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Engineering101

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Posts posted by Engineering101

  1. Hi I'm wondering if anyone else is experiencing jammer issues. My jammers seem to just not work at all. Is this a known bug, or is it just me?

    Also, flares seem to do nothing either.

    I have the latest BDAc version (1.2.1), and I'm using the latest KSp version (1.4.3.2152)

    Mods:

    • Burn Together
    • Destruction Effects
    • Kerbal Foundries
    • KSP Wheel
    • Vesselmover

    I also have the KSP expansion pack installed and physics range extender.

  2. 23 minutes ago, SpannerMonkey(smce) said:

    HI looked through your log and the only item of note is the number of craft errors due to missing parts and misplaced/re arranged modules   Could you retry using a freshly built, not imported from another save craft, and turn on debug labels (from BDA settings, accessible through small gear wheel top right of weapon manager window)   and turn on verbose logging in the KSP game settings

    I retried using a new craft called "Test1". I turned debug labels on as can be seen in screenshots:

    bFet5yW.png

    Here is log again

    https://www.dropbox.com/s/nfflfl1jizmhhcu/KSP.log?dl=0

  3. Okay, so I'm recently having some extreme issues with the Radar Warning Receiver, which doesn't seem to be doing its job.

    I turn on the RWR module on, and it detects planes etc normally. However, it has severe issues with warning about incoming missiles (which is, kind of, a big deal). The icon for the missile will appear for a second (the diamond "M" thing on the radar) and then disappears. However, there is never any sound or prolonged notification.

    Is this a bug? Is anyone else experiencing this issue?

    9X2WnQm.png

    I'm currently using the latest BDAc version (1.2.1), and using the latest KSP 64bit version (1.4.3.2152).

    There are the other mods I'm using:

    • Destruction effects (latest)
    • Kerbal Foundries, including KSP wheel (latest)
    • Physics Range Extender (obviously)
    • Vessel Mover (Iatest)
    • And I have the KSP expansion pack installed.

    Here is log:

    https://www.dropbox.com/s/nfflfl1jizmhhcu/KSP.log?dl=0

     

    Edit:

     

    Also, jammers do nothing. Not a single thing.

  4. Okay so I'm having a slight issue with he Abrams tank cannon that is a little frustrating. The cannon itself is on a normal tank body with treads, and the long gun part itself protrudes out a little (but to clarify, the cannon isn't covered by anything, its just sitting on top of the body).

    So when I run into things - like ramming the protruding gun into a building or even another vehicle - the cannon just pops/snaps off, even at a low speed like 7m/s.

     

    Should this really be happening? I would expect the cannon to take more of a beating before it simply snaps off.

     

    Also, I'm using the recent beta version of BDc, but I don't think this is a problem exclusive to the beta.

     

    Basically I'm wondering if there is any way to prevent this from happening.

  5. 9 hours ago, DoctorDavinci said:

    I'v found that the chaff does have an effect although I will admit it could use a bit of tweaking ... a slight nerf to the amraams effectiveness should mitigate your experience with them

    On that note, here's a big bird avoiding 5 of 6 amraams (video taken using the latest BDAc dev)

     

     

    Hey, I fixed my issue. I simply had an old version of BDArmory where the chaff literally had no effect at all (v0.3.0.0). After doing multiple tests and experiments, it might have been a bug, or simply something wrong with my mod. Either way, the chaff had no effect at all.

     

    However, after I updated to 1.0.0, the AMRAAM/Chaff works exactly as expected now (you can actually dodge them and with relative ease too).

     

    So don't bother nerfing, it's actually good (or do, its all up to you :D)

     

    Thanks anyway!

  6. 13 hours ago, Hojoz said:

    So all my craft basically get taken out with one missile...

    How do I make it so that doesn't happen?

    Countermeasures/avoiding maneuvers seem to do nothing against that

    Same is happening with me.

    The rest of the missile are not so bad, but the AMRAAM is waaaay overpowered. Even when flying straight towards the missile, maneuvering, jamming AND dropping flares/chaff by the bucket-load, I still get hit every single time. And not at just 3km neither, this is happening at sometimes 5 - 8km away too.

    The chaff has literally no effect at all.

  7. There is an apparent bug with burn together. I tried making three boats follow each other in sync. I did everything I thought was necessary (set one as leader and the other two as followers). When it actually came time to do anything the engine throttle for the leader boat doesn't work. The throttle physically won't move. 

     

    Mods I'm using:

    BDArmory

    CAL

    Destruction Effects

    KerbalFoundries

    KSPWheel

    Physics Range Extender

    VesselMover

     

    Here is the log if it's any use to you:

    https://www.dropbox.com/s/nfflfl1jizmhhcu/KSP.log?dl=0

  8. On 3/27/2016 at 2:49 PM, Kerbart said:

    In space there's no friction. That means it doesn't cost you anything to maintain your speed. That also means it does cost you energy to slow down. DV is how much speeding up/slowing down you can do for maneuvering.

    Consider DV a measure for "how many miles you have in the tank." For instance, it will take you between 3,000 and 3,500 m/s DV to get into Kerbin low orbit (depending on how efficient your launch is). It will take roughly an additional 800 m/s to get a Mun encounter, and another, say, 400 m/s to turn that encounter into an orbit. If you want to return from that orbit to Kerbin it'll take another 200 m/s. So in total you'll need about 5,000 m/s DV to launch, orbit the Mun, and return. DV read-outs will tell you in advance if you're going to complete your mission, or run out of propellant along the way (assuming you don't waste any of it).

    Riiiight I get it now. Yup, I can see why that would be very useful.

  9. 5 hours ago, bewing said:

    As a physicist, I can tell you that SI units and the metric system are almost as silly as Imperial units. You still have just as big a mountain of silly constants and conversion factors to work through in just about every equation. It's not worth getting all religious about.

    For every kilometre, theres 1000 metres. For every metre, there 1000 centremetres. For every centremetres, theres 10 milimetres.

     

    Compare that to:

     

    There are 12 inches (why 12?) in one foot. Theres 5280 feet in one mile (WHY THOUGH?) and 63360 inches in a mile...WHAT?

     

    Metric doesn't even come close to being as stupid as imperial.

  10. 20 hours ago, Wallygator said:

    My last remaining sandbox save has a reputation of 67%  67% of what? 67% of my "reputation", or 67% of my "maximum allowed reputation".  Is there a max and a current value to reputation?

    A percentage cannot be properly expressed without some (at the very least implied) units of measure that describe the components of the ratio.

    Can Kerbal reputation be an exception to this rule?    ;-)

    Yes, there is a limit, but it's basically unattainable. The wiki says that the reputation goes up to 1000, but your reputation gains drop dramatically, so you can never reach it.

  11. What is your land speed record?

    Mine is 622 m/s (which is 2239 km/h or 1391 Mile per hour).

     

    BTW, does anybody know why trying to insert media comes up with " The page you are trying to access is not available for your account."?

     

  12. 17 hours ago, jwbrase said:

    Very much untrue. A sudden blowout can lead to loss of control, which can easily lead to a rollover crash. For instance: https://en.wikipedia.org/wiki/Firestone_and_Ford_tire_controversy

    That was in regards to SUV's which have a high centre of gravity. And I'm not talking about loosing control and flipping over, I'm talking about the sudden and ridiculous amount of grip to the road the tire has after been broken, causing the flip out.

    Quote

    A search for the term "blowout crash" on Youtube will also show you just what a "broken wheel" can do. And that's generally on-road, with professionally designed and safety-certified vehicles, under Earth gravity. KSP players (myself included) often attempt highway speeds (or at least suburban multilane street speeds) off road, in vehicles designed by a gamer in his free time and built out of legobrick parts found in Jeb's scrapyard, under Munar gravity. You are quite familiar with the results of such recklessness.

    True, but same as above.

    Quote

    The real issue here is your point 5: Theoretically, rovers could allow you to gain extra science from a single landing by extending how far you can get out from the landing site, but science is completely biome-based, and the biomes are too widely spaced for it generally to be possible to visit multiple biomes from a given landing site with a rover without driving at speeds that are insanely dangerous on anything but a paved highway under Earth gravity, except on those worlds whose gravity is light enough that rovers don't work anyways, and EVA packs can get you anywhere you need to go.

    EXACTLY my point.

    9 hours ago, Waxing_Kibbous said:

    You have a problem and solution in the same post. (edit after reading OP again) Engineers fix things and repack chutes, not useless at all. Also, the 1.1 update will have new wheel code so we will have to see how that works out.

    Yes, but the only time you would use an engineer to repack a parachute or fix something is if you in a volatile area too dangerous to use an engineer anyway (like falling from the sky and burning up).

  13. Here is a list of what I would really like implemented into KSP:

     

    1. Better contracts. Let's be honest, contracts in career mode are really bad. They are extremely repetitive and (mostly) boring (i.e. "Take a temperature reading at 'X'" or "Test part 'Y'"). Some missions can be exciting (saving kerbals from orbit, or landing on the moon, etc) but many are boring. Please improve with more variation. Also, they're reward system is unbalanced as heck. Some may require you to fly a rusty plane half way around the world to make an EVA report for about 5000 funds (okay, maybe that's a slight exaggeration, but you get my point).

    2. Better goals. Most goals in KSP are kinda pointless. You put a satellite into orbit, and you collect science. But after that point, whoopdy doo. I only ever send satellites up to collect science once, and then that's it. After that point, they're space debris. I feel that more uses should come from satellites and space stations etc. rather than "one time" things (such as long term science experiments or GPS, or other things that could actually help your space program). The mobile processing lab is the only one I can think of that fits into that category currently, and even that's huge, clumsy and something you don't get until much later into the game.

    3. Wheels. The plane wheels in KSP are, all things being considered, horrible. They only extend one way (down) and you can only place them on the wings or on a long body (which is okay, until you make planes with different wing or body structure. Then after that point, you have to fine tune the wheel position so it doesn't crash and burn off the runway, which is quite tedious). I would like wheels like the LY-01 Fixed Landing Gear, but mechanical. Or adjustable height/length. That would be great.

    4. Better rover wheels. For rover wheels, they are extremely delicate, and they're breaking mechanism is frustrating and awful. For some reason, when you go to fast or break a wheel, the wheel stops so hard and suddenly that it flips your vehicle over. Broken wheels have never done this. They should just bust up and make your rover lean and tend to stray left/right (depending on which wheel is broken) when it busts a wheel, or even increase a bit of drag. Not have a spastic tizzy fit.

    5. Communication and exploration. Currently, there is little reason to explore other planets. If you want the full Eve experience, take a snapshot of Kerbin and apply a purple filter. That's it. The only mildly interesting planet is Jool, and you cant even land on it. Furthermore, there is no reason to explore anything ever. You see and know each planet from the start. You get no surprises at all when you actually get there. Furthermore, there is nothing to do on the planets either (you run into the same problem as point 2).

    6. Engineers. Engineers are almost completely useless. Who has ever used an engineer's abilities more than twice? Me neither.

  14. Mine was really awful:

    First, I had a massive rocket that had bad staging.

    The boosters on the side separated and scraped the middle of the rocket.

    The ship was going down fast, so I EVA'd Jeb, and he landed back on earth on his head (unharmed)...

    Then an Mk 1-2 command pod, 2 Rockomax Jumbo Fuel tanks and a Mammoth liquid fuel engine crashed back down onto him.

    Amazingly, he was still alive...until a massive solid fuel booster (still burning) slammed into him dead-on.

    I went to counseling after that for about 2 years. Still haven't quite gotten over it.

     

    Another time, a similar thing happened where the staging was wrong, so I made my kerbal jump out of the command pod, only to

    land back on Kerban on a "Launch Stability Enhancer", and died.

     

    ...im a broken man...literally...

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