Used Car Salesman
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Everything posted by Used Car Salesman
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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.
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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?
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Something I'm wondering about: Is there a way to keep missiles from being detonated by the explosions of other missiles, or from getting hit with a Sunbeam? It's not fun to close within 2 km of a target ship and accidentally set off their cruise missiles. Plus, I like seeing ships blasted into a cloud of debris instead of just vanishing in an explosion.
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Even if it does, it's virtually impossible to line up a successful shot from further than 1 km away.
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Stack the bass cannon rounds on top of each other in the barrel. Just make sure they decouple in the proper order, i.e. the last one placed should be the first to fire. I think you can get 8 in the barrel. I also have the issue with bass cannon rounds not colliding with anything but the ground. It makes my newly built tank a bit useless.
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Boat Parts ~~~0.90~~~ R4.65~~~
Used Car Salesman replied to InfiniteDice's topic in KSP1 Mod Releases
Wow, this thread is why you don't give release dates. -
Well, I started on a fresh install and reinstalled all of my mods. Seems to work fine now. Maybe it was something funky with the last update I did on my regular installation.
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Changed view distance out to 100km, no change. It's not being deleted, because it still clearly shows as a debris target, the problem is the missile cam window exits by itself and goes away.
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I'm wondering about an odd issue I'm having. When I activate the missile cam and launch a missile, the missile cam window tends to disappear after 20 or 30 seconds or so. Therefore, I can't manually detonate the missiles or watch them close with the target on camera. Any ideas? It happens pretty much every time.
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Boat Parts ~~~0.90~~~ R4.65~~~
Used Car Salesman replied to InfiniteDice's topic in KSP1 Mod Releases
I am really looking forward to this being up and running. Even though there's only a few places in the KSP solar system to use them, I'd love to have some fun building and blowing up wet navies. -
Orbital Stations? Can't play anymore
Used Car Salesman replied to Ginger Ripley's topic in KSP1 Discussion
I also took a pretty brutal FPS hit from the 0.20 update, my stations that used to run perfectly fine now lag into the single digits. If anything I had fewer addons in my 0.20 folder so it should have run FASTER, not slower. Plus it all appears to be physics-related; a given station has no lag whatsoever in the VAB where it's just visual rendering, but when the physics are active it becomes unplayable. I agree with the poster from the previous page regarding the excessive physics. It's funny and amusing the first few times you see a rocket wobble it's way to orbit, but once you're over it the physics become a headache that isn't worth the considerable system resources that appear to be devoted to it. NASA's rockets aren't held together with rubber bands, and I don't see why mine need to be. At least give us a settings option to switch to simple physics that don't bend, wobble, stretch, and oscillate all over the place. I know it's still a beta and everything but you guys are on Steam now and I'm sure are making serious money as a result, so don't end up like Mojang where your founder pockets $100 million and years of "development" later the game is still buggy, unoptimized, and relatively unchanged. -
[0.22.X] BobCat ind. Historical spacecraft thread
Used Car Salesman replied to BobCat's topic in KSP1 Mod Releases
Wow Bobcat, that's looking very good. You appear to be one of those devs that gets going and doesn't stop! I'm looking forward to this a lot, I loved the Soyuz stuff.