Bully056
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Posts posted by Bully056
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So long as it has the little Mini-Ghost at the back that can detach
Also keep the Acclamator class, it's meant to be a slow lumbering frigate/Troop Transport after all
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Wrt interstellar V2 under Kerbal 1.002 icw TextureReplacer; I did run into similar crashes untill I dropped in active texture management. It'll get me into the startup menu with the clouds loaded now, however gettign some weird behaviour from the other mods (totally overcast sky and crazy global lightningstorms) . I'm running with it for now and try again when there's an official release of Edge of Oblivion.
Totally hooked on CKAN btw, I just started using it with Kerbal 1.002 and it's been a great help dropping mods in and pulling them out again trying to isolate the issue.
Agreed, I would Recommend CKAN to any KSP user who likes to mod there games, I may just wait to use this until it is updated
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EVE works fine for me, it's just Boulder Co. that crashes the game.
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The Bolder Co. File Crashes my game. are the Files updated to 1.0 or are they still in .90 Format?
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BahamutoD
Thank you for all your hard work. Your mod was one of the main reason I started playing KSP in the first place. Since your update with the cruise missiles. I updated my B-2 bomber to accommodate 6 of them inside a MK2 Cargo bay. I thought I'd provide some food for thought. just as many other people have done for me on these forums
http://i1077.photobucket.com/albums/w475/v8jester1/B2%20Bomber/screenshot13_zpsswnrjzt9.png~original
http://s1077.photobucket.com/user/v8jester1/library/B2%20Bomber
What mod is that Rotating Weapon Rack from?
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I am just going to Post a List here of 10 things that might be interesting to see in this mod.
1) Parafrag Munitions: retarded fragmentation bomb Weight: 23 pounds (10.4 kg)
2) Tiny Tim Rocket: 11.75" unguided surface attack rocket with 500 lb. (227 kg) semi-armour-piercing warhead
3) Type 3 Mk.27 Bomb-Rockets: Air-launched unguided anti-aircraft rockets with phosphorus incendiary proximity-fuze warhead
4) PTAB-2.5 Munition: Multiple anti-tank bomblet
5) VAP-250 Munition: Phosphorus dispenser
6) SC 2000: General purpose bomb
7) RS-132: Rockets with demolition warhead
8) AJ-2 Ampoules: Napalm dispenser
9) 4.5" M8 Rocket: General purpose rocket
10) VB-2 Bat Bomb: Radar Guided Glide Bomb for Anti-Shipping Role
Number 6 is a Bit overkill but would like to see it in the mod any how. Don't know if number 10 is even Possible.
Edit: any way we can get a Ballistic Missile with Changeable Warheads and maybe the V2 Ballistic Missile?
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The one with wings? its based on this http://fas.org/man/dod-101/sys/smart/agm-86c.htm
If you mean the other one, its this:
Ah, the RBS-15. Threw me off as it looks like something Russia Would Design XD
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Also what is the Second Cruise Missile based off of? is it a Modified Kh-55?
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That should also remind you of those jumbo landing gears you promised. (sorry sorry for cross threading)
Or the Seismic Charge
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I made a parts pack to make tanks.
http://kerbal.curseforge.com/ksp-mods/228385-sc-panzer-parts
Saying the File was not found, Also I have to lol at the Pz-IV Image in the background of the Parts main Picture as if you look closely it's the One from Girls Und Panzer before the Side Skirts and Turret Spaced armor was added
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Wouldn't Mind him Adding a MOAB or even a Short Range Ballistic Missile like the OTR-21 Tochka or the MGM-140 ATACMS.
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Or at least not Jeb.
Granted Jeb would have got him back faster... but his chances of survival maybe a bit less than 1 in 5.
Isn't 1 in 5 a Bit Generous?
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Update
v0.6.1.2
- Fix: Bullets don't despawn instantly with stock phys range
- Tentative Fix: Landed vessels don't crash through terrain with large phys range setting
- Tentative Fix: Rendezvousing with vessels in orbit won't make their velocity match you on vessel load
Notes:
So I think I fixed those phys range issues. Please test on a save you don't really care about. I'm hopeful though. Some incentive: The sooner we can confirm that the phys range issues are gone, the sooner we can start working on super long range weapons like BVR missiles, rail guns, etc. So please report back! Thanks!
Weird, I have never had those Issues before.
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Just download Infernal Robotics and you can do that without needing to put more of a work load on BahamutoD here. I was able to put a completely rotating bay (entire bay rotated) with IR and Spaceplane Plus before .25 released.
Was just asking, It's His mod so if he want's to add it is his choice
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Hey BahamutoD is there any way you can put in a rotating Bomb bay, Like the one on the F-22 Raptor or the B-2 Spirit?
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Does any one know If I can still get this for .24.2?
I am asking because I can't get it to work for .25
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Squid airship class from Guns of Icarus: Steampunk Nuff Said
YSS-1000 Saber vs Tie Interceptor
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Think you can get the SR2's Mass Effect Core working?
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Sorry I was Thinking about the Ebon Hawk at the Time XD
If you are going to add any more ships, would you mind Consider the Republic Attack Cruiser (Venator Class) to the Mix?
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Mind if I give this a Try, my Computer can Run it (even with 26 mods already installed) and it looks like fun.
Question: does it have a Speeder Bay?
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Hey if you need another tester, I am free at the moment, that is if you need any more help
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Reminds me of the BALL from the Mobile suit universe "hint hin nuge nuge"
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Hey Tiber is there a way to Bind the Cargo Hold Key to a new Key other then G?
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I would Suggest the Seitech ST290 Pro, i Have had mine for Almost what 6-7 years now and it still works like New
And the Best part is it's under 30 bucks
STAR WARS Set 1
in KSP1 Mods Discussions
Posted
Sweet, now any chance you can add in a Recusant class or Munificent-class?