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SkyFall2489

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Everything posted by SkyFall2489

  1. I do have MechJeb, by the way. The usual distance between attacking ship and target is maybe 2-5 KM.
  2. Although, witha cluster warhead, it's a higher chance of at least some of em hitting the target.
  3. These missiles are launched from spacecraft and aimed at other spacecraft. With vessels, going too fast (450+ m/s) leads to phasing through and not colliding, not doing any damage. TWR won't be too important, from several KM away, 450 m/s can easily be reached. Only 450 m/s DV will be needed, these are all not the issue. What do you mean by some form of autopilot? any reccomendations? This is mainly what I'm asking about. Well, it would, but I feel like that will be hard to haul around on a small, maybe 20 ton battleship. Well, I need low part count. From what research I've done, a big heavy part on the missile is most effective, say a full ore tank.
  4. I've sometimes been playing Genshin Impact. Much different than KSP, but I like all the choice you have in combat strategy. My healers aren't healers, they deal the majority of the damage on some of my team comps. And turns out, the starter characters are actually pretty good if you equip them with the right stuff. The developer, MiHoYo, plans to release another similar game sometime in 2023, called Honkai Star rail. When that drops, I'll probably leave Genshin, as HSR is set in space, and involves trains, and is therefore definitively cooler. If I'm not still playing KSP or KSP2 then.
  5. So, I've been building warships in KSP recently. I found that fireworks, although very effective at close range, tend to always miss at longer ranges. So, I'm looking at missiles. However, all my missile designs so far just miss their targets too. Even if they hit, they don't do much damage. Ore tank equipped missiles can do a lot, but the are big and hard to transport on small ships. And they still miss. How can I get missiles to hit targets, in orbit, from several kilometers away? I'm willing to use autopilot mods, or maybe try and code something in KOS.
  6. so, some patch like this: This should work, as long as all centrifuges have an even deployed crew capacity. Tell me if it doesn't.
  7. What I meant is that ExtraPlanetary Launchpads buffs the stock fuel cells. There is a patch in B2 to provide a matching buff to the PSU, but not the B2 FCM.
  8. Actually, you don't exactly need that. Check out the Variable system. It will let you just set one field to another. What does each part module look like? Then, I can show you how it works. If you do need to select keys of certain values within nodes, you can say @PART[*]:HAS[#MODULE[DeployableCentrifuge]:HAS[#deployedCapacity[xyz]]]
  9. @Angel-125Bug: The Fuel Cell Module does not have its stats changed when EL is installed, unlike the PSU.
  10. Don't see why not, I might incorporate B2 elements into my newer space battleships.
  11. Nope! Haven't been here in a while. @adsii1970
  12. Huh? I don't see it in the Sandcastle GitHub, nor is it mentioned in the SC forum thread.
  13. @Angel-125, I thought there was something about a B2 Smelter module at some point. When will that be made? All the other base parts are done. If it takes too long to make a smelter, maybe just clone the converter support unit?
  14. Been kinda out of the loop recently. I head that KSP2 early access drops late febuary, but what have you all been discussing here?
  15. Well, thing is, names. It's totally doable if you can figure that out. Every part needs an unique vale in its name field. (NAME, not TITLE, NAME is what the game uses, TITLE is displayed to the player) So, you'd need to figure out that wierd regular expression thingy to modify every part name into a new part name that is not the old name, nor the name of any other part, such as by appending to the string. I'm not entirely sure how to do that, but I think it's possible. Go look at MoarKerbals, it appends a string to the description of several parts using a single patch.
  16. There might be multiple upgrades with the fields you are looking for. This will only select the first of those. Just put a comma, then a space, then an asterisk after the HAS node, like this: @UPRGADE:HAS[#diameterMax], * The issue is how you are selecting the variables. The syntax is kinda overcomplicated, check out some examples. Also, you can just say rewardFunds *= 200 on line 4
  17. I'm pretty sure there are a bunch of parts in Pathfinder or Heisenberg with multiple OmniConverter modules on the same part, but they are separate omniconverters.
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