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Everything posted by volcanicshrimp
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
volcanicshrimp replied to BahamutoD's topic in KSP1 Mod Development
It probably just didn't see me the first time then. My drone clearly doesn't have good eyesight or hearing (probably due to its lack of eyes and ears). -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
volcanicshrimp replied to BahamutoD's topic in KSP1 Mod Development
Do drones need a radar or something? I tried making a drone AI enemy with no radar or targeting pod (It only uses sidewinders and hidden vulcans) but it wouldn't launch when I nosedived a plane less than a km in front of it then did a loop. Peace mode was off and they were on opposite teams. Guard mode was on and the AI pilot was on standby. I guess it's more realistic but I'm not sure if its a feature or a bug. EDIT: Connecting it to a large radar with data link worked although I also practically landed on its runway that time. -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
volcanicshrimp replied to SuicidalInsanity's topic in KSP1 Mod Releases
The engines still don't seem to have become advanced jet engines. Do they still use the stock jet engine model but with tweaks for aje or is aje not working on them properly?- 1,520 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
volcanicshrimp replied to AlphaAsh's topic in KSP1 Mod Releases
Thanks. I definitely didn't forget to check this thread for ages which is why this is so late. - - - Updated - - - That'll be another reason why it wasn't working.- 2,488 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
volcanicshrimp replied to SuicidalInsanity's topic in KSP1 Mod Releases
That sounds like what happened for me but I, being the intelligent person that I am, didn't check the ksp sub-folders at all. I guess I was wrong about the interstellar fuel switch conflict. Like I said, I'm very intelligent. What is "Ships/@thumbs/VAB/Thumbs.db" anyway? It doesn't show up in the folder that it's supposedly in so I'm guessing it's hidden.- 1,520 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
volcanicshrimp replied to SuicidalInsanity's topic in KSP1 Mod Releases
My only problem with this mod is that its bundled version of interstellar fuel switch conflicts with the full interstellar fuel switch causing neither that nor mk2 expansion to work. The fuel switching totally breaks and most mk2 expansion parts disappear. Is the version that comes with this modified or not because if it isn't I suggest removing it from the CKAN download and making the full interstellar fuel switch mod a dependency or at least recommended. If it is modified maybe you could try to find a way to stop them conflicting or something. If I'm totally wrong about anything in that paragraph then sorry. The mod doesn't work on my other CKAN managed ksp either and I don't think that has IFS so maybe it's just CKAN. It works fine when installed on a clean ksp from the kerbalstuff download. EDIT: When I tried installing it rather than just updating it I noticed that IFS is already a dependency so maybe the problem was to do with updating on CKAN not working out dependencies properly. EDIT 2: CKAN is conflicting with thumbs.db in the @thumbs folder now so idk whether it actually works or not.- 1,520 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
volcanicshrimp replied to SuicidalInsanity's topic in KSP1 Mod Releases
Is it just me, or is CKAN taking ages to sort out this mod's update? It still hasn't shown up but I'll give it a bit longer.- 1,520 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
volcanicshrimp replied to AlphaAsh's topic in KSP1 Mod Releases
I don't know whether my stupidity is to blame for this but I can't manage to put my modded half track into a hangar. It comes up as having no craft in range when the vehicle is practically touching the door of either of the hangars next to the ksc runway.- 2,488 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
volcanicshrimp replied to SuicidalInsanity's topic in KSP1 Mod Releases
OK thanks.- 1,520 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
volcanicshrimp replied to SuicidalInsanity's topic in KSP1 Mod Releases
The 1.6 update looks awesome but for some reason CKAN is still on 1.5.1. In 1.5.1 (the only version I've checked), the AJE compatibility also seems to have ignored the engines and only changed most of the intakes (The bubble cockpit intakes are still stock).- 1,520 replies
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Is KJR needed to use this? I tried some of the weaponry and the Type 3 turret detached itself from my boat with its recoil.
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I've never been to any planet/moon except the mun and I had to use infinite fuel for getting back from it. That's probably because the craft was ridiculously big though (Mk.3 parts with a lander in a cargo bay) and I didn't use any NERV engines.
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
volcanicshrimp replied to shaw's topic in KSP1 Mod Releases
Would it be possible to separate the reflections and kerbal editing from the texture management and have them as different mods? I only use this for the cool reflections and stuff but the texture management can mess up some things such as icons from KerbinSide. -
Oxidizer Flameanator - Get rid of unwanted Oxidizer
volcanicshrimp replied to Haze-Zero's topic in KSP1 Mod Releases
Is there any pseudoscience explanation for what it does or does it just work? -
It wasn't actually today but I built a 72 passenger airliner (1 mk3 passenger module and 1 CRG-50 cargo bay stuffed with 3 floors of seats)
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I tried making a 4x size supertanker which could fit 3 rows of Kerbodyne tanks on it. Unfortunately, when I tried using firespitter's water launch system, it spawned in at about mach 10, exploded and sent the bow and some tanks to over 4 km up. I have yet to work out why the water launch system does stuff like this every time I use it on any vehicle.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
volcanicshrimp replied to BahamutoD's topic in KSP1 Mod Development
So if you had a fairly average mk2 plane sized spaceship roughly how close would a radome have to be to find it? And if you had a giant mk405698 plane (which would probably be the size of Jool) would a radome be able to see it at 20km? More questions -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
volcanicshrimp replied to BahamutoD's topic in KSP1 Mod Development
So many questions! What are the actual radar ranges? They all say 20km but my space radome didn't find another spacecraft at under 5km. The other craft was whizzing past at about 500m/s though... -
Advanced VTOL Control System v0.1 Nov.18
volcanicshrimp replied to camlost's topic in KSP1 Mod Releases
I can't get it to do anything. I have the IR branch of this mod, Module Manager 2.6.6.dll/2.6.7.dll (not at the same time), FAR, AJE, Quiztech Aero, IR (with the model reworks) and IR sequencer. When I right click on any of the engines none of the AVTOL stuff comes up. -
The Dornier Do X: It's basically a boat with wings. It's also the only aircraft which I could think of that hasn't been mentioned on this list.
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[1.1.3] RealHeat (Minimalist) v4.3 July 3
volcanicshrimp replied to NathanKell's topic in KSP1 Mod Releases
On CKAN this conflicts with ModuleManager somehow... -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
volcanicshrimp replied to BahamutoD's topic in KSP1 Mod Development
Is this a bug, a feature, or what? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
volcanicshrimp replied to BahamutoD's topic in KSP1 Mod Development
I can't get radars to show other craft at all. I have a craft with a track while scan (TWS) radar and another craft just over a km away with a clear line of sight. Both craft have weapon managers. The radar is team A and the target is team B. Nothing shows up on the radar scanner even though it's set to a 10 km scan radius. When I switch to the other craft an S shows up on the radar warning receiver, whatever teams the craft are on. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
volcanicshrimp replied to godarklight's topic in KSP1 Mod Releases
It seems to be working very slowly on the 264 kerbals on the server that I'm trying to connect to at the moment but if it gets stuck I'll try that. It was getting stuck at 4 but now it's stopped at 50. After retrying it's gone back to 4. EDIT: it might just be doing it really... slowly... . Another server which was also getting stuck has now got to 6/35. Which one is the save folder?