verniervonkerman
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Posts posted by verniervonkerman
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Nothin yet bois
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Got my game up and running again, but again, the BHI stuff doesnt work.
If anyone has any idea what's wrong with the config files, I will pin it here
PART
{
name = bgm-109-tomahawk
module = Part
author = TMasterson5
mesh = model.mu
rescaleFactor = .85
node_attach = 0.0, 0.01, 0.0, 0, 1, 0, 0
node_stack_top = 0.0, 0.01, 0.0, 0, 1, 0, 0
node_stack_bottom = 0.0, -0.3, -3.1, 0, 0, -1, 0
TechRequired = precisionEngineering
entryCost = 2100
cost = 1000
category = none
subcategory = 0
title = BGM-109-Tomahawk
manufacturer = McDonnell Douglas
description = The Tomahawk is a long-range, all-weather, subsonic cruise missile named after the Native American axe. Introduced by McDonnell Douglas in the 1970s, it was initially designed as a medium to long-range, low-altitude missile that could be launched from a surface platform. The Tomahawk missile family consists of a number of subsonic, jet engine-powered missiles designed to attack a variety of surface targets. Although a number of launch platforms have been deployed or envisaged, only sea (both surface ship and submarine) launched variants are currently in service. Tomahawk has a modular design, allowing a wide variety of warhead, guidance, and range capabilities. The Tomahawk project was originally awarded to Applied Physics Laboratory in Laurel, Maryland by the US Navy. James H. Walker (ME Kansas State 1942) led a team of scientists to design and build this new long range missile. The original design with advanced technology is still used today.
attachRules = 1,1,0,0,1
mass = .8
dragModelType = default
maximum_drag = 0.01
minimum_drag = 0.01
angularDrag = 2
crashTolerance = 15
maxTemp = 3600
tags = cck-TM5A
{
name = MissileLauncher
shortName = bgm-109-tomahawkthrust = 60 //KN thrust during boost phase
cruiseThrust = 10 //thrust during cruise phase
dropTime = 2 //how many seconds after release until engine ignites
boostTime = 5//meters //seconds of boost phase
cruiseTime = 300 //seconds of cruise phase
guidanceActive = true //missile has guidanceActive
blastRadius = 30//meters
blastPower = 45
maxTurnRateDPS = 35 //degrees per seconddecoupleSpeed = 1
audioClipPath = BDArmory/Sounds/rocketLoop
exhaustPrefabPath = BDArmory/Models/exhaust/smallExhaust
boostExhaustPrefabPath = BDArmory/Models/exhaust/mediumExhaust
boostTransformName = boostTransform
boostExhaustTransformName = boostTransformoptimumAirspeed = 250
homingType = Cruise
targetingType = gpsmaxAoA = 15
aero = true
liftArea = 0.0053
steerMult = 20
maxTorque = 100
terminalManeuvering = truedeployAnimationName = fireAnim
deployedDrag = 0.01
deployTime = 3.0
minStaticLaunchRange = 700
maxStaticLaunchRange = 40000
}
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It should work.
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idk.
I tried downgrading versions, but my game won't boot as a result.
the log displays nothing
[LOG 15:57:18.284] ******* Log Initiated for Kerbal Space Program - 1.2.2.1622 (WindowsPlayer x64) *******
Kerbal Space Program - 1.2.2.1622 (WindowsPlayer x64)
OS: Windows 10 (10.0.0) 64bit
CPU: 12th Gen Intel(R) Core(TM) i5-12400 (12)
RAM: 16126
GPU: AMD Radeon RX 6600 (8147MB)
SM: 30 (Direct3D 9.0c [aticfx64.dll 30.0.15021.7000])
RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8
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the addon North Kerbin Dynamics Renewed already has AGM-158s.
If youre looking for a pallet equivalent, look at kerbal x. I made a proof of concept variant that can launch 2 pallets.
C130/17
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Sorry I'm late.
I think I got points for surviving the ejection and landing derrum kerman safely.
And I also got some for landing the modified Mallard Jet, which is my B-1B Lancer pretty much, on an island.
Here's the video link
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Same here.
On 6/1/2021 at 2:09 AM, Budgi3Bloops said:Great concept, but whenever gravity is on I just fall through the floor, even with collisions enabled. Am I doing something wrong? Also the doors don't work well for me.
Same here
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Anti-submarine missiles don't produce any rocket thrust.
ksp.log...
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT/files/8548959/KSP.log
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On 11/21/2015 at 11:19 AM, Sobol said:
@up Above RO version I will be working in December.
@ Red Iron Crown I added GNU license to download.Do I install the RO configs only, or the mod and the RO version?
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On 4/9/2021 at 10:44 PM, Jceratops said:
heheh... about that.... Ive already configured the useful thing of Kertemis lol, the EUS (Not a single clue on how to config the fairing base, just the mod that its done with)
Note on the 'RO Devs' There is no specific dev team, as RO more functions as a community project
About that, where are those configs anyhow?
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Ok. So I have this issue where the textures for almost all of the realism overhaul parts are grey in the part select menu, then are pink in the editor.
Here is the modlist.
And here is an example screenshot from after reinstalling KSP and checking for file issues via Steam.
(Look in the spoiler)
SpoilerHere is the Log file
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This challenge is pretty simple. You have to go to every planet and moon, (except for Jool) land on them, do the challenge over again, then return to Kerbin.
Oh and one more thing, no propulsion mods, or exploit use, or You are a cheater. (You are allowed to use Better Time Warp, persistent thrust during painfully long maneuvers, quicksaves, and visual mods. That's all. No DLC parts allowed in hard mode or above.)
Easy mode: Only Flybys
Normal: Achieve Low Orbit twice
Hard: In the title
Super: NO REFUELING, docking or sstos. Impress Me (Somehow)
Good Luck! You're Gonna Need it!
Note: Gravity assists are NOT allowed in Super Mode!
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On 9/18/2018 at 9:29 PM, Radar said:
@Esq. Scisms This re-package is just a start of what's to come to be honest as the version I've posted here is one where I've pulled out the Ultimate Shuttle IVA and put back in the original from DECQ released version plus also pulled out the Canadarm. I did that deliberately to gauge the feedback and what I was doing people were happy with, and the direction it was being taken.
I want the re-package to be as simple as possible for those playing the game especially the first timers. For those who wanted to 'replicate' real life missions but at the Kerbalised level, not at a realism level.
Do you have a link to DECQ's Version? Or is it dead and you still need to re-port canadarm and other stuff?
[1.6.1] Kerbal Field Weapon Pack V2.2 [KBF] [2019.3.22]
in KSP1 Mod Releases
Posted
Shame that more modern weapons may not be added. :/
At least it works with BDAPlus