-
Posts
653 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Melfice
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
That is a good question. It may have been removed in subsequent versions of the mod. Hence my (unless this info is outdated). Any cfgs that seem likely when poking around? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
You can increase the load range (unless this info is outdated) in the .cfg. Of course, this comes with some performance hit, depending on how crowded your planet is. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
I would say that makes them far more effective in space. Putting stuff up there is expensive. If you've the capital and infrastructure to put a nuke in space, at the structure, you can probably maintain that structure as well. It's "just" a matter of cleaning up after that, isn't it? At any rate, a nuke contains a LOT of potential energy. If you can somehow contain and direct that energy, it can be just as destructive as it would be in an atmosphere. It would just work differently. -
What's the funniest thing you've seen/heard a new player do in KSP?
Melfice replied to physicsnerd's topic in KSP1 Discussion
The standard: "I flew up into space and then I fell down again. Why didn't it work?" -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
Don't encourage him. He might make more. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
IF there are to be any inline ammo containers, I would prioritize stock (and upcoming stock Spaceplane Plus) over B9. Makes a lot more sense, really. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
For those confused, he is referring to Laser Guided Bombs. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
Honeyfox' idea would also allow for both the MW1 system of the Tornado, as well as the Swedish Mjolnir system. Could be interesting. EDIT: Like a gibbon (though to my defense, I'm not that familiar with Russian armaments!), I basically said the exact same thing as Honeyfox. Go me! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
How? You'll need to be more specific if you want your feedback to be taken seriously. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
... if it were on CurseForge, I'm sure Bahamuto would link to it. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
Use action groups for the guns. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
To "fix" that, turn off the gun whenever you intend to click any buttons. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Melfice replied to bac9's topic in KSP1 Mod Releases
I'd rather liken it to the following analogy: A well-prepared steak is good on its own. Don't force your customer to use sauce. But hey. What do I know?- 4,460 replies
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Melfice replied to bac9's topic in KSP1 Mod Releases
Alright, fair enough... I just don't like the thought of needing one mod to effectively enjoy another. If it were something that works in the background, sure. But FAR/NEAR is quite an extensive overhaul. Maybe it's better? I don't know. But it'll take time away from enjoying your mod if I need to learn another. See what I mean? But I'll consider it.- 4,460 replies
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Melfice replied to bac9's topic in KSP1 Mod Releases
Question: How much am I affected by "issues" if I were to not use FAR or NEAR? The opening post states the mod will work without, but I won't receive support if something were wrong? That seems to imply I will run into problems down the line if I don't use NEAR or FAR.- 4,460 replies
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
In the GFY link, I love the helix pattern the missile fire makes. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
He's not asking Bahamuto, as far as I can tell. He's asking, assuming it's permitted, for others to modify the configs to allow for Skillful integration. -
KSP-TV SquadCast - Release list and discussion
Melfice replied to HafCoJoe's topic in KSP1 Discussion
Doubt it's a replay. Scott crashes often enough, so he'd run into it. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
It's probably just me, but the free-fall bombs tend to fall short from where the bomb aiming reticule indicates they will probably fall. EDIT: Also, the rocket pod doesn't animate? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
Not what he was talking about, I'm thinking. Bahamut was working on his own game. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
The part where I didn't know it affects every goddamn ship in the game. (Incidentally, that means you probably don't want to use the mod. Can you imagine the game calculating the exact position of a ship several AU apart from you? Damn... lagtastic.) The part where I thought it required the ships to never unload to carry a part. So, maybe next time when somebody responds to you, don't assume they know how every mod for KSP works and answer in a non-conceited or smug way? Lovely. EDIT: Ah. It's limited to 300 kilometres. Still. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
Doesn't work. Ships unload after 2.5 kilometres. Shouldn't work. The bullet would probably unload after 2.5 kilometres. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
First grab a duck and slather the tailfeathers with tamarin money feces. Some say capuchin monkey feces works too, but don't believe them. Tamarin poo works best. Then have it spin on top of your monitor three times. After that, tell us what you've actually tried, because with the information you've given right now, the tamarin-duck combo is the best help I can give you.