. Ok, I just did some further testing using the fixed machine gun, and I think I see what's going on. With the turrets and fixed guns on the ground the green circle shows where the guns are aiming; but in space, since the camera angle changes, the circle doesn't line up with where you're shooting, EXCEPT when the camera is lined up behind the fixed guns. Therefore, all is needed I think is a separate aiming reticle for when you enter orbit. This might be more complex than I'm imagining it to be, but it might fix my problem. EDIT: I just realized/remembered that the laser weapon works fine in space, so whatever aiming code is used for that weapon might help.
  3. Well that sucks, though in some ways it "makes sense" as the most feasible space weapons would be lasers, explosives, and railguns. I still wish I could use the turrets in space...
  4. Sadly no, the new update probably broke the mod even more now... UPDATE: I do have images, but apparently imgur no longer allows albums.
  5. I installed this a while back, and noticed that the .50 cal turrets apparently don't fire/aim correctly, instead having their targeting thing off to the side of the spaceship. Is there a way to fix this?
  6. I've found it quite irksome that when a spacecraft gets into orbit around Kerbol, you always get the same result for experiments regardless of the distance to Kerbol itself. I believe that the results for certain experiments should change in relation to the spacecraft's distance from Kerbol, especially if it's in or around a planet's orbital area. Is there a mod that adds extra biomes to achieve this, including 'interstellar' ones?
  7. I appeared to have that trouble myself, but I think I know the solution! In my science mode save, I noticed that all or most of the probe cores in BDB have their sas functionality added via part upgrades. Therefore, under the assumption your skylab is in a sandbox save, all you have to do is go to the difficulty options and enable the 'part upgrade' option.
  8. For the record, let it be known that I am a mature adult who does NOT have a childish sense of humor and is NOT using recently added parts to build phallic satellites, I swear!
  9. I started using this mod again, but I think it's giving me some grief. In my game I have BDB, which has a few probe cores with built in solar panels, and for some reason the batteries no longer have any electric charge! I assume this has something to do with KSPI-E, as this didn't happen until I reinstalled this mod. Is there some kind of workaround for this, or do I have to resort to adding batteries to my spacecraft?
  10. Ooh, didn't know this was in the works already! I think the antennas could be added, though perhaps using existing ones, with attachment nodes on the bottom piece.
  11. If need be, I'll make a model for cobalt to use, so that we can have a proper pioneer 5! On a side note, Is anyone else having issues with the narly probe core not having any electric charge?
  12. I'm enjoying the mod, but there's an issue that's bugging me. According to an image post a while back, the pog probe core is supposed to represent pioneer 5, and maybe explorer 6 as well. The one thing that's bugging me the most is the fact that there isn't any bottom piece that fits well, as pioneer 5 was spherical!
  13. There's a mod called 'janitor's closet' that hides the parts, though it doesn't prevent them from loading.