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Everything posted by volcanicshrimp
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Does anyone actually know what RCS stands for?
volcanicshrimp replied to Kozak's topic in The Lounge
The AA (Automotive Association IIRC) is only 2 "A"s. Also, don't forget batteries! -
If I thought I was any good at making pretty designs I might try to, but I'm better at my usual style of making things functional and usually not too unrealistic- or ugly- looking. I'm better at making functional things out of nice looking parts than deliberately aesthetically pleasing craft.
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pitch dont work
volcanicshrimp replied to cmdr woosy's topic in KSP1 Technical Support (PC, modded installs)
I've also had a problem with pitching in FAR, where both w and s pitch up fully. It isn't a craft issue as the pitch control guage thing goes to the top with either key pressed or the pitch axis of a joystick changed, and also occurs with the stock rocket VTOl trainer. No idea how to fix, sorry. -
KSP Interstellar Extended Continued Development Thread
volcanicshrimp replied to FreeThinker's topic in KSP1 Mod Development
Is the nuclear ramjet (Tory) meant to work when stationary/at low speeds? It seems to provide easily enough thrust even when stationary for takeoff and getting up to its ideal airspeeds despite ramjets not working at low speeds at all irl. -
KSP Interstellar Extended Continued Development Thread
volcanicshrimp replied to FreeThinker's topic in KSP1 Mod Development
What is the "apply rotation" option of the new rectenna supposed to be used for? -
KSP Interstellar Extended Continued Development Thread
volcanicshrimp replied to FreeThinker's topic in KSP1 Mod Development
When are the new transmitters meant to pivot? I've tried them in both transmitting and receiving setups and they have yet to point themselves in any direction but straight. -
I can play the triangle if that counts.
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Holding alt while placing disables surface attachment, which is useful for things like the VLS parts.
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What missiles are those and where can I get them/other ones to put in the VLS parts?
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whatever speed is faster than what my previous jet managed.
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It sounds like your plane is despawning (which happens if craft in an atmosphere get ~22.5km away from the currently controlled craft. The only ways to get around it that I know of are to put the rocket on a suborbital trajectory which it will stay in space on until you've landed the plane then circularize after landing (more complicated and inefficient) or use mods such as FMRS.
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Probably bdarmory. You'll need to use that to drop the nukes (and fire the missiles and guns and etc.) Easiest way is to put the bdarmory weapon manager on your craft and set up an action group to trigger the "fire missile" option then select weapons from the gui and use the action group to fire/drop them.
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...in the centre of Eve The SPH...
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[1.1.2] Orbital Utility Vehicle v1.2.4
volcanicshrimp replied to nli2work's topic in KSP1 Mod Releases
Did you mean cupola? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
volcanicshrimp replied to BahamutoD's topic in KSP1 Mod Development
I know, but I did spam loads in the hope that it might take at least some notice of them. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
volcanicshrimp replied to BahamutoD's topic in KSP1 Mod Development
Does chaff work against PAC-3s? One totally ignored my chaff when I got shot down during a bombing run. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
volcanicshrimp replied to BahamutoD's topic in KSP1 Mod Development
Where are those settings? I haven't seen any options for that. -
The MGM-140 seems to like getting stuck in its tube when I try to launch it. The M-26 works fine for me some of the time but can have the same problem. Everything else is awesome though!
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
volcanicshrimp replied to Firov's topic in KSP1 Mod Releases
If this allows dump-and-burns I will be very happy. -
So I dropped a tsar on ksc... The only things which blew up were the VAB which it landed on and my bomber aircraft 4km away.
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[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
volcanicshrimp replied to camlost's topic in KSP1 Mod Releases
What mods give proper afterburner effects to go with this mod? I like being able to see the afterburner flame when it's on rather than just seeing the engine's insides turn blueish. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
volcanicshrimp replied to BahamutoD's topic in KSP1 Mod Development
What guidance system do the cruise missiles use? They say radar and that's what the AI seems to use but they all crashed when it shot them and I would have thought GPS would make more sense since you're probably attacking ground enemies and it would be hard to get an enemy in the air that far away with the current ways of getting craft airborne remotely. <--very long sentence -
KSP Interstellar Extended Continued Development Thread
volcanicshrimp replied to FreeThinker's topic in KSP1 Mod Development
I tried to make a beamed power network with an antimatter reactor in space. When I tried to use it however the craft ran out of power because the reactor (3.75m with both generator types attached and radiators) wasn't making enough megajoules for one of the unfolding beamed power transmitters (The net power was about -2GW). On a previous save not long ago I had a grounded antimatter reactor powering 2 of these transmitters easily with the same setup. Further testing suggests that the time taken for the reactor to increase its power output may have been too long to stop the craft from running out of power (even though the antimatter container wasn't exploding when I had run out). I managed to get it to having a stable power situation after a few attempts by switching on megajoule charging on the computer core that I was using for a probe core. The power helper thing was displaying a net -2GW usage with one transmitter but it was still working.