Im_M
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Everything posted by Im_M
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Forgive my ignorance if it's covered elsewhere in the thread, but I noticed you can interact with the observatories and it has options to assign kerbals to them to generate science. How do you actually assign staff to them? When I click the button to assign them it says no unassigned kerbals available.
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Im not asking for a fix, and it's nothing crazy that I've modified. Just parts of the .cfgs relating to damage and tracer color. I'm not even asking for anyone to fix anything for me. I just want to know where I would look to change the max detonation range. Like Ive said before it's locked at 3800 meters and I just want to make it a greater distance.
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I am still in KSP 1.2. I don't feel like dealing with updating since I've personally modified all of BDA and another handful of mods. It'd be a excrementsload to go through, not to mention the mods that havent been updated yet. And the air detonation does work. It's just limited to a range of 3800m and I want to change it.
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Im still using 0.2.1. I would hope it's still pretty much the same. If someone could just point me in the right direction to implement this myself or let me know of a fix thats already in existence that'd be awesome
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Alright, I've tried to be not ignorant, but I can't seem to figure it out on my own. Is there any way to change the maximum air burst distance? I see in the bahaturret.dll source code theres something that says public float detonationRange. So I was thinking putting that into the .cfg with a value would do something, but the detonation range is still stuck at 3800m. Any help would be greatly appreciated.
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Thats not the latest version. Latest one is located on the front page of this thread. LINK to the download.
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Has anyone been successful in making a missile that operates in orbit? I've been trying all day to get a working one built, but I haven't had any luck firing from ship to ship in orbit.
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Havin a little bit of an issue with the AK230. It's aiming point is well above the intended aiming point. This is also affecting the guard mode as it will not engage any fast moving vessels or missiles further than 500m due to the offset of its aiming point. Is there anything that can be done to fix this issue? I've fixed any issues Ive had with KSP on my own but this one is beyond me. Spoiler contains images of the issue. I'd appreciate any help anyone can give.
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I've got a couple turrets that aim too low or too high in guard mode and manual aiming mode. Specifically Spanner's 105mm Single Turret (aims high) and NED's Challenger II turret (aims low). Is there anyway I would be able to edit where they aim using NP++ and messing with the .cfg? I have a basic understanding of what most everything does in the file and I've messed with them a whole lot but I don't know how to fix this issue. If anyone could help me out I'd really appreciate it.
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@SpannerMonkey(smce) @Wolf123 @DarkOwl57 @DoctorDavinci Thanks for the replies yall, didnt wanna go through the pain of installing the new BD since i have heavily modified and optimized my current version for my scenario. Lovin your addons to BD as well Spanner!
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Does this new update fix the issue with shells over penetrating? Makes tanks and armor kinda pointless if everything goes through, regardless of AoA, and touches the squishy insides.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Im_M replied to BahamutoD's topic in KSP1 Mod Development
Was scanning the thread for info on making the cannon shells non-explosive and saw your comment. I had the same issue with everything that fired bullets like the 30mm 20mm etc not targeting anything. Editing all the config files for those guns to make them fire cannon ammo will make them target vessels and missiles. -
I ran the game with only B9 and the default files in the gamedata folder. And its impossible that I messed up dragging and dropping one folder into the KSP main folder. Figured it out. Had an ancient version of module manager along with the new one. Problem solved.
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No dice. Snjo's version of firespitter.dll is dated august. And I've never used modular fuel tanks so thats not it. I appreciate your input though.
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So ive got a problem. I looked through the thread and havent seen anything about it. The universal parts dont have fuel for me. I change them to the fuel tank configuration and they dont have fuel in them at all. Am I just dumb and missing something or is there actually a problem?
- 4,460 replies