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Everything posted by Kowalskicore
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Kowalskicore replied to DMagic's topic in KSP1 Mod Releases
Well, it appears Science Relay is finally broken. F to my favourite QoL+utility mod. As for how: while it was still perfectly functional, it crashes my graphics drivers so hard my PC has to reboot. -
So I've been wondering... ...Are carrier hulls made of helium? Also, most of them have non-functional attachment nodes and/or can't be surface attached. Made the appropriate changes in my own install, but it's still weird.
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EVA Kerbals staying on vessels/vehicles
Kowalskicore replied to Kowalskicore's topic in KSP1 Mods Discussions
In general, yes. However, there's still going to be considerable friction boots - vehicle. KSP appears to have none whatsoever. IRL, one can stand on a moving vehicle without handholds so long as acceleration is kept low (and you have some sense of ballance). In KSP, an EVA kerbal will not follow the vehicle at all, no matter how gently it accelerates. I note that decoupled parts do interact with a moving vessel as one would expect (i.e. friction works), so maybe kerbal space boots are greased, if so, that's some fine grease indeed. More likely, it's just the usual physics jank this game is so full of. That's pretty much exactly what I mean. Kerbals have about as much friction as a bar of soap in the shower when they interact with almost any object. -
See title. But no really, I've been having the problem that my EVA kerbals don't stay on whatever vehicles I place them on and instead just kind of slide off as soon as the vehicle starts moving. I saw something about a mod which fixed this issue but can't seem to find it anymore. Does anyone know where to find it/have a fix for this?
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Missing Mk1 Cockpit IVA
Kowalskicore replied to BarryDennen12's topic in KSP1 Technical Support (PC, modded installs)
hah, i managed to fix my problem... i forgot to update rasterpropmonitor, now it works again. -
Missing Mk1 Cockpit IVA
Kowalskicore replied to BarryDennen12's topic in KSP1 Technical Support (PC, modded installs)
im having the same issue, also using steam. i already deleted the entire squad folder, had it redownload and then tried without any mods... ...but nope, no IVA. -
Ive had an issue with the parttools, for some reason it stopped working. what happens: the part tools window thingy cannot be closed and displays nothing the part tools script cant be used, it just doesnt show anything. it DID work a week or so ago, i havent updated unity or done anything else if more info is needed, i'll try to get it. edit: OK, the log throws up boatloads of errors, heres one
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
that would be great, it would make things like the PC-500RS and PC-1000RS feasible you can already give bombs thrust, but the bombsight will point at the location where it would impact if it didnt have thrust. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
Well. Is BahamutoD illuminati? lets find out. BahamutoD has released 14 mods on the KSP forums 14 mods for KSP KSP KSP is a unity based game Unity There have been 5 major releases of the unity engine Unity is 5 letters do you know what word also has 5 letters? three 3 KSP has 3 letters triangles have 3 sides the illuminati is a triangle so. BahamutoD is illuminati confirmed. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
what if he intentionally leaked a boobytrapped version so people would install it and corrupt their savefiles because they tried to get at it before its done (insert illuminati music) ...or its just kinda buggy because its not done yet -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
does anyone know how rocket pods and cluster bombs are set up in unity or is it still a mystery? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
oh god thats amazing -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
HEAT warheads should have a blast radius of 1 as they do not actually detonate but launch a stream of molten metal into the target. an idea would be having 'warhead switching' in the SPH/VAB so you can use an appropriate warhead. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
from the hellfireMissile.cfg file: thrust = 4.4 //KN thrust during boost phase cruiseThrust = 0 //thrust during cruise phase dropTime = 0 //how many seconds after release until engine ignites boostTime = 3 //seconds of boost phase cruiseTime = 0 //seconds of cruise phase guidanceActive = true //missile has guidanceActive blastRadius = 25 //meters blastPower = 16 maxTurnRateDPS = 8 //degrees per second i can also recommend using the search function of your preferred text editor, it makes finding things much easier --- in other news, my ATGM sorta works now, here it is im quite proud, it works pretty well and im going to make more things. -
P.E.W (A BDArmory Addon)Reactivated Development
Kowalskicore replied to LORDPrometheus's topic in KSP1 Mod Development
the new textures and remade models are amazing, i also really like the folding wings on some of the missiles i also found a few bugs the KH-38 appears to be GPS guided, not infrared and the KH-29 and RIM-174 are both unusually large in the part menu thingy -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
it sure is possible, and you can even do it yourself. KSP install -> GameData -> BDarmory -> Parts -> hekv1 open config file, look for these lines blastRadius = 25 //meters blastPower = 16 blastRadius is the blast radius, obviously blastPower is the blast power, higher is better, higher does more damage/applies more heat to objects increase them as much as you want. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
herp derp, i totally missed that. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
i'll try that, thanks on body lift, is there a way to reduce it without remaking the model or some fancy unity or config tinkering? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
So ive had some diffculty with the AGM im working on, for some reason it immediatly pitches up after launch, often hitting the wing and detonating. the attached imgur album shows the flightpath as good as i could manage it. addition: the faster i fly, the more extreme the pitch is. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
finally made my first bomb, it works quite well. im going to try making an ATGM as well. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
thank you very much, exactly what i was looking for -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
this has probably been asked before somewhere, but i didnt find it so... Is there any documentation on how to set up turrets/guns/missiles/bombs in unity? -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Kowalskicore replied to bac9's topic in KSP1 Mod Development
So sometimes when i try to attach a control surface to a wing, this happens and its just SO annoying. edit: the control surface is -slightly- rotated, which is the problem the B9 procedural wings window is the wing the control surface is attached to, the control surface itself is completely unchanged. if any other information is needed, i'll try to get it. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
Sometimes the small high explosive warhead doesnt explode on impact with other vessels, is that an impact tolerance issue or am i doing it wrong?