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Everything posted by Collider1
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Collider1 replied to BahamutoD's topic in KSP1 Mod Development
Yeah, I was thinking of using satellites for targeting too before I remembered they wouldn't be able to see anything and it wouldn't be possible to have the missile, target and satellite all loaded at the same time. There are some kerbinside bases in mountains though, so an ICBM launcher could be nicely concealed behind a mountain whilst a drone lets it see its target. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Collider1 replied to BahamutoD's topic in KSP1 Mod Development
While I'm disappointed that modular missiles have fallen to third, you never fail to impress and that targeting system looks amazing. Lots of things you could do with that. You could integrate it into the modular missile guidance or maybe even make a guided variant of the cluster bomb that can be aimed at the centre of a group of units. I wonder if you could even use it to guide a different craft like a target painter. For example you could send a drone to go and lock onto a target and then launch an ICBM which will be guided by the drone's targeting system or make a tank that can call in an airstrike to assist it. -
Oh that's neat. I will need to be calculating the drag ahead of my ship as well as the current drag, but this will be very useful as a reference for any bug fixing. Thank you. Also, thanks for reminding me that most parts have a drag of 0.2. I was looking in the KOS wiki for a function that would let me sum the drag of the parts.
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That would be great, thanks. I'm using the current aerodynamics model for two reasons. This is for a university programming project as well as for myself, and it may be due in before the update, and also I wanted to learn how to make it work with the simple aerodynamics model before I move on to trying to work out the complex one. - - - Updated - - - Oh cool, thanks. How is atmospheric pressure calculated though? Isn't it normally Density*g*height? Although I guess that's for fluid of a constant density.
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I'm writing an autopilot script in KOS and I need to account for air resistance. I believe it should be proportional to the cross sectional area and the square of the velocity and I'm guessing it's inversely proportional to the altitude (or maybe the square of the altitude). Is this right, have I forgotten anything, and do you know what the constants I should be using are? Thanks. - - - Updated - - - Oh and I guess there's drag coefficients on the parts. Where do they come in? Do they represent the area?
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If you had one super power, what would it be?
Collider1 replied to RAINCRAFTER's topic in Forum Games!
Hmmm....ALT+F12. I'll take....Whack-A-Kebal. Soon the world will crumble under the weight of my 100 tonne white spheres of death, AHAHAHAHAHAHA! -
Same here, I was using version 0.24 with lots of mods and had assumed that was what was causing it, so I made a second install with 0.25 (I made sure it wasn't x64) with no mods and no saved craft, but I still crashes on revert flight, even with the simplest craft. It does seem to use 100% of my cpu for a few seconds and I'm not sure if it should normally do this (cpu is 3.2Ghz single core) Maybe it's overheating? It never used to though, in 0.235 I built huge ships with loads of mods and had no problems.
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This is because all space planes are judged on their looks by a panel of kerbals before launch. If a plane scores highly, the pilot's ego will become inflated, increasing the buoyancy of the spacecraft and making it easier to launch.
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You know how SAS is what makes your ships turn. Well when you launch a ship, the SAS is disabled. You can press T to toggle it. A blue light will appear behind the SAS icon by your navball. If you don't do this your ship can't turn. The reason it is inactive when you launch is that your ship will always point straight up when it is inactive, so leave it off when you launch until you want to start turning.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Collider1 replied to BahamutoD's topic in KSP1 Mod Development
Thanks for adding a modular missile part. In the description it says it has a warhead but I can't destroy anything with it. Has it not been implemented yet or is there something wrong with my installation? -
You've probably heard the the aerodynamics model in KSP adds drag for each part, even nose-cones, making them useless. This is absurd. Nose-cones have negative drag, it's just that the game doesn't recognise the - sign as numerical data and omits it from your screen so it looks like they have positive drag. Adding tons of nose-cones all over your ship will make it really efficient. If you add enough you can even get negative drag, causing you to accelerate out of the atmosphere without even turning your engines on. All engines start in "space mode" when you launch. When starting your ascent to space, make sure you use the "Extra Velocity Activation" button (or EVA for short). This will give your rocket a massive speed boost to help you reach space. Don't activate this on the launch pad, the G-force will make your ship explode. Get your rocket travelling at a few hundred metres per second, then hit EVA. If you see a white blob shoot out the side of your ship, you weren't going fast enough for it to work. Go faster and try again. You get one use for each kerbal you take, so bring plenty of kerbals for maximum speed. Leaving your kerbals crammed into tiny capsules for long time warps such as on interplanetary transfers, is considered inhumane and will cause your reputation to drop fast. Make sure you turn off time warp and give your poor kerbal a 10 minute EVA to stretch his legs at least once per day. When you re-enter an atmosphere the flames around your capsule create a huge amount of light and this is the perfect time to open your solar panels and turbo-charge your ship.
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K-Day Landing Challenge
Collider1 replied to EnterElysium's topic in KSP1 Challenges & Mission ideas
Are there any mods that aren't allowed? Also, if everything explodes but my kerbal survives and makes it to the door, do I still win? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Collider1 replied to BahamutoD's topic in KSP1 Mod Development
Would it be possible to add howitzers to the weapons manager? So that you could have a battery of them and either use the weapons manager to fire them one after the other to get around the long reload time or click to fire a volley. -
I think if I prepare two quicksaves, one with the kerbals next to their ships and one with them all out of visual range, I should be able to ensure their survival without causing myself too much trouble by having to relaunch them if I can get the ships to work. Thanks for your help.
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Thank you, not being able to load them doesn't sound too bad as I can update first, see what works and then alter my mods (I was worried they might all just get deleted). Do you know what would happen if an unsupported modded ship was in visual range of an active ship? As my space station has a stock-only escape shuttle and it would be useful if I could just undock it, update KSP and then redock it if the station loads and de-orbit it if it doesn't. Also it would affect whether I have to evacuate my mun base of just step the kerbals outside.
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Hello, This is my first version update since downloading KSP and I have been playing with a lot of mods (about 40). I've been waiting for the mods to update before getting 0.24 but I expect some aren't going to. When I update, what will happen to ships containing modded parts that haven't been updated, and should I send rescue missions to remove the kerbals from those ships before I update?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Collider1 replied to BahamutoD's topic in KSP1 Mod Development
Railguns look pretty cool. But if you want BIG shells, you want a railWAY gun I believe this is the largest mobile (without disassembling) artillery piece that uses explosive shells. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Collider1 replied to BahamutoD's topic in KSP1 Mod Development
Testing the flying fortress with a target -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Collider1 replied to BahamutoD's topic in KSP1 Mod Development
Except by my Flying Fortress. Hehehehe -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Collider1 replied to BahamutoD's topic in KSP1 Mod Development
@Gaalidas This sounds like something you could do by mounting the current missiles on an infernal robotics piston and then putting it in a b9 aerospace cargo bay (except for the sound at the end). Then again, one of the reasons I suggested the modular missiles is to improve the fit into cargo bays, so a dedicated missile bay could be quite useful. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Collider1 replied to BahamutoD's topic in KSP1 Mod Development
Ah, I didn't realise that the missile was actually being spawned. I was thinking of the delivery stage as essentially being a part that is a probe core, decoupler, fuel tank and engine rolled into one with automatic guidance mechanisms, that would work in the same way as a probe being detached from a rocket. Could you maybe make explosive nose cones though? They would be great for building ICBMs and guided bombs as lack of explosive power is the main problem with stock built missiles. Also that drop and launch animation you've got is absolutely fantastic. Good job. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Collider1 replied to BahamutoD's topic in KSP1 Mod Development
Incredible work, the turrets are great fun and I can't wait to try the gattling gun. When you do the missiles though, could you possibly make them as two separate parts, a warhead and a delivery mechanism, as then you could customise the range and payload. You could put high yield missiles into small cargo bays by making them short range or make really precise long range missiles. It would also mean that you could drop the warheads as bombs, or stick them on top of a rocket for an interplanetary missile, or even make some kind of science missile with a sensor nose-cone and antenna on the delivery system instead of a warhead. Or just stick kerbals on your missiles for fun.