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Designated Rocketeer
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Listening to the Tragedy of Darth Plagueis the Wise
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Having a variety of chutes would be nice. With the ejector of course! The old version (before linux picked it up) used to have a space+F auto-deploy all in range and rapid ejection via action group and ejector module. I actually can't remember whether or not THIS version does that too because it's been ages since I last played KSP
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Edit Physics Range Extender settings.cfg (Not sure if you can in game, I don't remember)
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That's already possible with vessel switcher. Alternatively you could just set "Toggle AI Pilot" to an action group. _______________________________________________ Anyways, onto another thing; I was testing the armor to see how many rounds it took to destroy a plate at 90o, 60o, and 130o. (IE, attempting to simulate armor on a tank) Initial tests took around 8-10 for 90, 12-14 for 60, and 18-20 for 130 when using the M2. Distance didn't seem to matter as long as the bullet hit. Not sure if it's possible for "damage falloff" to be a thing, or if I just didn't test far enough ranges (5m intervals up to 100m total). But so far it seems armor is easily defeated. Perhaps adding tiers for a future update? Anyways. thought this was an interesting bit of information that I should share. Wasn't sure if it was well known or not
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[1.3.0] Andromeda Visuals: Daydream [0.3.5]
stickman939 replied to Matchlight's topic in KSP1 Mod Releases
Yep, I'm an idiot lol. I didn't see there was an unofficial updated version. Fixed it, thanks!- 685 replies
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[1.3.0] Andromeda Visuals: Daydream [0.3.5]
stickman939 replied to Matchlight's topic in KSP1 Mod Releases
Getting a CTD with this pack(or Astronomer's Visuals, I can't remember which one it is ATM) installed, it's caused specifically by Texture Replacer. Is this the case for anyone else?- 685 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
stickman939 replied to ferram4's topic in KSP1 Mod Releases
Are you running any other mods? My suggestion would be to first run it completely vanilla to make sure it's 100% a mod problem, then add FAR to test, then add the rest of your mods (I recommend in groups of 3-5)- 14,073 replies
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Did you make sure you set the weapon manager to "armed"? Like @Murican_Jeb said, you can also set it to an AG so you don't have to arm it.
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Did you try it without the override? Also could you post a craft file of the missile?
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I don't think this is a feature. But you should post a request on the github here for that.