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KSP2 Release Notes
Posts posted by Wraith977
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22 minutes ago, drtricky said:
Kinda off topic, but could intake-mounted guns have their bullets sucked back in in real life?
The bullets wouldn't be pulled in or even slowed down by any measurable amount. The problems come rather with fumes (as stated above) and more importantly (although more easily fixed) the shells being ejected from the guns. Fumes may cut the engines but having shells being lodged in turbines could cause a much more spectacular event.
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1 minute ago, GDJ said:
Hmm....never thought of that one.
Why the 2nd cockpit and decouplers? Just curious.I presume it allows for two aircraft separated by a decoupler, effectively launching two aircraft as one
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On 24/11/2016 at 9:59 PM, GDJ said:
Okay, given that I was not clear on my intentions, I was just collecting the craft files early just to be more organized on my end. I was not starting things early.
The tournament is starting on December 1st as stated in the OP, but considering I kinda messed up a few of you, I will allow resubmissions of all craft that have been submitted already if you feel that they need tweaking and / or improving.Yeah, just-woken-up-pre-coffee-had-to-be-at-an-exam-in-an-hour me was more focused on submitting what I had worked on so far rather than reading through the OP beyond making sure I was following the rules so my apologies as well.
So I went back and got carried away testing and "tweaking" for five hours and I finally have something I'm much more happy with: https://kerbalx.com/Wraith977/WF-6
Despite the armament weighing more than 4x as much as the WF-4's it weighs almost 1.5 tons less overall. It's also much more manoeuvrable and the incredibly slow roll rate has also been fixed.
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Potentially Late submission? (I only just woke up )
https://kerbalx.com/Wraith977/WF-4
Somewhat rushed design due to finding that 4-8 .50 cal armed craft didn't fare too well on the initial passes.
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4 hours ago, harpwner said:
Well there in lies the problem
I don't have a picture of it properly working. Put it this way
if the fire effects / explosion effects are not where the bomb itself detonated, it ain't working too well
Forgive me if I'm wrong but I believe this is currently an issue with BDA as a whole (https://github.com/PapaJoesSoup/BDArmory/issues/74), "the final explosion is not at the right place." If you're using BDA's functionality to spawn the effects I doubt there's much you can do until it's fixed.
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38 minutes ago, Blaarkies said:
I am not sure about data, but they can definitely connect your craft directly to the KSC. A small probe with only a relay dish does connect with KSC without any hops, so I believe that transmission would work as well...but i have not tested that, so i wont argue about it yet
I just checked and it seems as though you can actually transmit science data via a relay dish . That being said it's hardly the best practice, the relay dishes weigh 3-6 times as much as their direct antenna equivalents and have quite a bit less bandwidth (which raises the question of whether the bandwidth is capped by the antenna at the origin point or the relay dish along the path with the lowest bandwidth...)
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6 minutes ago, Vinhero100 said:
the HG-55 is only direct. I'm looking at it right now
From the HG-5 cfg and in game - "description = A short range dual purpose communications antenna that can handle either direct communications or short range relays."
I have also tested in game and it seems to do both...
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8 hours ago, RushilP said:
Quick Question; Has this mod been updated to 1.2.1?
Yes, yes I know, I shouldn't be asking,, it's up to the mod devs to update as and when they wish.
But I was just wondering, since nothing has been said.
I honestly haven't checked it myself - I'm right in the middle of final exams so this is pretty low on my priority list right now - but it should work. That being said though I haven't gotten around to releasing the stuff I've reworked yet; depending on how long I think it'll take to finish everything though I might update the release with what I've done so far after I've tested it and just put in the rest when it's done...
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6 minutes ago, Kid the Squid said:
wait what does that mean
Resolution is only 300 x 168
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13 minutes ago, xendelaar said:
What's the difference between a direct antenna a relay antenna?
Direct antennas are for transmitting data from a craft back to the KSC and will not relay data from other direct antennas.
relay antennas cannot directly transmit data but form a path for direct antennas to transmit across.
Eg. Direct antenna -> Relay antenna -> Relay antenna -> KSC
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I'm also fairly sure you're not supposed to be able to see Gael through Iota..
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I'm not sure if this is GPP or rather SVE or Scatterer (or something I did wrong) but it's not in the known issues section so I thought I might as well point it out...
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49 minutes ago, Galileo said:
Nebulas? I don't think I'm following you?
Aurorae, my bad; getting my terminology mixed up there...
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Possible minor issue; Extreme lag on Iota's surface after going on EVA with a kerbal. Log spams this output,
Spoiler"
TimingFI threw during Update: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[OcclusionData].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at FlightIntegrator.UpdateOcclusionSolar () [0x00000] in <filename unknown>:0
at FlightIntegrator.UpdateOcclusion (Boolean all) [0x00000] in <filename unknown>:0
at ModularFI.ModularFlightIntegrator.UpdateOcclusion (Boolean all) [0x00000] in <filename unknown>:0
at FlightIntegrator.Update () [0x00000] in <filename unknown>:0
at ModularFI.ModularFlightIntegrator.TimedUpdate () [0x00000] in <filename unknown>:0
at (wrapper delegate-invoke) Callback:invoke_void__this__ ()
at TimingFI.Update () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)"
Full log - https://drive.google.com/open?id=0B4CtuMbKBheyaWs3TGNrU1l5LTQ
Restarting the game fixed the lag.
Apologies if this has nothing to do with GPP or if I've just done something stupid but since it's the only mod I've installed recently (not counting all the optional mods bundled with GPP) it's the most likely culprit. There are also nebulas over the equator and orbital lines going crazy but since those are both in the known issues I'll just enjoy the light show.
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The freedomizer doesn't have a pilot module on it and it seems to also require KJR to avoid exploding upon loading.
EDIT: So I ran a test after adding a pilot module with the default settings to the freedomizer and these were the results:
SpoilerThe freedomizer has massive stability issues, it seems to have a lot more power than is needed but also flips over backwards uncontrollably, AI pilot or no.
The liberator is incapable of taking off vertically with its starting fuel or even after several minutes of burning, it needs lift from its wings to take off and therefore is not really a VTOL. The AI pilot and myself are capable of flying it as a conventional jet to some degree but as soon as the forward thrust engines are shut down (action groups 3, 4 and 5) it loses its necessary forward velocity and crashes to the ground.
Might just be me but I think you need to test this a bit more or prove that these can work, also maybe add a properly configured AI pilot to the freedomizer.
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Well if two stock helicopters can have a dogfight I'd say there's a good chance this would work too, that being said it wouldn't hurt to do a few tests.
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4 hours ago, DrLicor said:
I'm from the Netherlands
'n Hollander, kan jy ook afrikaans praat? Your english is almost identical to most afrikaans South African's.
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20 minutes ago, Shadriss said:
Neither the menu nor the Tracking Station views are affected by this mod - only the IN FLIGHT graphics are altered.
SpoilerThe bug should only affect these menus (even though they still work 80% of the time), If your in-flight game looks more like the image below then it's working as much as it does for anyone else. ->
Spoiler@Galileo, have you considered adding this to the known issues section in the OP? It seems to come up quite a lot, even though it isn't a bug with SVE...
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21) Join Scaramouche and do the fandango
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Nay, for tis... maybe you're right.... *mebbeh* and I guess that the forum user by the name of redwolfy will reply next!
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Nay, for tis I, th *rants on for quite a while drunkenly about how @KasperVld has abandoned us, crying the whole time* and I guess that a forum user that has been a forum user for more that a year will reply next! blehblehblehblehbleh!. *disappears into darkness once more*
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Nay, for tis I, the Wraith, the infini *rants on for quite a while drunkenly* and I guess that a forum user whom has posted less than 10 posts will reply next! blehblehblehblehbleh!. *disappears into darkness once more*
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Nay, tis I the Wraith, the infinite lord of the most random of stuff! I guess that a forum user with a reputation of....... 42!!! will reply next blehblehblehblehbleh!. *disappears into darkness once more*
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22 minutes ago, ZooNamedGames said:
I mean what is energy. When I break matter down to the point that it can no longer exist as the most basic material form, what must be left is energy, due to conservation of matter, correct?
So what is energy's mass?
Technically matter is a state of energy, there is no such thing as "pure energy". What Scott was talking about was this https://en.wikipedia.org/wiki/RF_resonant_cavity_thruster I believe, in this case it is the mass of photons that are in question, not "energy".
Also If I'm understanding your idea of "breaking down matter" correctly, if you break down enough you get an EMP with a lot of light, a lot of heat and a lot of sound. It might look familiar...
Spoiler -
You can "smooth" controls by toggling capslock on your keyboard, the control indicators in the bottom left will turn blue from orange and they are instance dependant (if you revert your flight you'll have to toggle capslock again).
Some general pointers to make more stable aircraft, one is to set your COL just behind your COM, another is that your centre of drag should be as far back as possible - there's no way to visually show this as far as I know but a light but aerodynamically bulky rear to an aircraft generally makes it more stable. Another pointer is to make your wings larger with the same amount of control surface.
The most helpful thing to do would probably be to make a craft and share it so things you're doing wrong can easily be pointed out for you to fix. It also depends on whether you're using FAR or another aerodynamic rewrite mod that would change the way your aircraft behave.
BDAc Challenges: GDJ's Top Gun Extreme Tournament
in KSP1 Challenges & Mission ideas
Posted
I may have misunderstood but doesn't that break this rule "-There will be a hard minimum of 750 metres ASL AI configurations."