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JellyCubes

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Everything posted by JellyCubes

  1. It\'s unlikely I\'ll ever make a bomb mod for this pack. Tosh has linked to the best bomb mod available. A second bomb type is available here: http://kerbalspaceprogram.com/forum/index.php?topic=204.0. It\'s a custom decoupler but they\'re not really \'decouplers\' in the conventional sense. The attachment and the top half of the missile is a single radial decoupler with an engine attached below it. I haven\'t tried it but I\'m not sure if it would work or not. I\'m under the impression that SAS turns off when detached from the ship.
  2. A REAL Kerbal wouldn\'t bring a parachute along at all.
  3. The Kerbals seem to be overcompensating... Released a new version of the railgun. Includes a half height projectile so more can fit in the barrel. Currently working on a missile that flies straight without the need for fins.
  4. Can\'t seem to get any custom sounds to work in 0.13. For now, I\'ve changed it to use some of the sounds from the main /sounds directory.
  5. Lack of proper targets means the repair costs for the VAB is astronomically high. Got enough missiles there? Increasing the lift the missile wings produce might help stop collisions.
  6. Advanced weaponry from the Advanced Weapons Research and Development division of Cube Corp. For all your intended explosive needs. Click images to embiggen. C7 Addon Parts Parts for use with the C7 flight pack. Thanks to C7Studios for allowing me to use his textures. [table][tr] [td][/td] [td] [li]Mk2 Hull Bicoupler V1.1 Attaches to the bottom of a Mk2 hull and converts it to two side-by-side 1m hulls. [/li][li]Forward Swept Wing V1.0 Forward swept wings with built in ailerons.[/li][/td] [/tr][/table] Weapons [table][tr] [td] [/td] [td] [li]\'Devastator\' Railgun V0.3 (Version 14.0 and higher) Includes the forward, side and rear facing railguns and two projectiles. Recoil will now be experienced due to 0.14 decoupler physics. [/li][li]\'Devastator\' Railgun V0.2 (Version 13.2 and lower) Includes a forward facing railgun, a normal projectile, and a half-sized projectile. Projectiles come with built-in flares for easy tracking. [li]Version 0.2 - Optimised railgun model. Added half-sized round.[/li] [/li][li]Side-facing \'Devastator\' Railgun V0.2.1 (Version 13.2 and lower) Left, right and rear facing railguns. Does NOT include any ammunition. Has slight issues with ammunition stacking. Try stacking ammunition on a free node then moving them into the railgun. [li]Version 0.2.1 - Fixed orientation issue with one of the railguns.[/li] [/li] [/td][/tr][/table] [table][tr][td][/td][/tr][/table] [table][tr][td][/td] [td] [li]Modular Missile Pack V1.0 A modular missile pack. Includes two different nosecones and three different types of missile fins. The missile body acts as a decoupler so it doesn\'t need to be attached to an external decoupler. If attached to an external decoupler, don\'t put both decouplers in the same stage.[/li] [/td] [/tr][/table] Deprecated [table][tr] [td] [/td] [td] [li]\'Wasp\' Missile V1.0 Recommend missile be used with a lightweight decoupler such as the decoupler from Tosh\'s \'Drone\' UAV. [/li] [/td][/tr][/table] [li]Version 0.3 - Almagated all railgun versions. Fixed properties due to new decoupler physics.[/li]
  7. Yes, they will still sound when detached from the main ship. The module can now be activated in a vacuum. You can activate it just before landing on the Mun and it will work.
  8. If you really wanted to add a nuclear explosion sound; change the stabiliser class from strut to parachutes, change the deploy altitude to zero and change the deploy sound into your nuclear explosion sound. This should work, although the downside is that the default explosion sound will still play.
  9. The current minpressuretoopen is set to 0. The problem is that minpressuretoopen only seems to affect when a parachute changes from the semideployed state into the fully deployed state. In a vacuum, a parachute can\'t change from its initial state into the semideployed state. Edit: Disregard second line about minpressuretoopen. It is incorrect.
  10. New from the JellyCube research laboratories, the Ground Proximity Warning System. A single use warning system that, when activated, will sound a series of beeps as you descend below 100m above ground level. Module located in the parachutes section. The warning altitude can be changed in the config file. Ground Proximity Warning System V1.2 Older versions: Ground Proximity Warning System V1.1 Important usage notes: As this is based on the parachute module, there are some limitations: [li]The system will deactivate if you reach 0 m/s or if 2x warp is used. A beep will sound if the system deactivates itself in any way.[/li] [li]A deactivated system cannot be reactivated.[/li] Changelog: V1.2 - Changed to use sounds from the main /sounds directory. Doesn\'t use any custom sounds as they don\'t seem to work in 0.13. V1.1 - Changed minairpressuretoopen from 0 to -1. System will now work in a vacuum.
  11. I think stock parts are quite powerful if used correctly. The challenge is to find a solution that overcomes the limitation. You know parachutes can only be attached on top of SRBs, so your craft design should tend towards having more SRBs than LFTs.
  12. Sea Dragon style rocket launch from the ocean. The Kerbal way to launch rockets.
  13. The craft file requires KW challenger pack and the unmanned pod from NovaPunch.
  14. With all these ICBMs flying about, it\'s a good thing I have my Mjolnir-class ABM/ASAT weapon satellite. Can launch four missiles with reasonable accuracy. Missile launch testing:
  15. There\'s a mountain range just west of where Damonjay landed that has a couple of 700+ m peaks.
  16. The intrepid Kerbal pilots perform a low altitude parachute extraction over the KSP runway:
  17. It\'s quite easy to achieve orbit with two fuel tanks in 0.12 now that Kerbin\'s rotation gives an extra 175 m/s.
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