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RichTheWolf257

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Everything posted by RichTheWolf257

  1. In case an idea like this has already been brought up, I would like to apologize up front for lacking the patience to read through 81 pages of forum posts to find it. I would like to propose a simple and lightweight addition to the ReStock+ Mod which will efficiently and elegantly work with the Making History parts in order to properly re-create Soyuz and Progress Spacecraft (Shenzou, too if you want to go the extra mile) With as few as just 3 parts not already included. The core of my concept is a collar-like, or cup-like "Add-on module" part, designed be attached to a Clementine, Tangerine, or Mandarin re-entry module (Onion, Pea, or Pomegranate) to convert any of them from a spherical Vostok or Voskhod look-alike into a proper, gumdrop-shaped Soyuz Re-entry Module Look-alike. This single part should have EC, Monoprop, Life Support resources, RCS thrusters, Reaction Wheels, a Probe Core, and, optionally, ablator, and solid fuel landing thrusters, in order to complete a Soyuz-style re-entry capsule. The other two parts in this addition (or 3 if Shenzou is to be supported) should be a spherical, 2-Kerbal Habitation Can (or science lab, maybe?) to replicate the Soyuz Orbital Module (and a cylindrical version with better stats and capabilities to build the Shenzou), and a spherical, configurable fuel/cargo container to replicate both segments of the Progress Cargo Vessel. Both (or all three) of these should also be compatible with the aforementioned Add-On Module. Thank you for hearing me out.
  2. I'm having the issue even without CAL. What I meant is that is behaves slightly differently with the CAL ammo box than with the BDA ammo box. Without CAL, the gunpod guns are still behaving as described before my edit.
  3. Hi, I'm new to the forum. I've been playing KSP on and off for over a year I think, mainly messing around with mods in Creative mode, and slowly building up a mod list for a career mode playthrough. I have a small issue with the guns featured in this mod. I'm running 1.3 with AARS, Airplane Plus, B9 aerospace, B9 Procedural wings, BDArmory (obviously) BDA Weapons Extension, Janitors Closet, Kerbal Foundries, Infernal Robotics, Mk1 Cargo Bay, Mk2 Expansion, OPT spaceplane parts, Physics Range Extender, Prakasa Aeroworks, Quiztech aerospace continued, RLA Stockalike, SXT, and Ven's Stock Revamp, as well as all the mods required and redistributed by the above. None of the weapons that go with the Modular Gun Pod work properly. They work fine on their own, but if I switch to them after firing another weapon, they will fire only one round, until I switch to a different weapon and back. I have not tried to use any of the radial guns that come with this pack. It does not matter whether the guns are actually attached to a gun pod. I thought this might be the issue, because I was not using the gun pod initially, but instead attaching the guns to Cubic Octagonal Struts. I've encountered this bug switching from NKD bombs to NKD Guns, and from BDA guns to NKD Guns. I have yet to test a craft with more than one NKD gun, nor with NKD guns and BDA bombs/missiles. EDIT: with C.A.L., the gun pods won't fire at all if switching from a different weapon. Sorry if this question has already been asked and answered, but I don't have the patience to read through 67 pages of forum posts.
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