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mike9606

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Everything posted by mike9606

  1. 1.0 looks cool, but I don't think I'll reinstall as it seemed that KK was very much summoning the kraken when used with Fengist's Maritime Pack (look at page 11 and 12 of the thread and you can see what I mean).
  2. An H-tail or something similar may have worked better than the standard tail setup in that situation.
  3. It does seem KJR is fully innocent. After hyperediting the CVE to the water (after uninstalling KK of course) everything is working just as it did in the previous version.
  4. Personally KJR is one of my necessities as without it rockets tend to wet noddle around a lot. I don't specifically know if it is the issue though as it worked fine with the previous version of this pack.
  5. I'm not sure if this is an issue with these parts or KJR. I guess it must be these parts as I had KJR in the previous versions of this and it worked fine.
  6. After stripping away the deck and adding a cargo bridge, it is slightly better. It seems the buoy is broken and is spawning my ships underwater. This caused the new ship to fly out of the water, and fall back in destroying the cargo bridge while capsizing. After reverting and loading up the CVE design again, the game lagged so I could see that the exact same happens to it, but the carrier parts freak out when they are submerged causing the issue. Conclusion: Kerbal Konstructs does not like this pack. EDIT: U Wot M8 New Conclusion: KK is VERY VERY broken. (I spawned 258 meters in the air and landed on the runway. Survived because I still had cheats on for safety).
  7. Here is the picture of the design in the SPH. Mod Parts include: Mechjeb unit, NFS solar panel truss for power, NFE battery pack for power storage, and a small NFE cpacitor for backup power. Besides that there are no other mod parts aside from the ones this pack has. My tanker ship in the previous unit had these parts (plus a LLL Comms tower) and worked perfectly fine, so I do not believe the mods parts are the culprit. Also, there are no parts on the actual hull and deck aside from the bitts, buoyancy blisters, and vernors for turning. EDIT: Now when launching the ship on runway it is fine, but attempting to launch at the Kerbinside KSC Buoy still summons the kraken. I suspect Kerbinside is messing with the parts. May have something to do with KJR too. I took a screenshot of the F3 window to post here after launching from the buoy. EDIT: Here's that picture.
  8. I don't think a part is generating any heat as it starts with that heat from the very start of the launch. Either that or it gains it so fast if I don't have the ignore max temp cheat on the ship destroys itself as soon as it is controllable. I'll get a picture of the design and post it here.
  9. Well, I made a simple CVE and discovered it seems the new parts are high-power kraken magnets. Whenever I launch at the kerbinside KSC Seaplane buoy the ship disintegrates and launchs into space even with no crash damage and unbreakable joints as well as ignore max temperature on in the debug menu. When I launch at the runway the ship starts with all parts at the hottest temperature they cna be at and ti bounces into the air. Welp, seems the kraken really doesn't want me to use this pack.
  10. For some reason when I hit the download buttons for both packs I just get an empty .zip named the same thing as the previous version's file. If someone could help me with this that'd be nice. EDIT1: Still waiting for help on this matter. EDIT2: Starting to get angry at the lack of ANYONE AT ALL helping me with this.
  11. How much is Kerbinside 1.0 going to change compared to current version? I currently only have Oceania installed and want to know if it would be safe to install the other stuff.
  12. The real question about that wave is, does it actually act as water?
  13. For some reason after launching a mission and reloading a quicksave after an accident, the CAPELLA on the ship seems to have gotten smaller. I know the V-2 probe has this issue too. Is there any way to fix this?
  14. For some reason the mini-drill is refusing to attach to the side of my current base. Anyone have ideas on why this is happening? EDIT: Seeing as the Saddle is getting some tweaks in the next update and it wasn't attaching right for me, I have repacked my base and await the next update to rebuild it.
  15. Recommended mods: KAX has a nice radial engine that would fit the Corsair. I know InfiniteDice's ICE added an engine that was supposed to be like a DB605, but it hasn't been updated to 1.0.2 and I know of no other mods that add an engine that looks like the on the 109 used.
  16. I believe the IVAs are still incomplete and thus the bathysphere has no viewport ATM, but I believe these parts use the old old Mk3 IVA. I think RPM may still have configs for it though, so you can just put a camera part in the viewport.
  17. Some other ideas: A flat open deck for use on carriers (or vehicle transporters), as well as a powered Helo Stern.
  18. New Suggestion: A part like the Dinghy Davit but for the bathysphere. I think this would help a lot for attempting to build a Ship that would carry around a bathysphere, then lower it into the water to do science. Also, science experiments for the bathysphere.
  19. Just a suggestion I have: It may be a good idea to retexture the foc'sle bow's crew hatch as I had to relaunch my second Fuel Tanker design after mistaking it for a place to put a mast.
  20. I think a MM config would be possible, but I believe it would probably have to change the parts a fair bit, I'd expect it to come after this pack is in a more polished state. On a different note here are some minor bugs I have noticed: The buoyancy blister and compressed water tanks lack the line that gives them the manufacturer name in the SPH and VAB and the compressed water tank has its description in the manufacturer spot. These are both easily fixed with some simple part.cfg editing, but it can be a bit tedious to redo it every update.
  21. I am quite interested with this pack, though I have yet to build a functional ship. Story of my first ship: I decide to make a simple fuel tanker for refueling my crafts that have either landed on water (including other ships) or crafts on the island runway. I have some issues with the launching system at first, eventually having to add bitts to the back of the launching rig so the brakes can get decent traction. Eventually I get it to the water, discover I have to fully fill the rear bitts for the craft not to dip the bow underwater, and throttle up to test the speed. After getting to around 5-6 or less M/s, the jumbo orange tank clipped into the deck explodes, and pretty much all of the bitts and stuff on deck fly off except for the superstructure and what it had glued onto it. The ship pings up to float much higher in the water with the reduced load, and I somehow have some oxidizer on board despite the "oil bins" (Oscar-Bs to fuel the vernors) flying off in the kraken attack to stop the ship and recover it. I promptly recover all remaining debris and find that beta 0.0.1 has been released. That design is being sent to the scrapyard and I am going to attempt to build a less explosion prone design.
  22. It appears to be an advanced canard rotated around (and it probably has its controls locked) to look like a wingtip.
  23. I assume the wheels are done via kerbpaint, but how do you do the numbers on the side?
  24. I'm fine waiting until after 1.0.3 for the new NF Electrical update because I don't want to end up loosing craft due to having to wait for another update. I myself suspect it will take a while for the update to NFElectrical because supposedly a new heating system is coming with 1.0.3.
  25. mike9606

    Agar.io

    This game needs some serious balancing. Mainly: the fact the split function shoots the new cell out makes getting big when there are already big players impossible and it is making me very angry.
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