Sanguine-Fiend
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Everything posted by Sanguine-Fiend
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Sanguine-Fiend replied to BahamutoD's topic in KSP1 Mod Development
BahamutoD thanks for answering my questions, for ground targets, I can open the settings and turn on legacy targets and then the missiles will now hit? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Sanguine-Fiend replied to BahamutoD's topic in KSP1 Mod Development
Any mods known to conflict? Updated with a fresh install and enemy or friendlies not appearing on radar screens? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Sanguine-Fiend replied to BahamutoD's topic in KSP1 Mod Development
Trivia Question, in my career and sandbox games, when a vessel is equipped with weapons manager and any of the radars it is not able to detect anything, radar screen is blank, even when KSC is littered with old crafts and debris? -
Thank you for the reply and your mods that bring great variety to the game. Is there any simple way that I could tweak something for all those contracts so I could just bring one of my own scientists to the mun, so they get the experience rather than taking a different stranger up every time.
- 469 replies
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- contract configurator
- contract pack
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Trivia Question, I sometimes get a contract asking me to take at scientist to the mun to run experiments and then return. IIt has to be one of their scientists, and not one of my own. Will I be able to keep the scientist afterwards? and then subsequent contracts have me use the same one?
- 469 replies
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- contract configurator
- contract pack
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HotRockets! Particle FX Replacement + Tutorial
Sanguine-Fiend replied to Nazari1382's topic in KSP1 Mod Development
Thanks Pal, Much appreciated. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Sanguine-Fiend replied to BahamutoD's topic in KSP1 Mod Development
You not prefer drone boats? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Sanguine-Fiend replied to BahamutoD's topic in KSP1 Mod Development
Cheers Pal, I will do some testing. Is there ever any reason to choose one air to ground missile over the other or are all stats the same and its just the model that changes? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Sanguine-Fiend replied to BahamutoD's topic in KSP1 Mod Development
Can anyone tell me the range of the missiles, do they all have the same range or do they vary? -
[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]
Sanguine-Fiend replied to Volwen's topic in KSP1 Mod Releases
http://imgur.com/gallery/bv3Kh/new Missions 3 or 4, shot down both times. Thought it would be a breeze like the first 2, this time they had side winders. Great fun! -
HotRockets! Particle FX Replacement + Tutorial
Sanguine-Fiend replied to Nazari1382's topic in KSP1 Mod Development
What files would I remove or tweak to get rid of launchpad smoke and engine smoke in space? Cheers -
[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]
Sanguine-Fiend replied to Volwen's topic in KSP1 Mod Releases
Thank you for all the work, I initial took one look at the cfg and realized this is not where my expertise lies and i'm going to play the .... out of this and hopefully give you some useful feedback. 1. Started a brand new career, and the first contract asked me to recover 'Volven' (Love the name!) I got confused because I'm thick and Volven was already in my Crew complex, however a second contract then appeared spawning him and a turret, which I then actioned and completed both contracts. Do you think expanding the description in the first contract to refer that this is completed by accepting another contract, as at the start of my career we only have two contract slots. 2. Is there a way to make that mysterious contract that gives you a billion science and cash a one time thing, I've declined it, but it comes back every now and again and I would be very upset to accidentally accept it. (I'm confident I could just delete that mission file, but if there was a tweak it would allow the process to feel a bit more seamless) So far that's all I've done as I've a few more rungs to unlock in the tech ladder before I get my weapons and I would be much more interested in building my own crafts and have not tried your kreigslist ones. My ideas: 1. I recall a rocket with translational thrusters in the Armoury pack which would be great for a contract asking you to shoot down satellites, debris, stations in space or on other orbital bodies. 2. Mission that requires larger aircraft, ie the contract parameters state that you must have a certain mass, or 4 engines, carry x no. of bombs and that the target is spawned 600k away. I would just like to build a larger bomber and want a contract to pay for it. Thanks again. -
[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]
Sanguine-Fiend replied to Volwen's topic in KSP1 Mod Releases
Cheers Pal, would you consider adding it to CKAN? I imagine it will be updated as you refine it. Onlyi did the first mission so far and worked well. -
[1.2] Real Solar System v12.0 Dec 8
Sanguine-Fiend replied to NathanKell's topic in KSP1 Mod Releases
If I use RSS mod without the realism overhaul will it still function like the stock game, just with a different solar system obviously? -
[1.x] 5dim Military Contract Pack [v0.4] [2015-05-3]
Sanguine-Fiend replied to odin_spain's topic in KSP1 Mod Releases
Look forward to yours. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Sanguine-Fiend replied to bac9's topic in KSP1 Mod Releases
Gents, Any tricks to get the RPM working? Got the most recent maintenance port, and installed RPM through CKAN. Screens are a bit jittery and the [h=4]PFD: Primary Flight Display (Navball style display) is black and white and hollow. Is anyone else experiencing this or is it just me? I aspire for a IVA only game and I couldnt think of a better cockpit than that S2.[/h]- 4,460 replies
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uys am I right in assuming that this mod, replaces all my TAC LS canisters etc with a couple of MFT ones? Of so can I stop it doing that? Cheers
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Sanguine-Fiend replied to bac9's topic in KSP1 Mod Releases
Thank you, have it installed and running and looking forward to using it again. However I have noticed that the NAVball doesnt show up in the RPM screens in the cockpit, all other screens appear to function. That S2 cockpit is my favourite cockpit. Thanks for all the hard work.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Sanguine-Fiend replied to bac9's topic in KSP1 Mod Releases
Apologies if ive missed this over the last few pages. Going to try out the dev version. What sort of state is it in, is there any pitfalls I should watch out for? Cheers- 4,460 replies
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HotRockets! Particle FX Replacement + Tutorial
Sanguine-Fiend replied to Nazari1382's topic in KSP1 Mod Development
Same as above. -
HotRockets! Particle FX Replacement + Tutorial
Sanguine-Fiend replied to Nazari1382's topic in KSP1 Mod Development
I too have that weird looking smoke bubble when in space, download hot rockets and community thiong through CKAN. Screen