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jrodriguez

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Everything posted by jrodriguez

  1. Hi all PRE users, I have released a new version for KSP 1.4. Enjoy! https://github.com/jrodrigv/PhysicsRangeExtender/releases/tag/1.6.0
  2. It seems KSP 1.4 is not prepared to use the ForceDx11 or D12 options. I have been using the force dx11 on previous versions of KSP without issues. DX11 helps a lot with memory consumption
  3. Hi all! I have noticed that with KSP 1.4 DirectX11 is not working fine. Textures are not showing on the editor - but apart from this problem everything seems to work fine. Do you if there is any reason why textures are not working as expected with DX11? I have been using DX11 with previous versions of KSP without issues.
  4. I suggest to speak with @spannermonkey he is the master of design :). He has created dozens models.
  5. I would say the safest option is to downgrade. And please, you should never use the steam folder to play KSP. Instead, copy & paste KSP to different folders. I have like 7 KSP installations from 1.3 to 1.4 with different set of mods.
  6. The fastest hypersonic cruise missile ever built! The SAR S5. This is a video test of the SAR S5 race against 3 x 3m80 Moskit missiles. I'm using RSS and FAR on this video, the target is an aircraft carrier at 250 km. The ships are fired from Cabe Canaveral and the target is placed close to Gran Bahama island.
  7. You read this tutorial I wrote sometime ago https://github.com/jrodrigv/BDModularMissileParts/wiki/1.-Building-your-first-Modular-Missile
  8. I have found the problem I had the StockVisualEnhancement installed too. It works perfect! Thanks for this amazing mod
  9. I have followed the steps but I can't see any clouds. Looking at the log file I can see an exception: Scatterer] Error calling clouds2d.reassign() on planet: Earth Exception returned: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,System.Collections.Generic.List`1[System.Object]].get_Item (System.String key) [0x00000] in <filename unknown>:0 at scatterer.SkyNode.UpdateNode () [0x00000] in <filename unknown>:0 I'm using KSP 1.3.1 with DX 11. RSSVE downloaded directly from KSP 1.3-update branch. EVE latest oficial release and Scatterer I have tried both the latest release and the old one.
  10. If you review our github issue section you will see that this has been already request several times https://github.com/PapaJoesSoup/BDArmory/issues
  11. @Phineas Freak I have seen that you are working on the KSP 1.3 -update branch. I'd like to know if that branch is currently usable for testing purposes ? Which version of scatterer should be used with that branch? I have seen a new release of scatterer few days ago. Kind Regards
  12. Teaser trailer of the future cruise guidance. @SpannerMonkey(smce) 3M80 Moskit Modular missile
  13. Sea - skimming long range cruise guidance.
  14. Procedural SRB thrust is bound to the size of the rocket, if you want less thrust you need to make the rocket smaller.
  15. And here you can see how it is exactly applied in BDArmory: https://github.com/PapaJoesSoup/BDArmory/blob/dev/BDArmory.Core/Utils/BlastPhysicsUtils.cs#L73-L76
  16. Hi @NotAnAimbot, I'm going to give you a more deep overview of how the hitpoints are calculated so you can understand those things you see as strange. The hipoints formula is the following: Hitpoints = PartArea * Density * Multiplier The Density is calculated based on the crashTolerance value (you can see this value on the cfg files) We think this formula fits well with our needs. We were looking for a formula that represents the structural resistance of a part. Regarding the Explosive damage and blast radius calculation. Well, that is beyond the understanding of most part of the people . But basically we are using real world fomulas that you can find here : https://www.un.org/disarmament/un-saferguard/kingery-bulmash/ But making a synthesis effort, the final damage that a part gets is based on the max pressure and min pressure in kPa*ms. This pressure is based on the tnt charge and the distance to the center of the explosion. Now I'm going to give some tips to everyone playing the beta: Only, those parts in direct line of sight with the center of the explosion will be affected by it. That means that if you put other parts (like armor, radiators, plates) covering completely your plane, it is likely that your plane would be able to at least survive the first missile hit. Moreover, the distance to center of the explosion matters A LOT! If an AIM-120 explosion happens at 20 meters it may not do any damage at all. However if the missile explode at <5 meters, I'm pretty sure the damage will be massive. So I really recommend to reduce the distance override of the missile as much as you can - taking into account that a lower distance could become a problem for high manoeuvrability enemies that can dodge the missile.
  17. Did you see that behavior on KSP stock planes? Or if you build a simple plane from scratch?
  18. Have you change the original root part of your plane ? Vessel mover doesn't like re-root vessels
  19. At the moment I'd say that modular missiles are not as accurate in space as stock missiles. However, you can create a modular missile with rcs and AAM guidance that 'might' be accurate enough to hit a static target in space.
  20. Do you plan to do one part with all the engines? Or just single Raptor Vacuum / SL as 2017 specs?
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