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Everything posted by DoctorDavinci
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So apparently flying drones under AI control is hazardous to the drones' health when you get into the mountains ... Seems the AI likes to fly into the rock-face when you get into dem hills Methinks I'll have to run the Mad Moose solo
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Mission idea: Kerbal Dakar 2017
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
Half the fun is getting in ... The other half is digging yourself out -
147 satellites from a single launch .... I'll just leave this here:
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I'll be using one of my drones ... the CANUKWorks Loon - 9x AGM-114 Hellfire missiles and 4x Browning .50 cal I'll be using the Wing Commander Module in BDAc to control the drone although I may try and get some aerial views of the Mad Moose from the Loon during my video attempt (definitely not possible with the Big Bad Beaver as she runs on 3 Juno's ... way too fast)
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Mission idea: Kerbal Dakar 2017
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
If you are using jet engines and you become airborne then your engines cannot be providing thrust whilst in the air. With that being said, it was agreed that if you're just off the ground from a bump then there is no issue ... it is when you're blatantly barreling through the air with your jets running It has also been allowed for boost flap technology that @Azimech came up with ... Boost flaps are control surfaces that are set up so that when you deploy them they block the thrust of Juno's (Read through the thread a little and you'll find it) -
I don't use very many mods ... Basically I only use the BDAc family of mods regularly and occasionally others when checking mod compatibility and such as one of the BDAc testers I tend to stay stock for the most part, I find it a challenge in itself to use the stock parts to achieve my goals ... You can accomplish anything with mods and the only reason I used BDAc was because I was inspired I'm even considering having a Drone escort follow the Mad Moose ... But this means I gotta have targets to shot too Yup, I'm gonna have some targets to shoot at ..............
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So yet another teaser .... and here is the craft file if you want to check her out: https://kerbalx.com/DoctorDavinci/DCM1-Mad-Moose---KerbalX NOTE: the Mad Moose will NOT be camoed out when you load it as I edited the textures of the stock parts in this KSP install to be CADPat ... Also, the flag decals have been removed
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Console Patches Update Discussion
DoctorDavinci replied to James M's topic in KSP1 Technical Support (Console)
It's more like there is now legal proceedings in the works as FT borked their contract and is liable for damages ... Let alone, due to FT being located in the states and Squad being located in Mexico, international business/contract law comes into play which adds a whole lot more red tape to the issue Basically Squad would be shooting themselves in the foot by speaking publicly about an ongoing legal issue ... Don't you think that they deserve to get the money back that they paid to FT to do the port? If so, then don't get salty over them not announcing their disdain or displeasure with FT nor should anyone feel that they deserve an explanation on this matter since none of us are entitled to it If Sqaud wants their money back then they can't be going around and slandering FT ... and I'm sure they paid out a fair chunk of change for them to port it -
Mission idea: Kerbal Dakar 2017
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
Who knows ... But mentioning it to him doesn't hurt I posted on his last Kerbal video just now mentioning that he may like the challenge ... Hopefully we see him on race day -
Mission idea: Kerbal Dakar 2017
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
Yeah ... I was going to place targets along the way for the Mad Moose to shoot at as a test for the BDAc weapon managers acurracy at speed But since there is so much contention and saltyness, I have decided against it so as to not have to read the complaints or have those who wish to impose their version of the rules on this challenge impose their will upon myself And on that note ......... @SpannerMonkey(smce) had a very valid point, that being, in the Dakar rulebook, you are not allowed to place markers along your route ... and to see him jumped on for saying such an abhorrent thing, he must be the most evil person in here Disclaimer ...... the above statement is seething with sarcasm (for those who are unaware) -
Mission idea: Kerbal Dakar 2017
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
Obviously he didn't do the same thing since he hadn't made his entry yet The race doesn't start till january yet your calling someone out for what was used for his practice track? So essentially your calling me out too since, for the fun of it (and explosions), I placed targets for my Mad Moose to shoot at during my practice runs ... am I calling the kettle black as well? Check your coms as I think you're putting the cart before the horse in this situation That is all ........ -
IIRC, Baha added the spawning of crew for the BAD T, although it is needed for other competitions ... it was working up until the change was made to the interaction of kerbals with wheels by Squad (KSP 1.1.x) This may be related tothe 'BDAc weapons not affecting Kerbals' issue that we have been experiencing Anyways, I actually expect that a kerbal will be put in a spawned craft or else anyone hosting AI battle challenges and such would have to either load each craft then move it and repeat or manually board each craft in the competition ... I hope that a solution can be found since without these two mods playing nicely, many challenges that would be posted by the community will not get posted at all
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Mission idea: Kerbal Dakar 2017
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
I agree with @SpannerMonkey(smce) in regards to categories or classes ... lets keep it simple .... I recommend the following: J Unlimited - Juno powered, anything goes ... if you've modded the game and using Juno's then your entry goes here EC Unlimited - EC powered, anything goes ... if you've modded the game and using EC to drive your wheels then your enrty goes here J class - Juno powered ... no mods EC class - electric powered ... no mods IMHO this will make it easier on our gracious host and serve to ease any confusion as to what class your in -
Mission idea: Kerbal Dakar 2017
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
You may also need to edit lines 17 and 18 as well: Change the following: versionFull = 1.2.2.1622 (WindowsPlayer x64) versionCreated = 1.2.2.1622 (WindowsPlayer x64) to: versionFull = 1.2.1.1604 (WindowsPlayer x64) versionCreated = 1.2.1.1604 (WindowsPlayer x64) -
Mission idea: Kerbal Dakar 2017
DoctorDavinci replied to Triop's topic in KSP1 Challenges & Mission ideas
Yes ... Open the persistence file in a text editor and change the third line from 'version = 1.2.2' to 'version = 1.2.1' -
The way it used to work in 1.0.5 was when you spawned a craft with a command seat that Take Command would spawn a kerbal in the seat ... This was relied upon for the BAD T2 competition as @tetryds and I would have had a difficult time loading each kerbal into the planes for each of the battles I have brought it up with the rest of the BDAc team to see if we can find a fix
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@linuxgurugamer - just a heads up that Take Command and Vessel Movers' Spawn Vessel function aren't playing nicely with each other REPLICATION STEPS Launch vessel with command seat and Kerbal appears in seat ... Spawn vessel with command seat using VM and no kerbal is in the seat ... place spawned craft on ground (still no kerbal) ... press escape and exit to space center ... click on craft missing kerbal and choose to fly it ... kerbal is in seat now If you instead select the original launched craft and choose to fly it, the craft that was spawned with vessel mover will still not have a kerbal in the command chair ... you must choose to fly the vessel missing the kerbal in order for the kerbal to be placed in the command chair It appears that there is a kerbal assigned to a spawned vessels' command chair, however the KSP craft loading system is currently the only way to get the kerbal to appear in the chair (VM uses a different means to load craft than KSP does) ... switching to a vessel in scene doesn't materialize a kerbal either Amazing job by the way ... Take Command is an invaluable mod
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I have decided, by unanimous decision, that I will be drving the CANUKWorks DCM1 Mad Moose for my electric entry instead of the B4-R
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
DoctorDavinci replied to ferram4's topic in KSP1 Mod Releases
Please do testing in a clean install without other mods ... Having more than just FAR installed is a bad testing environment and only serves to cloud the issue of whether FAR is working correctly or not Testing against other mods comes later on down the line as, for the time being, ferram is just trying to get it working on it's own the way he wants it to -
@katateochi - Awesome tank idea, you inspired me Here's mine .......
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
DoctorDavinci replied to ferram4's topic in KSP1 Mod Releases
Just a PSA ... The Vessel Mover Spawn Vessel function is technically still experimental and it is known that there are gremlins that rear their ugly head when using it ... some attributes of a craft being spawned are lost in translation and sometimes things get a little garbled Please open an issue on the Vessel Mover Github: https://github.com/PapaJoesSoup/VesselMover/releases -
BDAc Challenges: GDJ's Top Gun Extreme Tournament
DoctorDavinci replied to GDJ's topic in KSP1 Challenges & Mission ideas
I celebrate Newtonas which is the celebration of Sir Isaac Newtons' birth that occured on January 4th, 1693 Great battles by the way ... -
Just a PSA ... when using the awesome orange light post that @Azimech created be sure to check that your not eating the yellow snow
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There is no lose ... everyone who completes the race wins Time and mods used is secondary to just managing to drive the whole track without RUDing out