Ratboyslim
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Everything posted by Ratboyslim
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I would also like nuclear depth charges especially if they exist also A-10 Depleted uranium/explosive cannon rounds sound amazing if you ask me. Would be a great addition. What do people think of something like this? https://en.wikipedia.org/wiki/Mark_13_nuclear_bomb It says an estimated blast of 32 Kilotons Or a mark 24 https://en.wikipedia.org/wiki/Mark_24_nuclear_bomb
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[1.0.5] Stryker's Aerospace and Armory (Continued by SM)
Ratboyslim replied to strykersm's topic in KSP1 Mod Releases
I just saw your mod pack while trying to recreate some WWII fighters love the look of your work. -
I have had installed Kerbal Foundries installed for a while and recently if i have a craft on the ground and are in mid flight it, it still simulates the game in the background, i have checked my settings and done a mod re-install and that didnt fix it. (This problem applies to every craft if there is a craft with Kerbal Foundries The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) Serialization depth limit exceeded at 'ThermalLink'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization depth limit exceeded at 'OcclusionData'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization depth limit exceeded at 'ThermalLink'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization depth limit exceeded at 'ThermalLink'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization depth limit exceeded at 'ThermalLink'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization depth limit exceeded at 'ThermalLink'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization depth limit exceeded at 'ThermalLink'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization depth limit exceeded at 'ThermalLink'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization depth limit exceeded at 'ThermalLink'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization depth limit exceeded at 'ThermalLink'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization depth limit exceeded at 'ThermalLink'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Though that might help
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[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
Ratboyslim replied to Gaalidas's topic in KSP1 Mod Development
The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) The referenced script on this Behaviour is missing! (Filename: Line: 1771) This is my first time doing this....is this correct? (BTW i have tried a mod re-install and it didnt work) -
[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
Ratboyslim replied to Gaalidas's topic in KSP1 Mod Development
hello, i have been using kerbal foundries for a while now and i have started to notice that when i have a craft out in the field and i want to play as another craft, as soon as i pause the game then continues to play, i have removed the craft with the tracks and then repeated the test and it worked fine, any help? -
yeah i am, im just messing around with it now and when i fire the missile it just blows the entire craft up
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is anyone else having problems with the MGM tube cap just making the missiles blow up on impact as well as missiles just blowing up the tube entirely without a tube cap
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thanks ill give it a go My ship is now just violently rocking back and forth and side to side :/
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would someone be kind enough to give me a craft file of a decent ship with the 38CM gun, i wont use in any kind of video or give it to anyone i just want to see how i could make a ship big enough to use one since every time i put one on my ship it either sinks or capsizes. i have put so many blisters on its got to a point where it barley floats any advice? im still new to making ships
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Harpwner, i love the 4th image and the 1st although it appears you have already made your verdict
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great thanks....better get rid of them then lol i put about 200 under neath my ship haha - - - Updated - - - when i teleport to the coordinates some of the parts that i have made bigger using tweak scale go back to normal size. this also happens when i launch in the first place. as well as it tips over to the right for some reason even though the CoM is in the middle...
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thanks ill give it a shot now, also do i need air intakes on the bottom of the vessel? i seen that in some tutorials
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can someone help me, im new to making ships and i installed the maritime pack, kerbin side and this mod, i used tweak scale to make everything bigger, glued it all together and then put big tracks on the bottom off it and tried to drive it to the sea using "KSC Island" when i drive it down i just breaks into pieces, any ideas?
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P.E.W (A BDArmory Addon)Reactivated Development
Ratboyslim replied to LORDPrometheus's topic in KSP1 Mod Development
ohhhhhh, i see, thats a great idea for a gun pod and sorry i just googled MiG-21bis armament and i couldnt find any of them in the mod pack....probably me just being a massive noob -
P.E.W (A BDArmory Addon)Reactivated Development
Ratboyslim replied to LORDPrometheus's topic in KSP1 Mod Development
could you have a go at making some weapons like the ones off the MiG-21bis...i have had a go at making one and the only thing that is missing is the nuke..gun pod....and the missiles. i messages harpwner about it and he said he would try the nuke and gun pod. would you be willing to make a couple of missiles -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Ratboyslim replied to BahamutoD's topic in KSP1 Mod Development
having some trouble, since the last update all the parts from BD armoury have gone, the only think i have recently downloaded is IR, IR rework and BD armoury and its not that, any ideas anyone? i tried a reinstall but its not working EDIT: found the problem it was IR, i had to uninstall it -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Ratboyslim replied to BahamutoD's topic in KSP1 Mod Development
BD, please put your beautiful aircraft and AAA up for download -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Ratboyslim replied to BahamutoD's topic in KSP1 Mod Development
Baha, it was nicks nuke mod but i had changed the config so it worked like a JDAM, i removed the Nuke from the craft then it started to work fine -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Ratboyslim replied to BahamutoD's topic in KSP1 Mod Development
is anyone else having problems activating the ECM jammer? i have a battery pack and everything but as soon as i move or throttle back it deactivates EDIT: my bad...just mod confliction