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stickman939

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Everything posted by stickman939

  1. Edit2: Nothing to see here. These are not the droids you're looking for. Move along
  2. You'll have to talk to one of the eggheads at the R&D then. They gave me the numbers after all.... In fact they're probably why Kerbin flooded
  3. I've seen it done before on some mod posts, but I've never figured out how they do it. I would like to know so I can just dump a screenshot album without copy+pasting each of the pictures (and subsequently taking up a bunch of space). Also not sure if this is the right place to post this, but since it's more about the website than KSP itself I figured it might be.
  4. I'm getting this problem with the rework parts. Edit: after downloading the legacy parts I still get the same issue. Kinda puts a damper on grabbing and recovering a satellite lol It happens with any part I use, and sometimes it invokes the Kraken. Anything I can do to fix this? Also I do have the latest version of KJR
  5. I'm 50% sure it was Jeb 40% sure it was Val, 5% sure it was Bill. 4% sure it was Bob, and 100% sure the Kraken didn't get it's daily sacrifice
  6. Hmm... Must be either a problem with KJR, because that's a mod we've got in common, or the game itself. Haven't played much in 1.2.1 so I dunno if it's been fixed. But from what you said, it seems not too uncommon.
  7. Yeah, it's the most up-to-date version, but I'll redownload it just to be 100% sure.
  8. So, every now and then I'll be flying my craft, be it plane or rocket, and I'll suddenly be hit with a TON of Gs sending my rocket into a spin (even tho it's aerodynamically stable) or drop my plane tens of meters in altitude. I've got 57 mods in total (excluding things like MM, also link to imgur with screenshots[updated]) It happens enough to be irritating when doing launches in Career mode, but not enough to be a serious problem I can't work through.
  9. Is anyone else getting a weird bug that alters the attachment nodes of scaled parts AFTER placing them and picking them up again? Or is that just me? Not sure if it's a legit bug or a problem on my end, but I thought I'd bring attention to it jic
  10. "But this has already been done before" I hear you say! Well there's a catch: You have to use the SMALLEST craft you can make and get there (and back) as fast as possible. RULES: What does "smallest" mean? How will you be scored?? How does it all work? I did not think about how much math would come into play when I decided to make this challenge... ugh Anyways: Leaderboard: . . . . . . . . . I'll put my submission up soon! (maybe... lol ) Allowed mods: Remember to take a SCREENSHOT(F1) of the FLIGHT RESULTS(F3) menu before launch(in the VAB/SPH), when reaching the Mun, and when landing.
  11. Ok, so I revised and edited it. Now it's even more impractical and eats up frames! I call this the Devilfire, You can get it here (KerbX) Armament: 2x4x4 (x32) Vertical Launcher Systems (I think is what they're called. But they're quad stacked missile tubes with 4 missiles in each tube) 2x13 (x26) Phalanx CWIS 2x10 (x20) M1 Abrams cannons 2x6 (12) OTO Melara 76mm Compact guns 2x2 (x4) SeaRAM Launchers 1x2 (x2) MK-49 Launchers 360,000lbs of MK83 JDAMs (approximately) Weight: 11,077,740 tons Fuel Time: 3 minutes Part Count: 1000!!!! FPS: 5 Mods *Extremely Highly Reccomended* (if you plan to use this...) TAC Fuel Balancer Throttle Controlled Avionics It can take off without infinite fuel on, but if you* wanna actually take off with it I suggest using infinite fuel. Probably can't be flown manually unless you further tweak the CoT vs CoM. Something which I won't do with this impractical behemoth, but I DID get it pretty close so it probably won't be too hard to finish it up if you get it for yourself. (If you do, take off the left limb and reattach without mirroring on then edit it that way. I found it easier to do that) I think it could have made it closer to the KSC Island, if I hadn't messed around with it during flight. Maybe even make it there completely. (Stopping however? lol nah) *1: by "you" I actually mean TCA. Also, does anyone know how to embed imgur albums? In any case here's some screenies: Or, alternatively here's a video I made: *cough cough* totally not advertising my channel *cough cough* (Don't worry, it's only 17 minutes of video sped up 3000 times .) ***Note***: The video/screenshots don't show the final version, which has better strut placements and fixed turret placement (last picture, right gun there are 2 CWISes on the wrong side). Also, DO NOT CRASH with it!! It may crash/freeze your game. (it did with me, but then again I have a potato PC with a GTX 750ti and like 10gigs of ram lol)
  12. Here is my submission! Totally impractical, useless, and laggy af... Not quite 1k parts, but loaded af with weapons. Can't even fly it without infinite fuel on lol
  13. Send a picture of your other drone with the firespitter and B9 mod, I'd like to see! Also, thanks for thinking about adding an entry! Here's my other drone: And here's my submission: Edit: Forgot to test whether it can go to the island without drop tanks lol, so here's the F3 menu (see Ground Distance Covered)
  14. Shame, I made a drone while back but it's almost 100% mod parts (Procedural parts, firespitter, B9 pwings). Oh well, I'll be making my entry soon. Also people should upload their crafts to KerbalX.com. It's a dedicated KSP .craft file sharing site. Useful af
  15. So, theoretically I could make a a 1k part flying death machine and dominate everything with an buttload of AA turrets? Maybe I'll try this out after I figure out why my games frames have tanked... again. lol
  16. Yeah, it could be possible with the gantry rail, if scaled down. But then we have the problem of IR's finicky joint connections (even with KJR). Or at least in my experience they've been pretty finicky. Quantum Struts could make that possible, I think. I'm not too sure how it behaves with 2 different craft. Maybe a custom docking port could make that possible (see V8Jester's thread that's somewhere around here lol), but that still requires docking it and all when we really want to eliminate that as best we can. A smaller cargo ramp, in terms of length, would be useful also, to reduce the chances of it hitting.
  17. Lol too true Yeah, not too much of a hassle. I'm just How would that look? Like a 900 elbow? In any case, I'll definitely be following your mod as it develops.
  18. You should definitely make a FAR leaderboard. (cause otherwise my entry will be null lmao) Edit: In any case I still did it! (Because challenges are fun!)
  19. I'll have to comb through it then. A cargo-rail/pallet would be useful. But yeah, most of the problem lies in the collision. Maybe it could be circumvented by making a bay that has a built in rail system that just pushes it out past the ramp then decouples, but that seems really complicated.
  20. Hey, got an issue when putting multiple parts on mirrored/radial at once. Kinda puts a damper in vtols lol If you can, you should also make it able to be placed radially without needing a cubic octagonal strut (look! Pictures!)
  21. Lol guys, I know it can be done in stock. I've done it before. I was just thinking a dedicated air-drop system/parts would be far easier. Yeah, I think that's the Smart Parts mod. But I haven't used it. I wasn't aware Kerbpaint actually worked without editing the mods code?
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