

Uzric
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Everything posted by Uzric
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I made this meh bomber. I might use it for this challenge. If interested, link in my sig.
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Actually it's not highly weaponized. But it works. ZRM - Shikaeshi. Indeed, ZRM(1) has built an attack fighter in order to increase its air force (and make it's cousin ZRM - Shinobi less lonely). Its strongest points are its speed, its high fuel amount and its high maneuverability, making it perfect for skirmishes against enemy key facilities. Its weakest point is its low weapon array. It's made with BDArmory. Parts needed: Squad, BDArmory. Crew: 1 (1M). Vacuum dV: 0 m/s Attack fighter. Best used to attack bases. - Uzric Rash Air to air: ONE (1) Hidden Vulcan. Air to surface: TWO (2) .50 cal turrets. TWO (2) Mk82 SnakeEye Bombs. TWO (2) Mk.20 Cluster Bombs. Brakes: Toggle ENGINES and BRAKES and SPOILERS Abort: Retract LADDER and enable COCKPIT REACTION WHEELS 1: Next weapon 2: Previous weapon 3: Fire 4: Toggle CARGO BAY 5: Fire a DEFENSIVE CHAFF/FLARE 0: Crew report DOWNLOAD: Dropbox. DOWNLOAD (no BDArmory): DropBox. (1)ZRM is the non-existant military division of ZRC(2). (2)ZRC is my non-existant corporation.
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Problem Instalation
Uzric replied to HECHICERO100's topic in KSP1 Technical Support (PC, unmodded installs)
xDDD "estaba". I will answer you in spanish, since you seem to be talking ("estaba", "hechicero") in spanish and struggling with english. I think, though, that it's a bit rude to talk in a foreign language in a part of a forum devoted to english. Besides, an english answer may be more suitable to other users that have the same problem. So the spanish answer will be in a spoiler at the end of a regular english message. Here it goes. Seems you're asking what the Kerbalizer is? It's just another program that it's actually quite useless unless you want to give more money to the developers. There you can make a custom Kerbal, as in, putting a moustache and some clothes. But it cannot be imported into the game so, yes, useless. You say you will lose your saves if you reinstall? Actually you don't have to, as long as you backup your saves (KSP Installation Directory/saves) and place them back to their directory when the problem is fixed. ¿Parece que preguntas qué es el Kerbalizer? Es un programa extra que en realidad no sirve para nada, a no ser que quieras darle más dinero a los desarroladores del juego. Con ese programa puedes hacer un Kerbal personalizado, es decir, ponerle bigote y cambiarle la ropa y tal. Pero no se puede importar al juego, asàque sÃÂ, no sirve para nada. ¿Dices además que vas a perder tu progreso si reinstalas? Pues en realidad no: basta con que guardes las partidas que ya tienes (Directorio de Instalación de KSP/saves) y las vuelvas a colocar en su sitio cuando arregles el problema. -
When you load an image you request it to a server. Some servers are cleverly set up to generate the requested image on the fly. Couple it with a file saving the visit count and voilà. You got an image that shows the amount of times it was requested.
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This page is useful if you can't connect to a website. May work weird this time though, as the (wiki's) server is up but the database isn't. So, yes. It's down for me too. But don't fear, my friend. With some Google Fu you can make some interesting things. From Google's cache: - "Vall has no atmosphere". - "Vall has an icy surface dominated by hilly lowland areas separated by mountain ridges and which ranges in elevation from 0 to 7976 m".
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I updated my public ships for 0.90, check my sig to check them.
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I updated the craft for 0.90. For the trailer itself the change was minimal, so it's almost the same as the 0.25 version. I changed the payloads a bit more, though. First, I added to the tail of each payload the tail of the trailer, so all of them have now a docking port. This means that the payloads are really modular now as you can stack them. That is, you can attach a new payload at the end of a previous one, making for a longer Trailer. Check the new Trailer Payload - Basic if you still don't get what I'm saying (crappy my English is, sorry). Second, most payloads were refitted due to the first reason (for example, the refueling claw had to be moved because it was in the way of the docking port). The changes are visible on the first picture of each of their IMGUR album. Lastly, I changed the Trailer Payload - Air Defense from a bunch of missiles to a single Goalkeeper CIWS, because the part count was starting to ramp up. EDIT: Also, I now added the Wagon, which will let you transport anything if used along the Crane.
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I updated the craft for 0.90, which (thanks to the gizmos) let me add (without increasing part count) two Adjustable Missile Rails on the wings for drop tanks or àla carte missiles or bombs. Otherwise the craft is the same as in the 0.25 version. EDIT: More updates. Now the plane resembles even more an F-22 (check IMGUR album). Its maneuverability is even better and it's more difficult to stall it (using a keyboard). In exchange the Turbojet Engines were necessarily replaced with Basic Jet engines, lowering max speed from ~mach 5 to ~mach 0.8. EDIT: I managed to fit back the turbojets. Now it has slightly better maneuverability and the top speed goes from ~mach 0.8 to ~mach 4.5. EDIT: Little update: simplified action groups. EDIT: Craft updated for version 1.0. I decided to ditch FAR because stock aero is enough for me. The cockpit is different, the rest of the ship is mostly the same. EDIT: Little update: simplified action groups.
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I could. But I understand I need KAS for a crane and I don't have KAS. You could make it, though, just get the tanker and replace the orange tank with your own thingy, modularity means just that. If you mean to make a crane without KAS, then I don't know how to begin. If you could make a draw in paint (or something) pointing out how, I may end up doing it. Glad you liked it!
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I made this and posted it here.
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This is my truck. I call it... Trailer. ZRC - Trailer. That's it, ZRC(1) has built a cargo truck. It's not very useful by itself (unless you consider it a heavy rover, as it can move 3 kerbals), but has some (potentially) interesting payloads. It works in a stock installation. Parts needed: Squad. Crew: 3 (3M). Vacuum dV: 0 m/s Transport truck. Best used to move heavy cargo across short distances. - Uzric Rash Stage: Toggle SOLAR PANELS (and Deactivate POD REACTION WHEELS) Brakes: Toogle BRAKES Abort: Retract SOLAR PANELS (and Retract LADDER) 0: Crew report DOWNLOAD: Dropbox. PAYLOADS (they are not crafts but subassemblies, the installation path is not the same): --- Trailer Payload - Basic It works in a stock installation. This payload is the base of all the other payloads. You can use it to make your own. DOWNLOAD: Dropbox. --- Trailer Payload - Fuel It works in a stock installation. This payload is meant to refuel other crafts thanks to its alldocking Advanced Grabbing Unit. Just beware, there is risk for rolling the truck as the payload is too heavy, drive with extreme caution. Besides, redocking payloads can be a little difficult, check the images for a how-to. DOWNLOAD: Dropbox. --- Trailer Payload - Air Defense It needs BD Armory. This payload is meant to defend bases from air attacks. Surface to air: ONE (1) Goalkeeper CIWS. 1: Next weapon 2: Previous weapon 3: Fire DOWNLOAD: Dropbox. --- Trailer Payload - Crane It needs KAS. This payload is a crane for tugging things into cargo bays. DOWNLOAD: Dropbox. --- Trailer Payload - Wagon It works in a stock installation. This payload is just a place to put things. Works well with Trailer Payload - Crane. DOWNLOAD: Dropbox. More payloads to come!(2) (1)ZRC is the non-existant civilian division of ZRM(3). (2)Or not. But you can make yours! (3)ZRM is my non-existant military corporation.
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Okay, I will remove the weapons, but it still will be FAR based, check the thread to get the download and to see how to unFAR it.
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I finished it and posted it here.
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Yo, I heard you may like weapons. On planes. Then, I may have some in this beauty. ZRM - Shinobi. Indeed, ZRM(1) has built a stealth(2) STOVL strike fighter. Its strongest points are its high maneuverability and its coolness because it's a VTOL. Its weakest points are the medium range due to low fuel and low speed and its low weapon array (missiles are OP anyways). It's made with BDArmory. Parts needed: Squad, BDArmory. Crew: 1 (1M). Vacuum dV: 0 m/s Strike fighter with stealth and STOVL capabilities. Best used to defend bases. - Uzric Rash Air to air: ONE (1) Hidden Vulcan. TWO (2) Sidewinders. Air to surface: TWO (2) .50 cal turrets. THREE (3) Hellfires. Stage: Toggle CARGO BAY and VTOL ENGINE and REACTION WHEELS Brakes: Toggle MAIN ENGINES and BRAKES and SPOILERS Abort: Retract LADDER and COCKPIT REACTION WHEELS 1: Next weapon 2: Previous weapon 3: Fire 4: Toggle CARGO BAY 5: Fire a DEFENSIVE CHAFF/FLARE 0: Crew report DOWNLOAD: Dropbox. DOWNLOAD (no BDArmory): DropBox. (1)ZRM is the non-existant military division of ZRC(3). (2)Stealth? How? Something something angles, hidden weapons, it was an excuse for low number of missiles and weapon bays (cool factor wins wars). (3)ZRC is my non-existant corporation.
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Finally, I managed to fix the external command seat. It wasn't giving control of the rover for me. You can check the fix here if you have the same problem. Also, I polished a little what is by far my best atmospheric-only plane ever. Intended for military purposes in FAR, it endures high accelerations (G>15), high dynamic pressures (Q>130000), has high maneuverability (around 22º/second in FAR at mach 0.5), achieves high speeds (Mach>3, probably more without DRE), is VTOL too. Its only problem is that it has very few BahamutoD armory missiles (3 Hellfire and 2 Sidewinders), but has some punch with guns (a hidden Vulcan and two .50cal turrets). I may end up posting it, dunno.
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You can disregard this post, it was a bug with a mod and it's fixed now. -------------------------- Not sure this belongs in this subforum. So, your rover has a Kerbal-on-a-seat but, alas, you can not control it. Worse, your Kerbal is now stuck! Well... You sure have tried this and this. Yet somehow, those don't work for you. THEN SON, WELCOME TO THIS THREAD. YOUR FORMULA K DREAMS MAY COME TRUE AFTER ALL. Easy fixes for everyone! Two options: with ModuleManager (so you don't touch the original .cfg), and without ModuleManager. Check those Spoiler buttons! Create a new file in your GameData directory. Name it FIX.cfg (or anything with .cfg extension). Append the following code to that file: @PART[*]:HAS[@MODULE[KerbalSeat],!MODULE[ModuleCommand]] { MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = EVA Propellant rate = 0.00001 } } } or You will have to modify a file (and keep it updated). Find your GameData/Squad/Parts/Command/externalCommandSeat/externalCommandSeat.cfg file. The end of the file looks like this: MODULE { name = KerbalSeat seatPivotName = seatPivot ejectDirection = 0, 1, 0.2 } } So, change it with this (new code in green): [COLOR="#DD0000"] MODULE { name = KerbalSeat seatPivotName = seatPivot ejectDirection = 0, 1, 0.2 } [/COLOR] [COLOR="#00DD00"] MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = EVA Propellant rate = 0.00001 } } [/COLOR] [COLOR="#DD0000"] } [/COLOR] Don't forget that ending closing bracket. And that's it, you're good to go! ROVE THE **** OUT OF THAT MINMUS. Your External Command Seat is broken? It seems, yes. Most probably due to a mod, but since I have tons (and I'm very lazy), I don't know which is the responsible. Why does it work? Seems my KerbalSeat module is broken (narrowed to probably a bug with AntennaRange). In order to give it the function the description says it should have, you must give it a ModuleCommand. Now, a minimumCrew higher than 0 doesn't work, since sitting a Kerbal is technically not the same as adding crew to the part. But, a minimumCrew of exactly 0 means the craft has unmaned control, much like a probe. In order to give it the kerbal-yes-probe-no-control, we must give it a resource consumption. A resource a Kerbal has but a probe hasn't. That mystical resource is Eva Propellant. Furthermore, for your rejoice it seems Eva Propellant is not actually consumed at that consumption rate. Furtherfurthermore, it works even if your Kerbal has no Eva Propellant left, due to the low consumption rate. So, this fix is magics and works perfectly. And so it will, forever. Unless they change how the External Command Seat part, KerbalSeat module, ModuleCommand module, or Eva Propellant resource work. How can I thank you? Just send me your first offspring already.
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Vehicle Construction in Space
Uzric replied to wolverine79936's topic in KSP1 Gameplay Questions and Tutorials
Extraplanetary Launchpads (MOD). -
It is a glitch, in 0.25 the terrain textures are stretched when applied to the mesh, you can see the effect on other planet surfaces too (including Kerbin).
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Hard fix: send less kerbals or get a mod that can generate TAC LS goodies so you can send less of those (i.e.: MKS). Easy fix: If you are not having fun, disable or remove the mod. If you really need that hard the acomplishment feelings the mod gives you, then its maybe a better idea to tweak in game the amount of goodies your kerbals consume. There is a button for that IIRC.
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Hello from Barcelona! I need a bit of orientation
Uzric replied to redundantbits's topic in Welcome Aboard
- Eve: Near planet, medium gravity (easy to be captured) - Duna: Near planet, low gravity (less easy to be captured) - Jool: Far planet, but very high gravity (very easy to be captured) It is. There are mods that can make it a little more interesting though: ScanSat: gives purpose to satellites by implementing orbital mapping. RemoteTech 2: even more purpose to satellites. Kethane: gives purpose to bases by implementing fuel mining. MKS: even more purpose to bases. Check this post too if you're going full nuts into mods. And welcome to the forums. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Uzric replied to InfiniteDice's topic in KSP1 Mod Releases
@InfiniteDice, I sent you a PM. Please, read it when/if you can. It's about compatibility of IDSkillful and Module Manager. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Uzric replied to sarbian's topic in KSP1 Mod Releases
I think this does what you want: @PART[*]:Final { !PhysicsSignificance }