UnknownEclipse
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KSP Interstellar Extended Support Thread
UnknownEclipse replied to FreeThinker's topic in KSP1 Mods Discussions
I am encountering a bug (I think) with every one of the thermal engines. I connect them directly to an antimatter initiated fusion reactor, and they have fuel, but they produce 0 thrust. The engine plumes still show up, but the thrust is set at 0 kn. Any tips? -
I have recently been making my own missile, but for some reason, it always tracks slightly behind the target and always ends up missing. Any suggestions? (I am assuming it is a config error.) You guys make it look so easy!
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So I was attempting to install the most recent (1.3) parttools, but when I unzip the file, all I get is an assetbundle folder. I do not get a unity package at all. I have tried redownloading parttools, but to no avail. I even tried dragging the asset bundle in, but of course, that didn't work. Any help would be appreciated.
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Does the current BDA code support jettisonable nosecones and terminal maneuvering thrusters? (Im working on THAAD)
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So for a one stage missile, would I cut out the boosterTransform section? I assume FC1 and FC2 are the fins? Sorry, I'm a unity noob
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Hi all. I was wondering if it would be possible to allow the A.I. to execute pugachevs cobra, or any similar maneuver. Maybe this could be done by having a setting in the pilot guidance (Supermaneuverable true/false). This could amp up the steer damping and/or recduce control authority on control surfaces so that the unstable fighter does not lose control during turns, but when the AI thinks its necessary, it will lower steer damping and/or raise control authority, allowing it to pull a maneuver. I have no idea how hard this would be to implement, but it would be cool to finally give supermaneuverable fighters the advantage they have in real life.
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Anyone know any good missile unity guides? Do they require just a thrust transform, or something else?
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[1.2.2] E.T. - Extreme Textures (RSS)
UnknownEclipse replied to ufindbatman's topic in KSP1 Mod Development
Thanks! Ill try to reinstall and see if that fixes it -
[1.2.2] E.T. - Extreme Textures (RSS)
UnknownEclipse replied to ufindbatman's topic in KSP1 Mod Development
So, I tried to run this mod on a VERY non-recommended computer- a 12 inch macbook, just for fun. It actually almost worked, minus the fps of about 10. The only other problem was that the scatterer drew a non transparent shell around the earth, that covers it. Is there a setting I could change to get this working, or is it a downside of the macbook's abysmal performance. -
[1.2.2] E.T. - Extreme Textures (RSS)
UnknownEclipse replied to ufindbatman's topic in KSP1 Mod Development
I agree. I tried to delete scatterer and the clouds in assets, but the effects simply didn"t show up, instead showing the standard rss textures. Any ideas? -
Realism Overhaul Discussion Thread
UnknownEclipse replied to NathanKell's topic in KSP1 Mods Discussions
Thanks! -
Realism Overhaul Discussion Thread
UnknownEclipse replied to NathanKell's topic in KSP1 Mods Discussions
How would I go about writing an RO config for an engine I modded? And where would I put it in the folder structure. (sorry if this is the wrong place, tell me where it belongs and I'll ask there) -
[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
UnknownEclipse replied to NecroBones's topic in KSP1 Mod Releases
Might I suggest the New Glenn? No one had done it yet, and it would be easy to add in the Vulcan afterwards because they both share the BE-4 engine.- 966 replies
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- rsb
- real scale
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