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Everything posted by Kill3rCat
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Crash when loading
Kill3rCat replied to Kill3rCat's topic in KSP1 Technical Support (PC, modded installs)
So, no idea? -
Having a problem completing a contract which includes the ChemCam. I did everything required and recovered the vessel but the contract didn't complete, so I went all the way back with a fresh vessel and tried transmitting instead. Didn't complete either. I am running a lot of mods which could potentially brake something, I suppose, but wanted to ask here in case I am doing something wrong.
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Crash when loading
Kill3rCat replied to Kill3rCat's topic in KSP1 Technical Support (PC, modded installs)
Yes, that's correct -
Not sure what's going on, but my game often crashes during loading, either reverting to launch / VAB, or loading to space centre after completing a flight. Not always, though, and it never seems to crash on the first load. Specs: GTX 1080 Ti 32 GB DDR4 i7 6700k @ 4.0 GHz Log: https://puu.sh/HKzZy/2ddcee1d0b.log Modlist:
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Things look a bit iffy on my side, not sure why. Using the latest KSP, got the mod (and its dependencies) from CKAN. Main issues are that Laythe's clouds appear on the dark side (it looks very off) and that the terminators don't have a colour gradient. My mods (as previously mentioned, installed through CKAN) are as follows:
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Kill3rCat replied to Nils277's topic in KSP1 Mod Releases
AFAIK. I will check the other parts. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Kill3rCat replied to Nils277's topic in KSP1 Mod Releases
Huh, you're right. I don't even remember installing that mod, but, yes, there it is. Will this be fixed in the next patch? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Kill3rCat replied to Nils277's topic in KSP1 Mod Releases
Been encountering some odd issues with the K&K Workshop. Strange KPBS-shaped spectres appear near the craft. They seem to cause the skybox to be rendered, first, in front of everything else. I hyper-edited the craft into space to check, and yes, the spectres follow the craft. For some reason, this issue only appears outside of the VAB/SPH. See for yourself: No idea what might be causing this issue. Could be a Scatterer/EVE thing. Issue occurs only with this part, afaik. Can post specs and modlist if requested. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kill3rCat replied to BahamutoD's topic in KSP1 Mod Development
No, not really. Trigger delay is the time you hold down the fire button before anything happens. This means the weapon still has to be attached to your vessel. I requested this feature for uses such as custom cluster-bombs (i.e., detach the stage from vessel, 10 seconds later bombs attached to it are decoupled and armed. Or, perhaps, a sort of MLRS system where JDAMs attached to rails/I-beams w/ seperatrons can be fired up (from a ground-based site) to a decent altitude, then released. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kill3rCat replied to BahamutoD's topic in KSP1 Mod Development
Ah, by the way... Would it be too much of a hassle to code in a 'bomb decouple delay'? I.e., in addition to the decouple speed and drop time, a setting which makes the bomb release x seconds after you press the relevant action group. There are certain situations where it'd come on handy. I don't think it'd be a big pain to code in, but then again I am not sure. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kill3rCat replied to BahamutoD's topic in KSP1 Mod Development
Sure thing. Gimme a sec. ---------------------------------------- 5 min later: Ok, odd. I just installed a mod (StripSymmetry), and at the same time deleted a few old redundant ones I no longer use. Upon restarting the game, the part attaches fine. I know not if it was the restart (unlikely) or some issue with a removed mod (more probable, but still?) which fixed it. Thanks for your time, anyhow. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kill3rCat replied to BahamutoD's topic in KSP1 Mod Development
http://puu.sh/nahCb/dd82688c37.jpg There you go. For some reason, it lights up green, but I am spamming LMB to no effect (I hear the 'snap' sound, but doesn't connect). Had this ages ago with some other mod, don't remember what. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kill3rCat replied to BahamutoD's topic in KSP1 Mod Development
Yah, tried that. It wasn't a rotation issue. Can provide screenshots, if you'd like. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kill3rCat replied to BahamutoD's topic in KSP1 Mod Development
Odd. Cannot attach TOW missiles to TOW rack. Known issue? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kill3rCat replied to BahamutoD's topic in KSP1 Mod Development
*groan*... Thanks. I assumed that since 'Cannon Shells' and the 'Millennium' were added at the same time, one was for the other. Also, I didn't think that 30mm rounds were quite that powerful... :/ -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kill3rCat replied to BahamutoD's topic in KSP1 Mod Development
I am unable to fire the Oerkilon Millennium cannon. Help, anyone...? (fixed, see bottom) So, I built a little artillery piece using the new Millennium cannon. When I tried to test it out on some destructible objects (fuel tanks) at KSC, I discovered that it wouldn't fire. I suspected this would be a clearance issue (firing mechanism cutting out if weapon aimed at own vessel). So, to test my theory, I mashed up a quick firing platform in the SPH and launched that too: Alas, same issue. The Oerkilon refuses to fire. There is: - No clearance issues - An ample supply of ammunition As you can see, I tried arming the weapon via the weapon manager to no avail. I also tried targetting (actually setting it as target, by double-clicking on) another vessel and then firing at it, but it still refused to fire. ---------------------------------------------------------------------------------------------------- Anyone else having this problem, just check you're using 30mm ammo. I doubt anyone else will have this problem, because I am the most idiotic person on the planet. -
[Solved] Bugs... no target indicator?
Kill3rCat replied to Kill3rCat's topic in KSP1 Technical Support (PC, modded installs)
... wow! Lol. Thank you very much. -
This has been fixed... I might have accidentally pressed F4 some time back. So, here's my problem. For a while I have had no target indicator on any craft. I by this, I mean I cannot see an icon on any other craft (in the world) and thus cannot double click to target them. I can still target craft by using the map view. I am currently running KSP version 1.0.0. I have been having this problem since 0.90. It makes playing with BDArmoury very hard, and also makes orbital rendevous rather bloody hard as I cannot see where the target craft is or its distance from me. Here's some illustrations: There is a Kerbal X stock ship sat on the launchpad. As you can see, there is no green diamond surrounding it, and I cannot double-click to target it. The following screenshot shows a close-up of the launchpad from the IVA view of my craft. Just to prove there is actually a craft there. Below is a list of my mods: Blizzy98's toolbar BahamutoD's Armory CollisionFX HyperEdit RealChute ModuleManager StageRecovery I am about to test my KSP install without any mods, to see if the problem persists. Will update after.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kill3rCat replied to BahamutoD's topic in KSP1 Mod Development
I am already using RasterPropMonitor, but it doesn't provide the features I want. What I want, is to be able to aim the BDArmoury weapons through a fullscreen camera. - - - Updated - - - Skillful is a bit too clunky for me, and seems to be indecisive as to whether or not it wants to work. I am suggesting torpedos for BDArmoury, not asking for mods which have torps in them. Thanks anyway, but it's not quite what I am looking for. Slapping on missiles as warheads doesn't work anymore, since they must now be armed in order to explode. It should be fairly easy to copy the explosive code from the bomb/missile's config, and create my own custom part which will explode when destroyed... (I hope). It'd be much nicer to have an official warhead part, but it's not a very high priority I can imagine. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kill3rCat replied to BahamutoD's topic in KSP1 Mod Development
Hey Bahamuto. I was thinking, would you be able to add any form of EMP weaponry? Rather than damaging parts, it could temporarily disable (or permanently fry) things such as the Weapons Manager (making it harder for players to use their weaponry, and effectively disabling AI Guard Mode), Reaction Wheels or Probe Cores (just some examples). It could also disable any weapons which would use electricity (e.g. Vulcan, Airborne Laser). Perhaps you could even extend this, to disable the functionality of any part which requires the resource ElectricCharge. I also think torpedoes which are able to float on water, rather than going through it or exploding would be cool. Not too much to say on this, since I already suggested it in the chat of one of EnterElysium's livestreams. Another cool idea to toy with might be a laser designator. A part you can attach to a craft, which functions like a weapon (in the sense that it tracks your mouse and is activated by holding left mouse button). You could then add the option for players to decide whether a weapon such as a missile or bomb would be radar guided (seek the targetted craft) or laser guided, in which case it would treat where ever you are pointing the laser as the target. Perhaps, just perhaps, we could even select whether the missile follows a high path (flies above the target, then flies straight at it, as is currently in the mod) or if it follows the most direct path immediately after being launched. Also, another nice feature might be manually targetted/flown missiles (rather than relying on a guidance system, the player instead controls the 'craft', i.e. the missile - if you could make it so the mod remembers from which craft the missile was fired, and then switches back to that craft, assuming it still exists, a few seconds after the missile detonates that would be even better). And last, but CERTAINLY not least, how about some form of optics for weapons? Such as those seen on Predator Drones, AC-130s and AH-64 gunships? By this, I mean a gunner's optic which you can look through, preferrably with zoom, which makes it easier to target a craft (since you are seeing it exactly from the gun's frame of reference, and since your view will hopefully be magnified). Perhaps a way to balance this would be that bullets follow the trajectory indicated by the centre of the gunner's optics (when viewed through the optics) instead of the mod computing a firing solution for the gun to fire. Perhaps this could be combined with the aforementioned laser designator, so you paint the target through the gunner's optics. It might be a bit difficult, but perhaps even some kind of thermal imaging? I don't know how it'd be done convincingly using heat, but perhaps an easier way would instead be to have any part or Kerbal (not terrain or a building) could simply be shown in white, while everything else is grey/black. Well, that's that. I doubt that any of these suggested features will make it into the mod, perhaps one at most. Certainly not all. Anyway, it's up to you. We make suggestions, you tell us why we're stupid. If you could please get back to me, say what you perhaps think of these suggestions, and any reasons why they might be impractical or impossible to implement, it'd be much appreciated. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kill3rCat replied to BahamutoD's topic in KSP1 Mod Development
- Come on, you sillies! This is Kerbin, we're all green here! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kill3rCat replied to BahamutoD's topic in KSP1 Mod Development
I thought C-4 was a pressure-sensitive explosive? Either way, I said I am no weapons expert, and I seem to have been proven wrong. I stand corrected. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kill3rCat replied to BahamutoD's topic in KSP1 Mod Development
Aye. When you're moving at incredibly high velocities (thanks a bunch, Ferram) it can be very difficult to time the release of the bombs. I could always use parachutes, but that defeats the point. Why on earth were bombs made to be non-explosive when unfired? I am no weapons expert, but I don't think this is quite realistic. It certainly can be quite annoying from a gameplay perspective.