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Rakete

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Everything posted by Rakete

  1. I am excited for the optimized game engine and internal mechanics that will hopefully allow higher part counts and better performance even in older PCs. I hope for more streamlined physics simulation algorithms, that are more stable, more performant, less endangered by the kraken.
  2. Your dilithium matrix in the warp core needs to be recrystalized. Ask Kirk & Spock, you can do it with energized photons from nuclear reactors. (Hope you get the movie reference). But please don't get caught while stealing collecting them. Starfleet ID cards don't help everywhere. Jokes aside. Maybe send your savegame and modlist to angelo, to give him a real chance to debug, whats wrong in the code.
  3. In fact in my last tries (2 or 3 years ago) it broke my ksp complete with total game crashes and also interfered with other mods (can't rememer exactly anymore). That's why i dropped it completely. And I don't need and want all "their glory" and more toolbar-stuff. No vtol-manager needed. All this clutters up ksp more and more. Just want nice fuselages, cockpits and wings. No new mechanisms, toolbarbuttons and stuff needed and wanted. Just want working plane parts . #No offence!
  4. I may give it another try, when FS is fixed and does not break my remaining heavily modded install. I am a little bit frustrated, that so many aviation mods seem to use FS, that appeared to be broken as far as i tried. I may want to use those airplane parts mods and the fuselages/cockpits and stuff... but getting back FS in the last-known-state (last know to me) is no option in order to keep my annoyance level low. So if you want to make it work properly without killing other mods and crashing ksp - I wish you all the best and hope it won't rise you annoyance level to atmosphere's edge while fixing it. I highly appreciate those efforts, because I know, all of this happens in someone's free time. Thanks for it ! For my gameplay i am mainly interested in cockpits, fuselages, wings... and some jet engines, because my gameplay focus is fast modern age planes, which are not the typical propeller use case.
  5. Yes, but in the past I really had issues with firespitter. It caused bugs all over KSP for me, incompatibility issues and made the whole game crash for me - on my very PC. It would be a different story, if Firespitter would have evolved since then. But as far as I saw, it didn't see any maintainance for years on this plugin, no service by the original creators and no official adoption. In fact, i don't even know, where to get the latest half-way-stable version of it. I would give it a try, if it would be adopted by some experienced modder (like Lisias or Linuxgurugamer or angel-125 or the one who does the USI mods (don't remember his name) and brought up to the current state of KSP - the latest release a found was 7.1 for KSP 1.0 packaged in some other mod... eeehh... outdated I would assume. But right know: Firespitter - not again, not if not more... stable. Used for switching subtypes?! Why? B9PS is in most cases the way to do so.
  6. Are only the propeller engines using Firespitter? Or is it also used for other parts? I currently consider installing AP+ only with the the jet engines i am interested in (and of course the fuselages), without the propengines. Would dropping those prop-engines be enough to be able to drop firespitter, or are other parts also using this module (yes, i had really bad issues with firespitter in the past and really don't want it back at the moment [or at least until it is put into a good state by a professional like Lisias] )? Or will doors, ramps etc also not work anymore in case they also use animations by firespitter? @Lisias
  7. @Kerbal410 https://www.filemail.com/d/nhgvnmwddddfxza (downloadable for 7 days, because it's a free of charge file hoster) Some more fun stuff: Configs for the Mk82-Family (place them into BDArmory\Parts\mk82Bomb) -> Laser guided variants for the Mk82-Bombfamily.... and a little bigger guys along with them. Also here the promised configs for the RBS-15 (place them into BDArmory\Parts\RBS-15-17 respectivly RBS-15-17AL you will be able to identify which one belongs where by the filename) -> Big big nasty kaboom makers. Beware of the blast shock wave. Especially if using the really overpowered experimental NX-variant. Be sure to launch the evil device from far far away. 10km at least... better more. Otherwise it will also kick your a... as well. Also the configs for the JDAM-family (place them into BDArmory\Parts\jdamMk83) see for yourself. Dropping all those cfg in the matching folders will give you some more additional variants of kaboom devices, that already come with BDA+. Please don't remove any file from the corresponding folders. Those configs are meant do be additional variants, no replacements. Important: You may want to edit the values of "Title" and "Description" in the config to texts into your native language, but you'll able to do it. Just edit the configs. Because I made the configs only for my fun, not for sharing, i did it the lazy way and did not hook into the localization files and thus did write the description directly into the part config and not as loc-reference. So you'll want to change the texts, that are in some cases written in my native language. Unfortunately I can't make new 3D-Models like a paveway or something, so I had to use the existing models of BDA. Sorry for reusing this stuff and just reconfiguring it for fun purposes. But that aside, maybe you have fun with it. So... enjoy... And no, they are not made for balanced gameplay or RL-references... just for fun and doing stupid stuff.
  8. Launched from a rather slow plane, from 6-7 km distance.... should be enough for the missile to take control Havin the Issue, that the nukes only detonate when launched in the direction where is the open water. If detonated above land, they split apart but do not perform the nuclear explosions.... mhhh strange. But following your initial advice i made some additional nuclear turrets by adding nuclear = true to some amunition types for my fun. They nicely fit to the big turrets from BDAextended. I have the sick idea of mounting one of those on a big plane and do some very very stupid stuff. I have set up some Kerbal Konstructs sites for... doing silly stuff.
  9. does it still work on a normal potato-pc, or does it become a 1fps-slideshow? I like this kind of 'stupid' things to have some fun in KSP. Such things create smiles.
  10. Your config says, it deploys 600 submunition... eeeh... 600 tiny mushroom clouds? Doesn't this result in an overkill of the graphics card?
  11. No nertea's stuff is completely peaceful. The KA-stuff does not explode. Even a core meltdown does not result in explosions. The only thing, that is really kaboom-ish are the anti matter tanks of Far future tech, if not contained correctly. You want to kaboom stuff? Check BD Armory+. There in the thread there are also configs to make some parts real nukes with real blast wave etc. This will cover your needs.
  12. In fact I currently have problems with the bda-stock-configs of maverick and Hellfire. In RL they are shot several km away from the target according to wikipedia. But the bda-counterparts burnout rather easily. I tried to experiment with the cruisetime, but in many many cases even my tuning did not enable them to hit the lasered target correctly. Even with huge burntimes they struggle to hit the ground target (e.g. some rather flat Kerbal konstructs buildings (laser in the middle of the roof). In many cases they simply hit the ground 50m in front of the target. Could someone more experienced then me please have a look at those configs of maverick and hellfire? They really struggle to hit the target from 5-7km distance (laser always on target). Even a larger burntime does not solve the issue (because the missiles then tend to get to fast to get the stearing right). An many cases they hit the ground in front of the target, especially on small rather flat buildings.
  13. Does 18inchISJN have be also added to the definition of a ammo can to store some more of these crunchy crackers?
  14. Didn't do anything. Just reverse-engineered some of the original part configs, that come with BDA+. Hope the stuff works for you. Have fun. In fact some many parameters in the configs are still a mysterium to me... black magic. I really really appreciate, what the devs do and how great this framework works. I'm just a noob in re-configuring configs. Most things can be re-engineered by using other configs as template.
  15. @Kerbal410 If you don't want to wait for me to upload my configs (maybe weekend?!): You can do it yourself: this way you also learn how configuring works Go to the folder where the rbs-15 lies (or the rbs-15AL (the airlaunched variant)) -----> bdarmory/parts/.... Make a copy of the cfg file there, put the copy next to the original (you will want to keep the original, otherwise you would lose the non-nuclear variant) Give the copied file a good name like rbs15nuke.cfg or something like that Open the new cfg and do the following steps: Scroll down to the bottom. Somewhere near the bottom you find the module { name = BDexplosivepart ......... } or something similar. Remove the whole module (Including the word MODULE up to and including the } symbol Replace the deleted bdaexplosive module with the following: MODULE { name = BDModuleNuke thermalRadius = 7000 //clamps AoE to a max of this distance yield = 1000 // yield, in kilotons fluence = 3000 //thermal bloom modifier, reduce for less toasty nukes isEMP = false // does this generate an EMP reportingName = W-75 Warhead //weapon name that appears in competition log //initial flash flashModelPath = BDArmory/Models/explosion/nuke/nukeFlash //shockwave shockModelPath = BDArmory/Models/explosion/nuke/nukeShock //fireball blastModelPath = BDArmory/Models/explosion/nuke/nukeBlast //mushroom cloud stalk plumeModelPath = BDArmory/Models/explosion/nuke/nukePlume //ground scatter debrisModelPath = BDArmory/Models/explosion/nuke/nukeScatter //sound blastSoundPath = BDArmory/Models/explosion/nuke/nukeBoom } This removes the conventional explosion mechanics that BDA can calculate and will call its BDA-built-in nuke functionality instead, that has very pleasing visuals and physics effects. (Adjust the red marked numbers to you liking. The numbers above are just an example. They would give you a nasty megaton of kaboom - like a modern advanced nuke could do) do a bit try & error ingame. Adjust, try, adjust, try.... balance it to your liking and your sense of realism. I wouldn't suggest to put a tsar-bomb-like explosive in a fairly small cruise missile. Now we do two really important steps in the config. The part needs a slightly different ingame name and ID, in order not to collide with the BDA-stock-rbs-15 So look for this section on top of the config // --- general parameters --- name = ... Write a matching name that differs from the one, that is written in there by copying the file. Maybe name = RBS15-AL-Nuke or something like that. The name is the part ID under which KSP will handle the part internally. You want to give it unique name, that does not collide with existing ones. Now go to the section ... // --- editor parameters --- ..... title = ... manufacturer = #loc_BDArmory_agent_title //Bahamuto Dynamics description = ... // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision The red parameters controll, how the part will be displayed ingame in the VAB. Give it a good name (a different name that is written here.... you don't need to use #loc_.... you can easily write your ingame description and title here. These values define the ingame title and the ingame description. Because you only create the config for yourself, you don't need to hook into the localization files and can write your desired title and description directly into the config. Example: title = RBS-15AL-N air-launched flying nuclear boomstick Description = A nuclear variant of the RBS-15 cruise missile. It works also as a nice marshmellow roasting device. (Sidenote: letters after // symbols are comentary and are not displayed ingame or interpreted by module manager. They are just for the config editing guy to leave comment) =========== Sidenote: RL-Nukes are not detonated on impact, rather they are triggered above ground. For best results consider setting the explosion triggering distance in the PAW in the VAB e.g. to 10 or 20m to avoid occlusion of the blast wave by hills etc. You can also adjust the parameters cost for adjusting the part price. You can also easily adjust the mass (look for "mass =" ) and by tuning the "rescaleFactor" parameter in the file you can make the nuclear variant bigger or smaller than the non-nuclear variant, that comes with bda+ (but for realism's sake remember to adjust the mass, if you de/increase the size massively) With the parameter cruiseTime = .... you also adjust, how long the cruise missile will fly until it shuts off its engine and is burned out. If you want to make something launched from a silo you may want to increase this value, but be carefull for realism. A cruise missile is not made for travelling around the world. Important: Each Edit in the cfg only takes effect after a restart of KSP.
  16. Did it work for you? As for the RBS-Cruise missile... I did it for both variants. I can upload you my configs to a filehoster as soon as I get back to my computer. (but you will want to adapt their ingame description, cause I wrote it in my native language (german), because I was too lazy so do a full reference to the localization file and extend the localization. That's why I wrote the description directly into the config. But you can change it easily - just look through the config and you will find the place that is written in german. Write whatever you like to read in your partwindow ingame description... Will upload the configs to a filehoster soon (tm)
  17. Just a thought... maybe it would make sense to split AP+ into several packages, that can be installed independently... maybe a wings & fuselage package, an enginespackage etc, so you can update and distribute them in your speed of fixing them.
  18. Yeah, the thing is, that was a nice bug source. At least in the past gave up on firespitter. I don't know if it is even maintained anymore. A version only using stock modules will be nice. My install is already heavily modded and every plugin less is good. What will be lost, if you get rid if FS? Why do you want to get rid if it, if you love it so much?
  19. Nice to hear. I will also stick to KSP 1 for a while, because my ksp1 install with all the mods currently looks way better than stock ksp2 and has also way more features due to mods. Nice to see, that some modders stay "on board" and don't leave right away to the next hot sh*t. Looking forward to a semi-stable out-of-beta- release soon (tm). Yes, real life always comes first. I really appreciate, that modders like you find the time for such work in the free time at all. Will there be a release without external dependencies like firespitter ? In the past i had many annoying issues with firespitter and am not so keen on having it again. Or can I somehow extract the non-firespitter-needing parts? I am mostly interested in plane fuselages - not so much on propeller engines, as i am more the jet-using-guy.
  20. Maybe different settings. As long as it is named ... .cfg and changed the icon everything is alright.
  21. Is this the final version or is AP+ still maintained, developed and supported by the devs even with ksp2 around the corner? @Lisias
  22. Yes, textfile is the right one. Create a.... myfavoriteboombstick.txt. then open it, make sure it's completely empty, fill in the matching config content and save it and close it. Then rightclick on the file, press rename, and change the the name to myfavoriteboomstick.cfg In case of Windows it will give you a dialogue window if you really want to change the file type. Confirm. The file icon will change. You can give the file the name you want. The name doesn't matter, as long as you have the correct filetype and put it into the right folder, as decribed before. If you want to change things in the cfg files, you don't have to rename them back into txt. If you doubleclick a cfg file, windows will open the same editor as it does when it opens a txt file. In case you use the configs i adapted, check your BDA-bombs category in VAB/SPH. There you should find new additional bomb types, that have the same visuals like the ones, that come with bda+ (I am no 3D artist!) but have different functionality (maybe a little bit of different size) and should complement BDA-stock ones. The bda-devs are free to include those in their releases, (or only use them partially, rename them, do whatever they like) if they like - their descision, or they may completely ignore them. I also have written a config for a nuclear version of the RBS-15 cruise missile. Yes, the real world RBS doesn't have a nuclear warhead, but I wanted to make a nuclear cruise missile and had only the rbs 15 model and the AGM-86 3D-models from BDA, so i almost randomly picked one of the two.(You remember the movie scene from independence day, where they open the bomb bay of a bomber and drop a nuclear cruise missile against the alien ship floating above ground?) So if someone wants the config to create an additional RBS version with a big boom, let me know. But anyone can create their own by just stealing the bda-nuke-module from the AIR-2 missile and replacing the bdaexplosive module with the stolen nukemodule in the config of their desired boomstick, adjust yield, fluence and radius to their liking and voila: you have your nuclear version. (don't forget to change the part name for Module manager and the ingame description and ingame name in the config). No need to use other plugins (e.g. from NorthKerbindynamics), because BDA has already all the code needed for nuking some... asteroids or Kerbal Konstructs sites... I wish I had the skills and the time to make 3D-models and provide them, but unfortunately this isn't possible for me. And yes, the provided configs are not real world related. If you don't like them, skip them. BDA is a fantastic framework!
  23. Yes, but this would duplicate the assets in the disk storage. Just pust the new configs next to the old cfg-files in the matching folders with just a different filename. I gave the parts in the configs a slightly different name, so that they don‘t collide namingwise. (you said bahaclusterbomblaser... this is already a new name. The original is named bahaclusterbomb (without laser), so that you can right now use the configs without having to edit anything. E.g. added a TN for tactical nuke in the name. Or and L for laser-guidance. Have fun!
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