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jrodriguez

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Everything posted by jrodriguez

  1. In addition to this list. I recommend at least adding: BDModularMissileParts: https://github.com/jrodrigv/BDModularMissileParts In order to build custom missiles like: https://www.youtube.com/watch?v=2H9Dvk04M0I https://www.youtube.com/watch?v=vcQNYPjrP9w&list=PL25Bj3XwRvSY_Wp0JDobzdNe8nBAmALea&index=6 Procedural Parts (dependency of BDModularMissileParts) Camera Tools (for BDArmory dogfighting) Destruction Effects Then I also suggest adding the SM parts pack like SM_Armory, SM_Marine, etc Regarding rules about the turn based game, I suggest: - Limiting the number of parts in game per player. - Besides, to promote engagement and transparency, I recommend to record a video of each turn (recommended to let the users with powerful computer to record at decent FPS)
  2. Hi guys, Just to let you I'm following this thread. Given that is a BDA challenge I might be helpful. I will post a list with my recommended mods to enjoy a full war experience
  3. Actually I found that I was using the shielded version which only have Fuselage and Structural
  4. Honesty. How is possible to be asking this? I'm not sure if I should cry or laugh. I think I'm going to do both!
  5. Uhm that is strange. I'm using KSP 1.3 with latest version of everything and I only have Fuselage & Structural
  6. I remember sometime ago. Procedural Parts (with RF and RO) had several configs for different types of tanks like : Cryogenic, Balloon, etc.. each one with different dry masses and boil off rates. Not sure why these configs are not there anymore - Only Structural and Fuselage tanks can be selected at the moment.
  7. I did a release of PRE fixing several issues. But still, if you are not completely aware of the limitations (that are clearly stated on the OP) you can see landed vessels colliding against the kraken due to terrain unload.
  8. More beautiful RO. Successful landing of the BFR booster.
  9. Hi guys, I have been thinking during the last weeks that It would be nice to have an UI to show all the vessels loaded and some basic information about them like : altitude, velocity , distance, and the relative velocity. It would be a list that it will also allow you to click on a vessel and switch the vessel. What do you think? Is it useful? Would you like to have it as a part of PRE or as a separate mod?
  10. Hi Mandella, To switch vessels I was using BDArmory but KSP allows you to switch between vessels by default using the brackets [ ] button - you don't need a mod for that. However, in order to have several vessels loaded even at a great distance, you will need this BTW. Finally the day 2 with the sucessful landing using Mechjeb.
  11. Guard mode can lock as usual. I suggest to double check your weapons engagement and that you have PhysicsRangeExtender installed as usual. Some changes has been made regarding radars so you can expect different locking distances.
  12. Thanks ! I will post the Day 2 soon (Lets hope I manage to do a more accurate landing) I'm using Launchers Pack mod . I've also modified a MM patch to match the new Raptor specs as 2017 Elon's video announcement for BFR.
  13. Yes. I have created an issue to track it https://github.com/PapaJoesSoup/BDArmory/issues/377
  14. In addition to what @doctordavinci just said. You can also build a modular missile without Procedural Parts or https://github.com/jrodrigv/BDModularMissileParts/ You just need the Modular Guidance part & the explosive warhead to build an stock modular missile.
  15. You are better off investing some time reading about software development, C# and Unity. Then, if you don't like something, you just need to change it and improve it
  16. I recorded this beautiful video yesterday using Mechjeb for ascent & landing. You might learn something that Mechjeb is capable of - remote ascending & landing: Mechjeb can manage my second stage ascending even if it is not the active vessel. And also the final landing of the first stage even if it is not the active vessel.
  17. @sarbianI've updated the sln on my fork. If you think it is useful I can do a PR to your dev branch. A part from that I have also added a couple actions to the Mechjeb part module to allow automatic landing on target and somewhere. Thus, allowing to trigger them using Smart parts mod.
  18. Hi all RO fans, I think you might like this video I just recorded. (KSP 1.3 + RO + (100 mods)) . This is a "Work in Progress" BFR(ish*). On this video I'm doing a landing attempt of the BFR Booster. * It matches the size . But a bit heavier at launch (4500 tons) and also a bit more powerful that the current specifications of the BFR.
  19. Hi all RO fans, I think you might like this video I just recorded. (KSP 1.3 + RO + (100 mods)) . This is a "Work in Progress" BFR(ish*). On this video I'm doing a landing attempt of the BFR Booster. * It matches the size . But a bit heavier at launch (4500 tons) and also a bit more powerful that the current specifications of the BFR.
  20. Hi @sarbian I was trying to build Mechjeb2 from VS but the sln inside the zip folder seems to be pretty outdated. I'm going to try to fix it adding and removing the files but I thought that it would be nice to have it updated for compilation on Windows+VS dev enviroments.
  21. uhmm Maybe the problem is then related with the "soft" touchdown part. My rocket has like TWR=2 aprox and due to the engine response speed, it takes like 1-2 seconds to have full thrust on the engines. The problem then is that Mechjeb is applying full throttle too late for my rocket .
  22. Hi all, I'm experiencing an annoying issue when landing using Mechjeb on Earth. The problem is that Mechjeb seems to be trying to "land" when the rocket still at 200-300 meters altitude (of course causing a catastrophic end lol) Have you ever seen something similar?
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