-
Posts
338 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by JTpopcorn
-
You can, in the weapon manager tab select Ripple after selecting a droppable weapon. (missiles work too) The slider allows you to change the rate of fire (too many at once in an unoptimized setup = premature boom) Make sure your system can take it though. Lots of bombs/missiles = lots of physics calculations to do.
-
I've delayed most of my weapons tests until the next full update. Instead I've been messing around with the OPT parts. Hit +2100m/s in atmo. Then combusted because the heat shield overheated. Why use a drone when you can have a kerbal do it!
-
That is sadly the side effect of the current heat system. Realistically that would do little damage. However, I expect that spamfire craft are not used for this reason. Just think of what you could do with 50 clusterbombs on 1600rpm
-
How long does that take? Also radiators mixed in after the first layer helps a fair bit.
-
Its just a cargo container? Or am I missing something...
-
Also make sure to space them out well, otherwise they count as clipped and dont work.
-
Its a known bug, hopefully it gets fixed. It has occurred for me when: Wheels were over stressed (ie always) Any type of clipping of the wheels
-
Isn't that a bad thing...
-
Seems like that would make a good addition, I haven't seen many stock boats that manage to look that clean. I cant help but notice that it seems to lack any anti air.
-
I would simply suggest to link you post page in your signature. It makes it easier to find without having to dig.
-
Ummmm... read the OP? The craft is nice, but you have to read the rules for submission threads. For instance, Quiztech, Av lights, Mk2 expansion, TweakScale, SXT, and B9 are all NOT allowed... Try posting that in the main Spacecraft exchange area with its own thread.
-
Unless its an SSTO, pretty sure using mods is against the rules. Its also semi pointless anyway, and considering that ships have stock antenna its kind of assumed they have some type of radar or tracking system.
-
DANG! That ship is huge! Part of the problem is that B9 parts have very good textures, that happen to be very large. When you combine that with massive part count it becomes uber laggy. Also, as pointed out above, there is no way for stock weapons to compete with modded ones. That single ship could likely eliminate most other ships in the series with all those turrets... Still quite cool though, anyway. PS. The problem with point an click weapons in space, is that they are simply to easy. No amount of armor can stop them, no stock weapon can counter the accuracy. And with lasers, ships dont need to carry any sort of ammunition, and have unlimited offensive and defensive capabilities.
-
Half as much lag is sadly still quite a lot when dealing with high part count craft. And if you blow one up... prepare for stop motion. Fps is also affected when loading ships, and you can get an uncinematic stutter. I don't know the seting of Ep.25 but I know loading lots of craft that are landed on a low gravity body can make them go boom
-
Mine have been working fine, are you sure its this site and not imgur related? If you have discovered a bug with the site, try one of the support threads.
-
That sir, is an amazing idea. +1
-
Sadly, its the internet.
-
Considering the time it takes just to make good ships, it would take ages to make just the craft for a single episode. Excluding literally all of the other things that need to be done: story boarding, setup, filming, editing/post effects. Three words: Lots of Time
-
Maritime Pack & Submarine Pack 2.0 Dev Page
JTpopcorn replied to BT Industries's topic in KSP1 Mod Development
YESS, can't wait! MOAR BOATS! (um, any chance or more carrier bits? or were they fixes to make it compatible with 1.1) and wow, 10 months...it's nice to have you back. -
Actually, there is also a velocity curve in addition to the Atmospheric curve (See Goliath Engine Curves) Basically, it prevents the engine from going faster by reducing thrust as velocity increases. As the player, you don't really notice it, because the plane settles to a "maximum" speed. I just think it add realism when dealing with prop planes, because they can produce lots of thrust, but it drops off at high speeds.
- 4,306 replies
-
- helicopter
- parts
-
(and 1 more)
Tagged with:
-
Really nice engines! I definitely think adding the Il turboprop would be cool. Or maybe just some bigger engines. As it relates to balance, you might be able to have the engines thrust be partially based on the current speed of the craft, which would set a "speed limit" for the given engine. This a plane with decently high mass, to have enough thrust for takeoff, without also breaking any sound barriers.
- 4,306 replies
-
- helicopter
- parts
-
(and 1 more)
Tagged with:
-
Definitly need CIWS with any ship that you make. The 30mm chain guns then become redundant, because either you engage with the much more powerful 120mm guns, or you use the 20-30 mm CIWS system for close range. Hydra turret is kind of useless firing from an unstable platform like a ship, any missile with homing capabilities would be an improvement. Armor looks fine, and I like the control tower in the middle. If you need an idea, don't forget that these days, ships carry large missile arrays (mooore boosters) Also, just make sure you have enough ammo, ships don't generally get much chance to rearm. (in ksp that is)
-
During one of my procrastination breaks I decided to mess with the clouds from scatterer. This is some of what I got. (It was a combo test run, done with my WIP interceptor) Let me know how you like the clouds
-
You should continue avoiding clouds like the plague.