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Atlessa

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Everything posted by Atlessa

  1. (and yes, I did have missiles left on the vehicle) I really can't explain it any simpler than this.
  2. Wow, guys, really? Is my problem THAT hard to understand? I go into the simulation on a rover with missiles (I use a rover to not have to worry about crashing into the face of Kerbin), I arm everything, press F, the missiles fire. Then, without changing ANYTHING on the vehicle, I go into the BDA setting, bind "fire" to mouse0, go back into the sim, and the missiles do NOT fire. No way is this behavior caused by the aforementioned arm/disarm, as that is a requirement to have the F key function in the first place as well, is it not?
  3. So just so I understand you correctly; the manual will explain to me why binding "fire" to F will work with ALL weapons, but binding it to Mouse0 will only work with guns, and not with missiles or bombs? Because if this is intended behavior then [I do not understand.]
  4. I have a minor problem. Attempting to fire missiles with "FIRE" bound to Mouse0 (left mouse button) does not work. Gatlings do, though. And binding it to another key (currently using F) also works. Certainly not a critical issue, but if someone knows what's happening here (or can fix it for the next version) that would be appreciated.
  5. Not sure if that's what you want, but I use the mod "Trajectories" for this. It paints a big red X on the predicted landing spot. Burn fuel to move that X as close to the KSC as possible, then glide my plane straight to the runway. Works for uncontrolled pods too, of course, but no way to correct the trajectory later.
  6. Ah. mhmm... yes... I know some of these words... Jokes aside, this sounds like pretty much the best bet to go for it. Looks like I got some learning to do. Any tips as to where I should start? (I bet there's a modding tutorial somewhere?) Can I do a similar script to adjust fuel mass as well? Or is that more hardcoded?
  7. That's not what I'm looking for, though, nor does it answer my question, I don't want a warpdrive. And if I did, RoverDude already has me covered. I want an 'authentic' Mass Effect drive. And I'm willing to put in the work of learning the tools and creating the mod myself. I just want to know if it is even remotely possible in the engine KSP uses.
  8. Works for me I didn't think there was a single person roaming the internet who has managed to avoid this song... like, at all. It's "let it go" from Disney's "Frozen". Everyone covered it at that time, and I'm no exception. As for my gear, I still use my first guitar that I got for 75€ on ebay, some 10 years ago. Only thing I can tell you is that it reads "cereer" near the tuning mechanics. That (it's a generic, cheap guitar) MIGHT explain the poor intonation. That, or I just didn't think to tune it to the backing track that day. The distortion comes courtesy to a cute little Vox DA5. Certainly not the best amp in the world, but I love that little bugger. It has a selector switch that lets me run it on 5, 1 or 0.5W... and can run on batteries, making it super portable. An absolute necessity for me. All of that just jacked into my PCs AUX in port and recorded and edited in Audacity. I'm such a professional! xD
  9. So... I'm a musician... can I post a song I covered? Link: https://www.dropbox.com/s/mnm91x62vipcfjd/Letitgoguitar2.5.mp3?dl=0
  10. (If someone has already done this, I will happily accept a link. Google only turned up ship models taken from the Mass Effect series, which are awesome in their own rights, but not what I'm looking for...) What I'd like to have... and maybe make myself if necessary, is a part in the game that functions as a Mass Effect core from the sci fi series of the same name. For those who don't know (BLASPHEMY! jk), a Mass Effect core has physics bending properties. Applying electricity to a 'magical' new Element, Element Zero (or Eezo), will change the effective newtonian Mass of everything within. This has multiple applications within the game's lore, from enabling incredibly high yield weaponry (reduce projectile mass to near zero, apply acceleration to a fraction of c, revert to normal mass) to faster than light space travel (... how exactly this goes around general and special relativity is never explained. But hey, it's sci fi.) My thought was to make a 'reactor' of sorts that eats a lot of EC (upwards of 1000EC/s) to reduce the effective mass of the ship it is attached to by a significant margin (up to 90%) If this is not possible in engine, maybe the reactor itself could change it's mass to a negative value to offset the other attached parts mass? If this also doesn't work as intended, maybe the reactor could adjust the local gravity parameters according to EC consumed? If that is not possible either, maybe it could temporarily boost the torque strength of reaction wheels and increase the ISP of all attached engines and RCS ports? ... or any other way to achieve similar (mass) effects. If I do end up having to create this myself (yay for learning new skills!), I may actually make this depend on discovering, and mining Element Zero. Say... on Moho or Dres, like in the Mass Effect games. And maybe I'll add a little something on Duna as a nod to the protheans, too.
  11. (new poster, so pardon me if this has been discussed elsewhere... Search function wasn't a huge help...) Could we maybe get a variant of the 2.5m version that fits better into a Mk2 frame? (the Size one version fits very nicely into a Mk2 payload bay, but I want to build a bigger ship that needs a bigger 'bubble'...) One way to achieve this would be to just get rid of the 'baseplate', like some of the Making History engines do give options for. That way it could be fitted into a stock Mk2 payload bay and only the 'arms' and folded up Ring sticking out the sides. This works for the 1.25m version since that baseplate obviously fits into the Mk2 hangar by desig, but the 2.5m baseplate would clip through in VERY unpleasing (to my eyes) ways.
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