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Messernacht

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Everything posted by Messernacht

  1. Greetings all, So I've finally moved on to using Comnet rather than RemoteTech, and am enjoying it a fair bit. However, I've just got a brief query in regards to Signal Strength. With RemoteTech, I always got by with a constellation around Kerbin of four satellites in a square shape, which all talked to each other and to Base. Being a traditionalist, I went for the same setup in Comnet to ensure a constant signal (not wanting to use the multiple base stations), but only got a 5% signal strength once the signal bounces from the Tracking Station off of Sat #1 to Sat #2. Both had multiple relay and direct antennas mounted. Is this something I'm not doing right? Are my little extending Direct Antenaes really fully upgraded? I just feel there should be stronger signal strengths than this, and want to get that sorted before I send probes of to Jool that will just end up calling into the dark silence like that 'Is there anyone alive out there?' guy in 'Titanic'. Mars aeternum/So say we all/cheers,
  2. A very fun and entertaining mod, which certainly makes me feel better about sending my Kerbals on far-ranging journeys into deep space. However, it seems to send my antivirus software a little bit mad. Anyone else have this issue?
  3. So I'm looking at the M1Abrams turret, and I'm wondering if there's a way to work with it in the same way as Tweakscale allows fuel tanks and engines to be scaled. I've got a reasonably large ship that could fit two of them underneath if there were a little smaller, turning it from a purely research vessel into a fully-grown destroyer.
  4. Superb. Had a few issues a week back with downloading a mod and my anti-virus went mad, so just thought I'd check. Time to break out the rails. Many thanks.
  5. So I've seen through Curse that someone's added a 'Boomstick' series of weapons that are supposed to add on to and complement the BD Armory arsenal. Has anyone tried these, are they a legitimate addon to BDA, or is this someone riding the coat-tails of this highly brilliant mod? Also, I know I've asked this before, but a hard reset of my game has me asking again; has anyone out there figured out a fix for the HE-KV1 missile? There's an ominous space station orbiting Duna that needs to ventilated.
  6. Indeed, I've tried Legacy Targetting, and firing while with an active radar lock. The missile has a red line pointing from it after deployment, then appears several k's away following ignition. And then leaves the target alone. If anyone has any recommendations/suggestions/potential fixes, it would be appreciated.
  7. Greetings all, I greatly enjoyed the old days with the HE-KV1; blasting satellites out of the sky, hunting down spaceplanes, generally channeling my inner Bruce Willis. But now the part is listed as 'BROKEN'. I've had a look through the debug, and nothing's coming up red. I get radar locks, I use Legacy Targeting, but no joy. If anyone has any suggestions, it would be appreciated.
  8. So, two things I've noticed. One potentially easy to fix, the other more of a query. First of all, is there a way to add a proximity detonation to the HE-KV. I know that the radius and explosive power is changeable, but the proximity blast would be useful on occasion. Secondly, I sent my anti-sat drone out on a job to clean up some space-junk. Locked up the target, parked within the appropriate distance, and sent a HE-KV downrange. Missile went right passed. Ended up rippling off all four rounds because, well, why not. But it does bring up my question; Will a missile only detonate if the target has a Weapons Manager onboard? The missile tracked in beautifully. It just didn't explode when it got there. Any advice is appreciated, as always.
  9. Wondering if it's possible to give the HE-KV a bit more of a blast area. I appreciate being able to Kessler the hell out of certain orbits, but it would be good if the explosion was wider to take out more of the target. Sort of like how the old Romfarer missiles had a blast area. Any ideas?
  10. I gave it a go with the turreted .50s, and they made a valiant effort to shoot down an incoming PAC-3. The Vulcan's didn't even try. Must have been their day off. Either way, it'd be neat if anyone else has managed to pull an anti-missile system off. Interceptor missiles would be too impractical (unless you could redo a Sidewinder as a HARM and be able to send it after incoming SAMs/AMRAAMS). Maybe MetalStorm?
  11. With the HE-KV fixed, I've now managed to make several orbits around Kerbin rather unwell. Sudden recurring cases of Kessler Syndrome. And no HBO for anyone. Thanks BD!
  12. Alright, so this occurred to me. When set to Guard mode, your chaff and flares automatically deploy when a missile is screaming in with intent, and your turreted guns strafe passing aircraft as you go past. And, of course, Guard mode has the ability to prioritise missiles. 1+1+1 = 3 Has anyone had any success in using turreted guns (the twin .50s, or the 20mm Vulcan) for active missile defense on an aircraft?
  13. Yes, the radar does work for space targets. Allows for entertaining 'They've launched a red thingy at the green thingy. Guys...I think we're the green thingy!' moments Also, interestingly, elements of the Mass Effect 2 and 3 soundtracks sound suitable epic.
  14. HEKV-1 now works; just requires legacy targeting to be on. Many thanks.
  15. The lock-ons seem to work the same as in atmosphere. Haven't tried maneuvering though. And the missiles for space seem to not track
  16. I too am having some issues with the HE-KV. Satellites don't show up on radar at close range (not sure if they need to have AI on board or anything along those lines), and the missiles just fire straight ahead. Any advice is appreciated. I'm looking forward to taking out half of Kerbin's access to social media websites.
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