

Used Car Salesman
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Rocketeer
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I did not catch that. Thank you very much. Works just fine now.
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For me, none of the nuclear weapons are functioning.
- 2,035 replies
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Is there any way to change the order in which the guard mode AI selects weapons? Meaning, can I change something so a ship will use a 30mm cannon against incoming missiles or aircraft instead of a large, slow battleship turret?
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Thanks for adding the user-configurable option. I seem to have an issue with landed ships teleporting about 5 km into the air when I approach them from a distance outside of what I set PRE to. I get to within 10 km or so and suddenly a ship that was landed jumps to the same position, only a few km straight up.
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[1.9-1.10] Throttle Controlled Avionics
Used Car Salesman replied to allista's topic in KSP1 Mod Releases
Agreed. All I really want is VTOL balancing, and in a couple hours of effort I haven't been able to figure out how to make that work. Way too much going on at once and way too little documentation. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Used Car Salesman replied to KospY's topic in KSP1 Mod Releases
How do you use KIS to detach, move, and reattach larger volume objects like fuel tanks and engines? You can unbolt them, but you can't put them in inventory or grab and move them, so...? -
[1.2] Real Solar System v12.0 Dec 8
Used Car Salesman replied to NathanKell's topic in KSP1 Mod Releases
Any word on a 1/10 config? -
I'm having a similar problem to everyone else, after moving ships to Mun orbit with Hyperedit all the lazor stuff stopped working, no visible beams, no activation sounds, nothing. You can access all the windows in the menu and such, but the sunbeams won't fire, missile tracking won't work, and no accessory lasers will work.
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Can someone explain how the remote control feature is supposed to work? There is pretty much no documentation that I've been able to find.
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Boat Parts ~~~0.90~~~ R4.65~~~
Used Car Salesman replied to InfiniteDice's topic in KSP1 Mod Releases
Okay, I cannot wait to build Orion-drive space battleships with functional, rotating turrets. This is made of win. -
I played with the speed so it will actually collide, but how do you adjust the damage the shell does when it hits?
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Best way I found was to completely kill relative velocity to target, then use a lazor cam mounted parallel to the cannon to zoom in and aim with. I built a cool tank with a DR-powered turret, though. Still frustrating that it can't inflict real damage. Is there a velocity value that can be lowered so it might detect the collision better?