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KSP2 Release Notes
Everything posted by Hojoz
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As JRA (greydragon70) said himself, he encountered an issue with AP+ health for PFC 9 and was made aware by his Discord community, which happened to include 2 people that could code a fix. They've been at it for a week, and when they started we had no idea that an official fix was in the works, something that was only announced yesterday. That is why. I'd like to thank you guys for also seeing this issue and making an official fix though. I'll notify them, since most of his Discord isn't on the KSP forums.
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Sorry for the tad late post, am listening to some sweet music Enjoy the Dundun Chronicles https://youtu.be/VLateFAgiD4
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I just found out about the orbital and clamped/unclamped buttons in the AI. Can someone explain to me what these functions do?
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NEW VIDEO! I build my version of Crispynugget's SKELETOR in a timelapse that includes the test fights! https://t.co/BH3SOMok5c
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You can submit again in a few months. I'll be changing up the rules though (As I do every season), but it'll still be based around tiny fighters.
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Thanks for answering. It'll surely be less annoying seeing as nearly all the other things that bugged me have been fixed in the newest release.
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Have you guys fixed the occurrence where 2 or more AI's pick the same target when there are other enemy's who pose a larger threat in the latest release? It really got on my nerves in the previous release (1.2.2.2)
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Hmmm, looks like I didn't share part 1. Don't worry, it's in the end cards! https://youtu.be/KflrauBgrBQ
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Just in case you missed it, CFC S4 flight tests are being uploaded https://youtu.be/KflrauBgrBQ
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There are helpful notes earlier in this thread about how to configure your missiles to make sure that this doesn't happen: - Shorten your missile rails - Make sure nothing is in the way of your missile by adjusting your missile rail height - Configure your missiles to have a decouple speed of 10, and either 0 or 1 on droptime depending on if it's fired laterally or forwards. Hope that helps. I still recommend that you go back into the thread just in case I missed some stuff or said anything that's wrong.
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HERE WE GO EVERYONE!!! CFC S4 RULES ARE HERE: - Mandentory parts are the RTG, AI pilot and Weapon Manager, with a maximum of 85 parts - The banned stuff is: all missiles, the command chair, editing your craft via text editors, messing with health and armor values, armour plates and flying cockpits - Multistaging is allowed - The gun allowance is: 4 locked M230's 3 Hidden Vulcans 2 GAU-8's 12 50cal's or 6 locked 50 cal turrets No mixing guns Max engagement range must be between 1000 and 2500 meters, with missile, surface and SLW engagement set to false - Minimum size is 1.3m x 1.3m x 1.9m in the Height x Width x Length configuration - Maximum size is 6m x 7m x 8.5m in the Height x Width x Length configuration - Maximum and minimum sizes are checked via the engineering tab and without AP+ engines for the height stat - No cheating on minimum size by putting I-beams or wings to lengthen the craft in either of the 3 mentioned directions - All AP+ parts are allowed, no DLC parts or other mods though - Drones are allowed too - Plane's minimum and default altitude must be set between 500 and 4000 meters - Any combo of props and jets allowed - All planes will battle in a 2v2 match, first to 3 points wins - Planes will be spawned in besides the runway using VesselMover - If all planes run out of ammo and/or fuel the side with the most flying planes wins. If both craft on all sides are still flying then it is considered a tie - Submissions are open until November 4nd, with a maximum of 16 entries. Maximum of 2 submissions per user. Send your planes either via my Discord linked below or to leonhojoz@gmail.com - Here's the craft to beat: http://www.mediafire.com/file/4jsxzz99l4h08zz/Hz_86_Longsword.craft/file Craft needs to be beaten within 2 tries, with exceptions for fatal flaws like crashing into terrain - All craft need to be made in KSP 1.4.5 with BDAc 1.2.2.2 - And now for the most important rule: Have fun making your craft!
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I just thought of something: Would custom detonation distances on missiles (Especially ones that are set to detonate closer to a target) be more likely to explode the missile upon firing? That would explain my issues with them since I usually set my detonation distances to 7 or 8 in order to up the odds of the missile doing damage, but it may inadvertently be causing them to explode almost immediately upon firing them in certain positions.
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I made 2 videos on the second channel lol CFC S4 testing: https://t.co/q1o4SbbLZp Random AF drifting plane: https://t.co/rPiXPZltsU
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Aha, now where is that image URL that ends in .jpg or .png