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Abraxsas

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Everything posted by Abraxsas

  1. The problem is the physics distance thing is not working right with it either I don't know if they removed it or not but I'm guessing it might not work for you in dogfights. try running two ai and setting up a dogfight and if it works for you that's great and I need to figure out whats wrong with my install but if it isn't the mod mod is here https://github.com/jrodrigv/PhysicsRangeExtender
  2. I may have found the solution at least to my problem. I was using Baha Turret only and I didn't have the actual BDarmory mod that went with it. I was confused because it was the only thing posted directly on the BD 1.3 page so I did some digging and in conjunction with Baha turret, it works. This is the link to BD armory: https://github.com/PapaJoesSoup/BDArmory/releases <- BD armory https://github.com/PapaJoesSoup/BDArmory <- Baha turret I hope that might help you because it solved a problem similar to mine that I posted a short while back. If any BD people are looking at this, try to make it a bit more simpler if you can because this idiot (me) got confused #github problems
  3. I have been having the exact same issue after and I've tried a myriad of other things to get it working and I can't get it to get past loading asset bundle definitions or loading part upgrades without it throwing up the same crash report... I've re-installed at least 3 times now and used the latest version of BD in a variety of file configurations in my game data and I still have no idea what's up. the master file left alone in my game data folder with the only other thing being squad still crashes and even if I import everything out of the master file into game data I still have the same result. if there is anyone out there who knows something to what might be causing the problem, please help. https://drive.google.com/open?id=0B7Q5NPUcsUYkMWRZSVFfR2VLcjg
  4. A short while back, one of my friends was showing me some amazing work you did one a good screenshot of one of his planes. Recently, I took a screenshot and it reminded me about what you had done previously and I was wondering if you would be able to do something to these photos as well. I think these screenshots are good to work with and I'd love to see your renditions on them! There probably going to be in queue for a bit but the art you make is awesome! I'd very much like to see what you could do and whenever you get around to it is fine if you can.
  5. http://kerbalpowerstwo.lefora.com
  6. Thought I might give this thing it's own thread Right, so, I finished this trailer/announcement for a collab project I have going to get kerbal powers back up and running. Finished it over fall break for me so in mid november but I held back on releasing it to get everything set up for the series. (It's basically going to be a played out , cinematic, RP thing.) Now that almost everything is working I feel that now is the appropriate time to show it off. Please tell me what you think of it RP isn't allowed here so if you want to do stuff for this do it at the link in the video description.
  7. Not half bad... Right, so, I finished this trailer/announcement for a collab project I have going to get kerbal powers back up and running. Finished it over fall break for me so in mid november but I held back on releasing it to get everything set up for the series. (It's basically going to be a played out , cinematic, RP thing.) Now that almost everything is working I feel that now is the appropriate time to show it off. Please tell me what you think of it (I know I said that I would get another video like Ode to cars up before the end of november but I had to go back on that promise. sorry )
  8. I'll see about getting another video out before the end of November.
  9. Hey, it's me Michael, AKA Abraxsas on the forums and I was wondering if we could collaborate on a KSP war series. I have a few ideas in mind for what could be a story arc and i've started planning out a trailer but nothing is final yet. I've been thinking about starting a KSP war series for a while now and I think involving each other in it would be great. 

     
    One idea that I had would be a split storyline between two factions reminiscent towards Titanfall 1's "campaign" which told a story of militia, rebel uprising against united control by the IMC. This series would have a more space naval combat focus with a indirect level of storytelling without the titans. It would be like a mashup of Titanfall and Macey Dean's Spiritwolf series maybe in lack of a better example.
     
    I was thinking that the series would initially live on your channel and maybe come to mine or vice versa depending on how much you want to commit to this series. I would imagine that this series would bring diversity in your channel's content and also increase viewership so that's a plus. 
     
    I'm willing to do a large portion of the editing seeing as though I have a lot of free time on my hands for the next few months and I would be completely comfortable letting you decide plot points or whatever. Admiral, Captain, Brigadier General, Major, duke, Prince of Emperors, Jeb wants to invade the Jool system because he thinks that Vall looks like a giant asteroid plushy is fine.
     
    I'm not completely sure if we should use Hyper-Edit in the series. If we wanted to tell a more cinematic story or if we want to be lazy, the people whatever, whenever, used a jump drive to go invade Duna because the kartians took all the snacks or whatever. 
     
    A concern about ship content had come to me but we both have in my opinion a large number of designed ships so that wouldn't be much of a problem, but there is a clash in style from mine to your ships. Mainly being in that your ships have large wings sometimes pointing down and away from the craft making it look like a lambda shape or whatever. I think just a slight redesign would make your ship's combat effective and still look up to par with mine. (not to say that they look bad)
     
    Let me know if you are at all interested in doing anything like this and i'll be in touch. 
     
    (Tried to Email you but you're email bounced it back..)
    1. Show previous comments  1 more
    2. 8bitgammers

      8bitgammers

      sorry it's been a while. this seems like a good idea. I have a bit of free time ahead so this is possible. by the way, i have no idea why my email didn't work.

    3. Abraxsas

      Abraxsas

      Yeah its ok, starting up KP2 with @ZooNamedGames so thats gonna be great...

    4. ZooNamedGames

      ZooNamedGames

      Actually it's kicked up more dirt than I expected as my old RP group apparently found it. 

  10. I featured this craft in one of my videos. I linked the video to this page on the forums. https://www.youtube.com/watch?v=Co_Yb-C8UJU&feature=youtu.be
  11. Hello, was messing around with some replica cars that I had made recently and wanted to try and make my first KSP cinematic. Let me know what you think.
  12. I've been trying to develop more Ion driven craft and I really do appreciate the feedback. What I (stupidly) thought of for the Roundel was to have a Ion powered craft built off of an existing prefab chassis that could operate in day or night conditions. The corvette chassis I built it off of was also very complex, but somewhat lightweight, and easy to build off of and modify to a point, I thought it would be an okay choice. I wasn't willing to redesign it though, seeing as though many of the parts are rooted off of many Mk.1 Liquid fuel tanks, and not wanting to sacrifice looks for the xenon tanks, I just kept them there unfilled wasting space and weight. Since I wanted to have the ability to operate without the sun as powerd I needed a reliable, large source of power for it. Since I didn't have much space to put LFO tanks (unless I replaced the RTGs which I can totally do) I didn't make it dependant off of fuel cells, leaving RTGs as the other choice. Looking back on it though I can probably remove the RTGs altogether and replace them with LFO tanks and a larger battery pack because of the RTGs being heavier like you mentioned. If I could go back and do it all over again I would probably split up the space used by the RTGs and replace it with additional xenon tanks, LFO tanks for more fuel cells and battery packs to increase the available power should I need it if I lose Fuel cells or solar panels in combat. In the end I think the craft is a bunch of compromises I made for the heavy and weak RTGs. One advantage a largely RTG reliant craft has over others is its (almost) constant charge output. Coupled with fuel cells and some radiators, I can get the same efficiency using Cells and RTGs on Eeloo as I would at Kerbin. Another advantage is with the additional Solar panels, I think this craft could take a beating but still be able to output normal Ion thrust without draining its energy supply. Screw that noise ^ You are right with using a larger battery bank and just being able to use whatever i need from a pool is better. My only concern is that if it gets damaged to the point where it can't hold much charge it loses its mobility. What I tried to do hear is have a ready at all times craft that can accelerate indefinitely. Another thing you mentioned, putting Ion engines effectively on top of each other seems kinda chaetsy for me so I do it "the hard way" with one layer of Ion engines powering it. I think that The atomic variation of the Roundel, the Phalanx brings much more to the table being able to use the atomic engines with the normal chassis. I think both desperately need a redesign looking back on them if they are going to be viable alternatives to the existing atomic corvettes that I use. Thanks for the compliment on the rear tail boom Edit: Is there anything else that you can suggest I do for Ion powered craft? Best regards (wrote this at 12:38 AM so i'm probably going to completely revise this) -Abraxsas
  13. I have a very special Craft for you. This craft is my first real attempt at a fully Ion powered design. I was wondering if you could give me some insight towards its combat effectiveness. This craft boasts an impressive power pack, 112 RTGs paired up with 6 Solar arrays and 4 Large Fuel cell arrays to power 28 Ion engines. In total, energy output is ~300 electric charge per second. Based off of my standard corvette chassis, modified to support this engine configuration. Armament consists of 4 standard torpedoes and 2 re-fire missiles for both designs Action groups 1. Atomic engine toggle (only present on Phalanx class) 2. Ion engine toggle 3. Solar array deploy 4. Fuel cell array toggle https://drive.google.com/open?id=0B7Q5NPUcsUYkWTB2YWY4U2tDNjQ There is also the counterpart to this craft, the Phalanx class which utilizes atomic engines taking advantage of the stock, liquid fuel capacity of the corvette chassis of the craft making a long distance hybrid, Ion engine reliant craft. https://drive.google.com/open?id=0B7Q5NPUcsUYkUXVuSklJYTgxTnc I would appreciate any feedback you could give me and tell me if there is anyway I can refine these crafts. -Abraxsas
  14. I have made additions to my fleet.. Updated craft listing here... https://drive.google.com/open?id=0B7Q5NPUcsUYkckktN1k4VEdDRmc
  15. My very well thought out response to your video...
  16. Well I have made an SSTO variant of this craft... It is pretty much the same craft just renamed to invention and given an assortment of Ram engines rapiers and a pair of nuclear engines. This thing is one of the hardest crafts I have ever flown into orbit and i'm unsure if flown is the right verb in this case... Anyways, A large problem is its TWR after disengaging ramjets and running out of oxidiser for the rapiers. I was wondering if you could give me any advice or maybe a design solution into what I can do to get this behemoth into orbit Another issue is its armament, if you have any suggestions into where I can mount extra weapons, i'm all ears. weighs about 180 tonnes runs with 1.2 prerelease version of KSP https://drive.google.com/open?id=0B7Q5NPUcsUYkTEVzOEgyNnZoV0E Edit: I have a revamped version with added thrusters and simplified fuselage Generally, the same statistics apply. https://drive.google.com/open?id=0B7Q5NPUcsUYkUWI2SUxIcnVGa1k Edit: Alright, a new, new version is done that is just better in everyway. I've added more thrusters, and have tried to spread the load of engines around the craft so TWR isn't as much of an issue. The issue of armament for the craft still remains still being very underpowered for its side. https://drive.google.com/open?id=0B7Q5NPUcsUYkUWI2SUxIcnV1kGa https://drive.google.com/open?id=0B7Q5NPUcsUYkeHZPa1BNa1E0R0U
  17. Edit: Am I correct in assuming that you do not run the 1.2 beta version of KSP? Sorry, completely forgot about them being in 1.2! A few of them were built in the currently experimental version of KSP which is causing compatibility issues between craft files in different versions. Vaos asked for help and he found a way to transition them, I can see if I would be able to do that as well, but the easiest solution is to just use the 1.2 beta version of KSP. Right now it's just a propertys' selection in steam (platform that I use) and I think it is available through the startup menu or downloadable on the KSP download page. Again, sorry for them being built in the beta version, but seeing as though they are completely stock they should be easy to run with the new 1.3 install. I'll see what I can do to get them to be compatible with 1.1, but see if you can get these crafts running with the 1.3 beta install, it should be easier that way. Edit: By beta I mean pre-release Edit: Seeing as though many people are testing out the 1.2 beta, it would be wise to switch yourself with all of the new features, even if they are buggy. PS: (Haha, buggy, see what I did there? Get it? Buggy because of the buggy that I submitted... heh... I'll show myself out now...)
  18. In addition to the other craft I sent, I have one more... This is my first try at constructing a compact, and aesthetically appealing ship constructed with MK3 parts without sacrificing effectiveness. I'm also trying out some new compact and high velocity torpedoes, and I would like to see how effective they are. It's 343 parts weighs about 125 tonnes I don't know the Delta V ISP or TWR (No kerbal engineer for 1.2 yet) and is... big... I know it doesn't really focus on armour but I would like to see it take a few hits and see if it does need armor. I'm pretty sure you already have a lot of craft on the list but see if you can do this one... soon-ish... https://drive.google.com/open?id=0B7Q5NPUcsUYkVFBTb0Z4Y192ZG8
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