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lolzor

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Everything posted by lolzor

  1. how i know that that won`t help is that the nukes (tried em all) all have a different blast radius and power; yet the effect is the same. I think it`s a problem relating to heat and the nuke blast programming.
  2. I'm having a weird glitch with the nukes. At any distance and any yield; it destroys my craft with overheating a few seconds after it detonates. Before it worked fine, i could drop a Castle Bravo from my B-52 at 11km altitude and escape it just fine if i was beyond the encoded blast radius; but now whatever i do it destroys me, even if i am 20km from a B-61. What`s going on?
  3. Yep me too i'm having this problem; very dissapointing. I don't know what happened, maybe he did adjustments to smoke. if he did, he broke it, because hot air rises, it dosen't fall.
  4. I've been testing and i can't escape Castle Bravo's blast radius in a B52 at 10,500m going 250m/s. Which is normal; because Megaton+ bombs have parachutes to delay their fall so the aircraft has time to escape. Is there any way we could add parachutes to those?
  5. Well i've always been a nerd for these things; so it just popped into my head while i was playing. But thanks. Hopefully Bahamuto sees the potential in this. I've got plenty of ideas, but i hate to be "that guy" who adds to the cacophony of request for X Y and Z.
  6. Hey Baha, i have to say first what a great job you're doing; hats off. Often when i try to bomb from high altitude or angles of attack (lob/loft bombing); the CCIP (ground impact indicator) disappears. Is there a reason for this? Is it a bug? Now i know you must get thousands of suggestions and ideas every week, but i think you might like this one. Bombing Radar Basically this could be a mode where the radar only shows ground targets; but it also shows you the impact point of your bombs, so you can do radar bombing without having to "see" your target or bomb using the CCIP. You could also use it to lock targets and send the data to the GPS as you would with a FLIR. Hell if you feel like it, you could even set up something where you lock your target, use the radar's centreline to line it up, hold a "pickle" button and have the bombs drop automatically when the impact point goes up to it. That would definitely be great. You could also make a dedicated bombing-only radar belly blister that you can stick on the underside of your bombers, it would also double as a surface search radar with 360 degree scanning; as you can see on this soviet Bear-D naval patrol bomber I love air combat like everyone else but i really also enjoy bombing and naval strike; this would really be a great addition to your work i think.
  7. Ah yes that is the problem, i use FAR (along with a metric ton of other mods). I tried the LaunchToOrbit scenario and, with the rotation_speed_multiplier set to 5, it works perfectly. I will do some tests to figure out what the optimal PID gain is. This might be KSP`s greatest mod. I remember clamoring for this a few years ago. Now all that is needed is a remote node/manover planning tool to be really able to remotely operate a flight from start to finish like a Mission Control.
  8. Any reason why even the first suborbital example completely fails at giving any pitch/heading directions to the ship? Conflict with other mods? I also can't set the SAS mode, it always defaults to False. What is happening? Edit: After some debugging and tinkering with the script; i've learned a few things: The autopilot DOES work, but it only has enough control if vessel.auto_pilot.rotation_speed_multiplier is set to something like 5. It will hold it's position then, however it will turn too fast and destroy the rocket when the target pitch-yaw is changed. This tells me that it's probably the PID parameters that are hopelessly out of whack. Yet i haven't changed anything, this is the stock rocket and stock script (except for some print commands). What is happening? Can't really start working on a full system (i have big plans for this) if i can't even get the stock tutorial script to work right.
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