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Everything posted by Raptor22
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Welcome to Raptor Aerospace Industries. My name is Raptor22, President and CEO of Raptor Industries. Please, enjoy your stay. Here at Raptor Industries, we are dedicated to bringing you reliable aircraft, spacecraft, and other aerospace systems that will serve you throughout multiple missions. From cargo planes to faster-than-light starships, we will ensure that our systems are versatile and affordable. We are not to be confused with Raptor Aerospace Concepts and Solutions. If you mistakenly came here, go here: View our products on KerbalX: Visit Raptor Industries! While in the past, Raptor Industries (or, as it once was called, Raptor Aviation and Aerospace Technologies) mainly created aircraft, in recent times the company has shifted to creating ships for interstellar travel. Our Star Fleet division (inspired by but not affiliated with CBS’s Star Trek) specializes in creating the finest star ships, star bases, and shuttlecraft for the United Kerbin Defense Force, along with other contractors. In addition, we still serve the KAF (Kerbal Air Force), and have many military systems, alongside the civilian market. Our defense systems are among the best on Kerbin. As such, victory is almost always assured. We often incorporate military technology into civilian projects to provide the best safety systems that you can hope for. All modded aircraft will be incorporated with aviation lights for safety. If you have even more concerns, we may grant special requests to outfit certain civilian aircraft with electronic warfare jamming systems, flares, and chaff, to provide the utmost defense against enemy attacks. We will always do our best to provide as much information as we can about our systems. We shall ensure that each vessel in our catalog has the following statistics listed clearly: All action groups Resource values (i.e. maximum fuel load, electrical charge, etc.) Maximum Proven Altitude (unburden, or without a payload or weapons) Maximum Proven Airspeed (criteria for determining such shall be determined later) Maximum number of passengers and crew Other statistics, such as maximum payload, range, and endurance, are hard to obtain, and may vary from user to user as a result of different handling of the systems. While some may be aiming to squeeze every last drop out of a system, others may simply be aiming to get there quickly, regardless of fuel usage. We do not dictate how our customers operate our systems, but we will provide suggestions in order to make sure all of our customers are satisfied. Stock Market Modded Market If you wish to become one of our corporate partners, we shall be sure to include information about your company (profile) here. Here is a list of our Corporate partners: WaffleTech Military Technologies, Lead by Joseph Kerman. Visit them here: We thank all of our corporate partners for their support If you have any suggestions or complaints, please contact us at [email protected] Please bear with the current lack of craft for the time being. I'm still making the first iteration of aircraft and designing their pages, so it will be a little empty for now. But please, stay tuned. I'll be uploading my craft very soon.
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ah right sorry I meant the other way around. I messed up there.
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Huh. I mean, the whole craft system seemed to have changed. I can't use craft made in 1.3 in 1.2.2. Either way, most updates kill mods.
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From what I've heard, the CoL should be in front of the CoM. It is said that "A nose-heavy plane flies poorly; A tail-heavy plane does not fly at all." SAS can counteract the nose-heavy-ness, but tail-heavy-ness results in flat spins for days. And it sucks that 1.3 just came out, and essentially screwed all of your progress.
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I'm playing in 1.2.2 and I realized that the Super 25 becomes EXTREMELY unstable when all of the fuel is drained. I believe it's because of the shift in CoM. It will flatspin for DAYS if you don't have a little bit of fuel for ballast. For the next update, you might want to try doing something about that. I hadn't noticed before because I always landed with a bit of fuel left. Here's a photo from the SPH, where I've drained all of the LF, Oxidizer, and monopropellant:
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Welp, it's been over a year since the last update. And yet there's still promises of "Soon." I give up. It's never coming, is it?
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No I meant the new exporation rover thing that comes with this.
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Could you post pictures of how the rover's supposed to be set up (all of the wheels I attach go through the aeroshell), along with screenshots of new parts?
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Raptor22 replied to Gameslinx's topic in KSP1 Mod Releases
I still have it. PM me with your email and I'll send it.- 2,453 replies
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Alright, so I have another question. Is there any way to change what weapon the guard mode will use? For some reason here's the order of effectiveness that this thing comes up with when faced with an aircraft or a missile: 1. 46cm naval gun 2. 20.3cm naval gun 3. 14'/45 naval gun 4. 16" naval gun 5. Millenium 6. Goalkeepr CIWS (BTW those naval guns are from mods like SM armory and NAS) So every time my battleship gets destroyed because the incompetent guard menu decides that a 46cm naval gun is a great thing to use against aircraft (it doesn't even have a canister round, and even if it did it can't train that high!) It's getting really infuriating since it's pretty much impossible to shoot down missiles manually, and pretty darn hard to hit aircraft too. Is there any work-around? If not, could you please incorporate some feature to decide which weapons are used on which targets? I could only get the CIWS to fire after expending the ammunition of all the other weapons. Yet, as soon as I restock, it goes back to trying to use a massive naval gun against an aircraft.
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I am not saying that nothing has been done. I'm saying that simply we haven't been shown any results, either through a release or a screenshot or another method. It would be nice if one of the lead devs could drop in and give us a sitrep. While some people like @smotheredrun have been relaying some things, it would be nice to see the big man @helldiver himself come in. It's rather annoying that the person in charge of the thing hasn't been able to talk to us. I know that they're busy IRL and that we can't do anything about it. All I was suggesting is that they put a "ON HOLD" in the title, so that people will know that there's not much going on in terms of releases for the time being. Other than occasional assurances that there is stuff being done (yet the people in charge say nothing and there's no tangible evidence of the things that have been done other than "things"), there has been no real progress in terms of releases or some form of evidence that says "Yup. Stuff's rolling along." I have to stress that. This whole thread has degenerated into the stereotypical situation with a 5-year old on a car trip: "Are we there yet?" "No." However they do not give us any ETA. Even if it's rough, just some estimate. Will it be days, weeks, months, or years? Is it soon or far away? Perhaps you can simply add a "ON HOLD" in the title, and perhaps have Helldiver at some point in the next century draft a quick reply along the lines of "Progress has been ____, so the mod is currently ____, and an update may come out in/on _____." I'm starting to think that helldiver himself has lost interest. It has taken me 10 minutes to draft this. To not have 10 minutes to spare in a year is rather hard to believe. It is my opinion that @helldiver may have simply lost interest in KSP, which pretty reasonably explains how helldiver hasn't replied in over a year now. It's sad to see developers abandon mods due to lack of interest. If they seriously do not have the time to work on it, then they could at least say "hey, I can't work on this any more because my work IRL is too much." I used to try updating a few mods, but after I realized that I barely know more than how to mess around with some config files, I said "hey, I can't do this any more. PM bobcat [I was updating his DEMV rovers] if you want to take over." So, if anyone has access to the page, could you perhaps slap a "ON HOLD" into the title, so that new people/people who haven't gotten the news don't ask "when's the update", and so that they'll know that there won't be one coming for quite a while (at least from what the previous year has showed us). Additionally, while I'm not too great at modding, if someone with access to the current files (that have been worked on) could post them, along with some source code, I may try taking a crack at it. If I make any progress, I'll message one of you. @DStaal It's not that much of a problem of compatibility (however I haven't tested it in 1.3 yet) but rather the infuriating slowness and lack of communication. To not have the lead person talk in over a year makes you lose hope that there's ever going to be an update. There's always promises, but they turn out to all be empty as the whole team (or what's left of it) has yet to deliver. Imagine if you work at a company and everything the boss does is paraphrased by their secretary. "Oh, well they've been working on ___." Eventually you'd get sick of the boss hiding behind closed doors and not replying to emails, and begin wondering if they're even doing anything. While things may have been done here, we have yet to see any physical progress other than "we've been working". Even if it would be a while until another release, if someone in charge (such as helldiver or nazari) could tell us what's going on, whether they're working or not, and what the circumstances behind the one year delay of any release (i.e. work, lots of bugs, and other complications), then I'd be happy. If I could hear from the horse's mouth that there's actually progress, then I'd be happy. If they said a release was coming soon, I'd be ecstatic. If they said that they can't work on the mod any more, I'd be upset, but glad to have some closure. It's the infuriating "waiting without any word of what's going on" sort of scenario, where you can hear noises behind a door, but you can't tell what's going on inside.
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Well it's officially 1.3 and it still hasn't got past 1.1.3. Is this mod even still alive? Is it dead or just on hold until futher notice? We haven't heard from the lead developers (i.e. helldiver) for around a year. Since they haven't been able to do any work (I guess that they're having to deal with a lot of IRL work, or maybe just lost interest) for a year, should this thread be considered on hold? I would really like to see this mod be updated, but considering that nothing has been done (or at least released or even made public) for nearly a year now, I'd say that this mod may be dead. Unless the lead devs come back or someone else takes the mod up on their shoulders, I'd say that it's either on hold indefinitely or just simply dead.
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Alright then. Thanks. Luckily I have both a beefy PC and like longer-range (more realistic) combat. Does it include the physics range extender (or some sort of similar file)? If so, is there a possible way to adjust it (in case I need to lower it). On the topic of physics range extender, do I use it with this version?
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Hold on... It says bahaturret, but it's still under the BD armory folder. It does not appear to be public, since the latest release in that directory was from november of last year. I have to download the master folder. I even tried googling "BD armory RBDA" and nothing showed up, so I'm guessing that it's not been made public yet. Do I put the "BD armory RBDA folder in my directory, or do I put the "Bahaturret" folder that's inside of it in there. Additionally, do I delete the other BD armory file (the one from the release here)? Ah. Now that I've looked at it, it appears that it's just the source code that's in that file. Everything is a .CS file, and the file structure is way different than that of the one in the release. While the one in the release has folder such as "Agencies", "asset bundles" and "Models", this one has "Animation" "Properties" and "Codemap". Considering that I've never seen these type of files, I'm assuming that it's the source code for unity (or whatever you guys use). If you could work on making a proper release for that at some point, that would be great.
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Can I merge the file with my current BD armory folder, or should I replace it? Oh wait a minute that's a whole different thing.
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What I'm talking about is you're having artillery firing either at the island or from the island in that photo. I'd reckon that the island is at bare minimum 30 kilometers away (judging by the size and the curvature of the horizon). All of my shells disappear before they can get into that range. I'm pretty sure it's a thing to reduce lag, since having all of the missed shots going on for 100 or so kilometers would lag the game, since computers don't like having to track thousands of persistent moving objects. Is there any workaround?
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Whenever I use it I can never get any range like that. The shells disappear before they can start to go down. Is there a way to extend the range for the shells before they despawn/are deleted? Also, by lobbing shells I was talking about having a very high angle on the gun and having it go up in the air, make a sharp arc, then go down.
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One thing that I don't really like about this is that you can't lob shells. Everything has to be within line-of-sight. I haven't seen any sign of bullet drop. (or if there is, it doesn't make the sort of arc that they normally would). If I could lob shells, then I could hit things on top of mountains or over hills. I know that it's because of the current limitations of the mod, but I'd really like to see the ability to lob shells become a reality in the future.
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I was wondering if you could lower the sound levels for the jet engines. They're very loud, so loud that I have to turn down the whole game less my ears bleed, and it drowns out all the other noises (staging, alarms from mods, etc.) I get that jet engines are supposed to be loud, but when they drown out the rest of the game, it just makes a fun experience into an ear-shattering chore.
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[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
Raptor22 replied to jrodriguez's topic in KSP1 Mod Releases
A little too technical for me (I mess with configs; I don't write entire lines of code. I can change a value here or there but that's really it), but I get the point: unity has its flaws, and this situation is one of them. Perhaps less parts will help. -
It didn't work even without the weaponry mod. I'll load it up on one without it.
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I'm too tired to put in which mods are actually together, so I'll give the names of the files/mods if I can remember them (3:50AM, taking a break from cramming for my biology EOC): The ones that are underlined are ones that I did not have when I tested a version a while back with all of the mods having to do with BD armory gone. Yeah, I have a ton of mods. I'll check the stats in-game in a bit.
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1. Why did you include the atmosphere curve? 2. The fuel slider is at max. Here's the config for the fuel tank: And the nuclear engine: I just find it to be ridiculously fast. I open the throttle up to max and I use the fuel up in around 3-5 seconds. That's nuts! Is it supposed to be like that?
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[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
Raptor22 replied to jrodriguez's topic in KSP1 Mod Releases
Alright then. It's a shame that even an engine like Unity has problems like this. It seems that the only problems that I've reported to you have turned out to be issues with Unity. Thank you for explaining this.