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Taurick

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Everything posted by Taurick

  1. I just installed the parttools package on page 8 to unity 4.2.2 as described back on page 8. I'm getting the following error: Is there an easy fix here?
  2. Thanks for the reply. I'm a little confused on that formula you've given, not sure if you're describing how BDA calculates explosions or if you're giving me a rough guide to how to select an appropriate cannonShellPower value. R in that formula would be cannonShellRadius?
  3. Awesome mod I'm trying to create some turrets of my own here, and I'm just wondering about a couple of the parameters. Could someone clarify the following for me? cannonShellRadius -- Is in meters? cannonShellPower -- The cs for the module on github says this is 'cannon explosion impulse', is it an arbitrary value or is it a real value measured in N/kN? Does the impulse decrease with the square of distance like a real explosive or is it a constant value all the way to the end of the cannonShellRadius? Also the explosion animation itself doesn't appear to scale with the cannonShellRadius value? How would I go about making very large explosions. I'm making naval and siege artillery turrets here and it's a bit disconcerting firing a 460mm battleship gun or 800mm railroad gun into my VAB, getting a small explosion, and then watching every building in the whole launch complex go up in flames. This is even before I try and do something as silly as a nuclear warhead please halp, this is essential for me to make the Battlestar Galactica and shoot at basestars edit: Also I would like to change the unload distance to be conditional rather than yes/no based on distance. Ideally I want to be able to track a round from the naval gun all the way on it's flight path, and on the bigger ones this can be in excess of 40km. I can't really just set the unload distance to 40km because the game isn't going to like that. Is it possible to do something like: time = 0 function(object){[INDENT]while(distance > 5 && time < 5){[/INDENT] [INDENT=2]time++[/INDENT] [INDENT]} if(distance > 5 && time > 5){[/INDENT] [INDENT=2]unload object[/INDENT] [INDENT]}[/INDENT] } Basically just want to delay unloading an object for 5 or 10 seconds after it passes the unload range. Possible or no?
  4. Okaaaay I just tried to reproduce this and now your instructions work perfectly. I closed and reopened the game in between these two posts so maybe there was some sort of glitch happening the first time I tried this, but more likely I derped horribly and followed instructions wrong Thanks for your help, if I can make this happen again I'll post a screenshot and logs so we can finnick out any bugs
  5. Thanks for the tip, rerooting the craft to the top calculated the upper delta-V stage, but now my middle stage SRB is not being calculated heh. I'll take a screenshot if that is helpful at all
  6. Heya, first up great mod. I love the information this gives I also have a problem though, I construct my rockets by making launch vehicles and then attaching my payload through the subassembly system. But when I do this, KER is not recognising the sub-assembly as a stage and therefore providing me with incorrect delta-V. Is there a fix for this?
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